Any developers want to share their thoughts on the lower price ranges? I'm getting info all over, but not many people can adequately explain they they're choosing $2.99 over $3.99 over $4.99.
Any developers want to share their thoughts on the lower price ranges? I'm getting info all over, but not many people can adequately explain they they're choosing $2.99 over $3.99 over $4.99.
Good point.Virgil-TB2, you are forgetting enterprise apps. For consumer apps the price points are definitely lower. But enterprise applications that help large companies save time and money can be priced much higher than $20.
If I (now) think that paying 25 bucks for a music CD is "too much" and sometimes even balk at iTunes prices when they go over ten bucks, why would I pay even more for an application for my phone, from "some guy" that I am not even sure works?
Im with Virgil, I can't see any market for an app priced at $50 or $100. We only need to look at other mobile platforms as an example. WinMo applications, if not free rarely go over $30 in my experience. BlackBerry comes in about the same. These are platforms with a distinct connection with enterprise customers, which is not so with the iPhone.
Yes, but the PSP is sold, marketed, and designed as a portable gaming system. Not only that, but people tend to pay more for a tangible game than they do for an over-the-air download. It's just not going to happen. People aren't going to pay $40 for a game like its a PSP, $50 for an application like its a mobile computer, or $100 for anything. The iPhone can't be everything, and shouldn't be treated like such.Virgil-TB2, would you pay more for a polished, professionally done game as opposed to a "casual" game? I hate to make statements like that, since a casual game can be just as fun as a game from a major studio, but I don't know how else to put it. People have been comparing the iPhone's hardware to the Playstation Portable, and those games seem to retail for $39.99 for new, major releases. Would you pay that much?
Epocrates charges over $200 for their mobile applications:
http://www.epocrates.com/programs/pdamd_bundles.html
Games: This is a pretty competitive arena... so I don't want to disclose specifics...
I'd like to ask a question about the requirement to save application state if a call comes in or the user flips to a different task.
Will your games save state, or restart from scratch each time? Is this need slowing down your programming at all?
Thanks for any insight!
Im pretty sure Apple stated that none of the "app store" programs could run in the background. Im not a developer, so I couldn't answer your other question.
He's not talking about that.
He's saying that since the game would have to quit to answer a phone call, will the game be able to automatically save its state, so you can hop right back in after the call, etc?
Because the iPhone is a phone, and the 360 is a gaming console. No matter the quality, people do not buy phones with the interest of paying $40 for a game, unlike people who are buying 360, PS3s, and Wiis.I don't see why a $20 app has to be so amazing. For example, Xbox Live Arcade just got a downloadable game (Penny Arcade's On the Rain Slick Precipace of Darkness, Episode 1), $20, that's well worth it, and tons of people are paying that much for it. If that same exact game were on iPhone, why should it be any cheaper? Or Spore, they said they ported the entire PC version of the game to iPhone, I bet that'd go for at least $40 if it was truly the entire game.
can't wait for the app store. I take it each country will have their own??
let's hope us in the UK don't get charged more for the apps like we do with music.
Because the idea of an iPhone app approaching the robustness of a $50 desktop app is kind of ridiculous to me. At best, I see iPhone programs being useful, simpler, mobile versions of the desktop programs they match, and as such being offered at a lower price.
I'm also guessing that's why it's 30%? because of the fact that they might maintain multiple servers around the world to keep the speed?
The 30% royalty?
A $3 app could take up just as much space (and probably a lot more download bandwidth) than a $100 app. So by the bogus Apple server explanation, they should be charged the same for storage and downloading. If one's charged a $1 for storage, so should the other.
But if both were downloaded a million times, Apple gets $30 million to "host" the more expensive app. That would pay for a helluva lot of private server space. It's also a HUGE incentive to figure out ways to sell without Apple getting a cut.
Because the iPhone is a phone, and the 360 is a gaming console. No matter the quality, people do not buy phones with the interest of paying $40 for a game, unlike people who are buying 360, PS3s, and Wiis.
For example, on the EA games mobile site now, you can buy games for phones like the AT&T Tilt for a max of $9.99. You think an iPhone game would sell for $40?
Since people have sent you stuff on pricing, has any of them commented on say an app that lets you customize your iPhone? new skins etc?
man I can't wait for the 9th,,,,