All Articles Tagged state of the apps

How Macworld Got Their iPhone App Approved or How Having a Big Voice Helps

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Umpteenth verse, same as the first — Macworld turned their iPhone ebook into and app and submitted it to the iTunes App Store. It was rejected. Several times. Finally editor Jason Snell expressed his frustration on Twitter and several high profile blogs picked it up. Apple called him immediately to try and make it right.

Good for Macworld. Bad for all the developers who lack the same megaphone by virtue of their job and connections.

Granted, with 100,000+ apps, the non-sensical and erroneous rejections remain a tiny percentage, but even a tiny percentage of 100,000+ represents many developers’ time, effort, and money. It’s frustrating for them and embarrassing for Apple.

Tim Cook and Phil Schiller claim they’re making improvements, and no doubt they are. From a pure perception point of view, however, this is one issue that needs fixing sooner rather than later.



Closing in on 100,000 Apps, is iPhone All About Quantity or Quality?

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The internets are a rocking with posts about the iPhone’s App Store unofficially hitting 100,000 apps, but while we wait for official word from Steve Jobs, the blogsphere is also debating the important of the sheer quantity of those apps, and whether that’s more important that quality.

It isn’t.

Scoble (and others, I think MacBreak Weekly covered this earlier) suggests that the huge number of apps makes for a greater chance each individual user will find that unique assortment that best fills their needs. In other words, while everyone has the same iPhone, they don’t all have the same apps, and those apps essentially create a personalize experience — a different iPhone — for each user.

What’s more, those must-have apps, and the money, effort, and time spent in acquiring, setting up, and becoming proficient in them, creates a cost that prohibits users switching to another platform. To go from iPhone to Android, in Scoble’s example, means you lose Tweetie, Tap Tap Revenge, Photoshop.com, NASDAQ, etc. (Never mind if you’ve bought Navigon or other, high-priced content).

John Gruber, for his part, asks if the App Store is popular because the iPhone is great, or is the iPhone great because the App Store is popular.

The number of apps already in the store — and, even more so, the momentum with which new ones are being added — almost certainly guarantees the continuing popularity of the iPhone and iPod Touch for the next few years. But Windows is proof that popularity doesn’t guarantee market-leading quality.

But the iPhone isn’t Windows. Neither popularity levels not quantity of software can be used to balance that particular equation.

Unlike the iPhone, Windows has never been a poster-child for great user experience (Windows 7 may alter that, but it’s just going to market now). Fact of the matter is, the iPhone debuted in 2007 without an App Store at all, and sold for the entire first year (until the launch of the iPhone 3G and iPhone OS 2.0) without an App Store. It sold on the strength of its user experience.

It’s that focus on usability that makes the iPhone great, and that in turn makes many of the apps great. Just like with the Mac, Apple has built in core technologies and development tools to handle a lot of the heavy lifting. So, while it still takes the very best developers to make the very best apps, even fair-to-middling developers can make apps that are surprisingly usable.

Those great apps, combined with a large quantity of usable if not inspired apps, is what makes the iPhone so compelling. The App Store itself is proof. Where Palm, Windows Mobile, Nokia, and RIM have had apps — many thousands of them — as well, it took Apple to create a single place, with a single home screen icon, to find and acquire them all. If it was just quantity, Apple would have had a hard time catching up to them.

StoneLoops! of Jurassica Pulled from App Store Due to Copyright Complaint?

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One of TiPb’s favorite iPhone games, indeed the game that cost some of us fingerprints on our index fingers, StoneLoops! of Jurassica has been pulled from the iTunes App Store following a copyright infringement complaint from Luxor-maker MumboJumbo. According to the developers’ blog Casual Games Harmony:

About 3 weeks ago we have learned that MumboJumbo supplied Apple with a formal complaint and a request to remove StoneLoops! from the AppStore. The reason? Infringing Luxor copyright, confusing customers, stealing Luxor’s look & feel and even stealing their source code! This might sound absurd to anyone who knows both games but apparently Apple decided otherwise as we’ve been requested to prepare a formal response, which we did. We described how ungrounded each claim is and supplied various materials to back our claims.

The developers responded, denying all but one complaint (the word Luxor appeared in the text of a quoted review, which they offered to remove). Apple, it seems, removed StoneLoops of Jurassica anyway. This led to the developer further pondering that:

if Apple stands by its decision this will create a dangerous precedence. If you are a developer and have an application in the AppStore you should quickly request Apple to remove the apps of your competition, before someone else requests to remove you! I don’t believe this can get any more absurd, but this is exactly where this reasoning is getting us.

Copyright and infringement is a messy, litigious business, one which Apple puts itself squarely in the middle of by virtue of acting as sole App Store custodian. How can they determine merit all on their own, and avoid action by either affected party regardless of what they decide?

We love StoneLoops! We want it back immediately, but more than that — we need a better way for these disputes to be handled. Is there one?

[via AppAdvice, thanks Tyler!]

Do In-App Purchases Count Towards “Top Grossing” App Store Rankings?

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One of the many, many “great unknowns” of Apple’s iPhone App Store is how the top-grossing list is calculated, specifically whether or not it factors in revenue from in-app purchases. While we could theoretically wait and see if, now that they too can use in-app purchase, a free app makes its way up the list, the folks at Freeverse wanted an answer now. And they think they’ve found it:

Top Grossing Freeverse Apps are Skee-Ball (#17), Flick Fishing (#97), and Top Gun. Now, interestingly, the Top Paid Apps Chart lists Top Gun as #60 and Flick Fishing as #72. How does this happen? The games are priced the same…but Flick Fishing features DLC. This leads us to conclude that the Top Grossing Apps list seems to include In-App Purchases in its calculations.

What if anything does this mean for developers? Will they be able to land on the Top Free and Top Grossing lists at the same time now? And so what if they do?

Interesting times…

[via Daring Fireball]


Gizmodo: App Store Economy a Road to Oblivion?

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Gizmodo has an interesting post up on Apple’s iPhone App Store, and how it might be headed straight down the road to oblivion. Their basic take is that downward price pressure, users conditioned by iTunes to expect $1 songs and $2 TV shows, Apple recommending (and wanting) cheaper prices, high development costs with low chances for visibility, all combine to put iPhone (and iPod touch) development on the endangered species list. Further, yesterday’s announcement of in-app purchase for free apps, they argue, makes things like the Top Lists nebulous going forward.

And it doesn’t just apply to the iPhone:

don’t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that’s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they’re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple’s design or totally by accident, everyone who doesn’t own an iPhone will suffer for it.

See their chart, above, showing the pricing differences between platforms. Some would argue the market can correct for anything. If premium developers leave in frustration, users will tire of CrApps, a premium developer will sense the voice, fill it, make a killing, and other premium developers will flock back. Others believe Apple controls the market and so it’s their job to make it as good a market for developers — and ultimately users — as possible through proper policies and procedures (BlackBerry, for example, won’t allow paid apps under $2.99 into the App World).

We’ve all discussed this a lot in the past, and no doubt will continue to discuss it moving forward, but give Giz’s article a read and let us know what you think.

Trillian IM App for iPhone — 60 Days and Waiting!

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An update from the folks Cerulean Studios on the status of the iPhone version of their popular IM client, Trillian:

It’s been 60 days since our initial and only submission to the App Store. Unlike many of the horror stories you may have read about, we haven’t yet received a rejection notice and we’re not frantically going back and forth with Apple fixing reported problems. Despite sending a steady stream of emails to Apple requesting status updates, we continue to receive generic form letters in response – frustrating, to say the least. As developers, we absolutely understand and appreciate Apple’s need to quality control applications – including the need for additional review time when warranted – but being kept in the dark for two months is a strange way to accomplish this. Cerulean remains ready and willing to work with Apple to ensure the software meets all necessary requirements.

We’re hoping they hear back soon as well. We’re also hoping Apple understands that their lack of communication continues to hurt what’s otherwise a fantastic success story with the App Store. Step up to the mic, will ya? Everything can’t be dead silence and boilerplate on one end, Phil Schiller email on the other…

[Thanks Robert for the tip!]

App Store Broken or Developers? Losing iReligion vs. the Two App Stores

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Is Apple’s iTunes App Store broken, a combination of developers racing to the bottom and users getting conditioned — and feeling entitled — to pay less than what an app is worth? Or, are some developers not yet savvy enough in terms of planning and marketing to take advantage of the App Store business model?

Since we covered Ramp Champ this morning, it’s timely to cover both the thoughts of the developer, Gedeon Maheux, and a response from Tumblr and Instapaper developer Marco Arment that are currently surrounding it.

The crux of Maheux’s post, Losing iReligion, is that the App Store is broken, that it’s too hard to gain visibility, and that if you miss the immediate exposure-on-landing of hitting a top list or featured spot, you’re doomed to obscurity.

In order for a developer to continue to produce, they must make money. It’s a pretty simple concept and one that tends to get lost in the excitement to write for the iPhone. It’s difficult for me to justify spending 20-50 hours designing and creating new 99¢ levels for Ramp Champ when I could be spending that time on paid client work instead. I would much rather be coming up with the sequel to Space Swarm than drawing my 200th version of a magnifying glass icon. But I’d also like to have some assurances from Apple about reducing the length of the App Store approval process, having the ability to respond to factually incorrect iTunes reviews, not be limited to 100 beta testers, or that large, prominent developers won’t always get preferential treatment. In short, I’d like to know things will be fixed and I don’t mean merely posting a page of marketing text in iTunes Connect.

Arment, argues that there are The two App Stores. The first is superficial, geared to Top Lists and $0.99 apps that are basically disposable by both users and their developers alike. These make quick money and then disappear. The second are the profound apps, which flourish only from user word-of-mouth and online coverage, and while they don’t get the initial boom, they have a longer tail before it comes to bust. He further argues that it’s when developers mistake one App Store for the others, and miss-target their efforts, that frustration occurs.

The Iconfactory’s apps are able to compete strongly when people choose apps based on research, reviews, or feature comparisons. But that’s not how App Store A’s customers operate. Whether Ramp Champ is a better game than Skee-Ball is irrelevant to them because they’ll never take the time to find out.

Anyone interested in development and why we get the apps we do (and the ones we don’t) should take the time to read both posts (linked above). Then come back and let us know what you think. Are there two App Stores? Which one do you shop at? And why?

iPhones Devs Sanity-Check Analyst App-ocalypse

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Developers Bjango posted an interesting — and informed — reply today to Newsweek’s sensationalist scoop on the iPhone App Store goldrush, and how the “rushies” might not be finding them much gold any more.

Could it be, the era of the fart-app fortune is… over?

Um, yeah. Anyone (other than the few who first staked their claims) banking — literally — on an everlasting gold rush to make their app fortune, rather than a clear, calculated business plan, is playing the lottery. And we all know the odds of winning those. So what’s the alternative model for the iTunes App Store? The same as it is anywhere, and with anything, else — focused effort and luck, with those who have better focus and more effort finding themselves luckier on average.

Countering Newsweek’s assertion that it takes six months, full time, and costs between $20K and $150K to make an iPhone app, Bjango and indie developers who shared their own stats averaged only a few months, a couple developers, and a mix of full and part time work. Moreover they point out that good ideas are a dime a dozen, and that people passionate about their projects, realistic about their potential, and smart about controlling the bottom line, may just fare better. The best advice, however, is at the end:

There is a mid-point between overnight hit and disastrous failure. However, if money is your primary motivator, then you’ve probably already lost the battle.

Users — the people who buy the apps — don’t care a hoot about some pseudo-devs get-rich-quick crApps. They care about great apps, and developers who make great apps probably want great apps themselves, not lottery tickets. If a great developer gets hugely successful along the way, everyone benefits.

[Thanks Melwan for the tip!]

Macworld: This Be the C4 of iPhone Developers’ Discontent

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Dan Moren of Macworld has an interesting post up about this year’s C4 Independent Developers Conference, and how the indie devs seem to have cooled towards iPhone development and turned their attention back to the Mac. Why? Not the technology, of course. They’re up on the handset and almost everyone had at least one. No, it was dissatisfaction with the state of how Apple runs the iTunes App Store, of course.

Lack of control over elements like release times was cited as one issue. Profitability, another:

The problem is that the prices in the App Store, which tend towards the lower end, make it harder to recoup the investment put into developing the program in the first place. Sure, there have been over two billion downloads from the App Store, but remember there’s more than 85,000 apps available. Even if your 99 cent application gets downloaded 10,000 times, after Apple’s 30 percent cut that’s just $7,000 in revenue—not profit, mind you, just revenue—and if you spent the last six months of your life working on that application, you better hope you’re still working a day job if you want to cover living expenses.

Rather than abandoning the platform, however, some devs had suggestions for how Apple could help make things better, including upgrade pricing (to avoid Tweetiegate situations), creating a mechanism for demos, and something we’ve heard before from Craig Hockenberry — having a higher-priced developer account option that comes with a better service level from Apple ($999 platinum account, for example, in addition to the current $99 version).

With the current volume market, Apple may not care since they’ll make their 30% off Apps and CrApps alike. But here’s hoping their pride wins out, and Apple decides they don’t merely want the most successful App Store, but the very best one as well — for users and developers.


Regarding Tweetie 2.0 Costing $3

We were going to post some long preachy editorial about Tweetie 2.0 being a paid upgrade but it looks like everyblog and their siblingsite has already done that. So here’s our quick take:

We’re buying it, and happily. We asked developer Atebits why they went the route of a new app vs. an in-app purchase, and the response is worth quoting:

If all I were adding were features, then the in-app purchase route would have been an option (but then again, if all I were offering were features, I’d probably release it as a free update). Tweetie 2 is a fresh start, 100% rewritten, shares no code with the original :) . The only thing they have in common is the name.

So bottom line, Apple doesn’t (yet?) provide a mechanism for paid upgrades, and in-app purchase allows for more content, not for replacing an old app with a whole new one. So, yeah. This is the option Atebits took, and it works for us. New great app, same great price. And it is a great app, one which took considerable time and effort to make, and we want to support that because we want the developer to be successful enough to make Tweetie 3.0 just as big an update next time.

Sure, scale factors into that — $3 is a no brainer, so if you ask us what we’ll do if a GPS app wants $100 again next year, well… We’ll light those torches when and if we come to them.

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