skeezix
Internal Development
"frist mover problem"
Every other platform has been through this years ago and its a well known thing, but as iOS really blew open to the public, people seem to think its all magical and new ("Apple invented smartphones and tablets" is sooo wrong, but so common..)
Anyway, yeah, when App store opened up .. the first few dozen games made overnight millionaires, since captive audience, but within like 3 months it was already impossible to make a buck. Its actually a really bad market for the most part .. top guys are propelled to stay on top, and new guys have visibility for onyl a few hours at best, to make their mark. Fail the first day and you're pretty much done for.
(And consider, your app basicly is pushed to sell for a buck; you might spend a year working on it, but all of that work comes down to a few hours window to make it or not, and its onyl partly up to how good your app is. And nowadays, the production value on games is going up and up, but the prices staying down. So most apps are all flash .. gotta look great but be shallow, so that you can build it without investing too much time, since the risk is so high and the per-unit so low.. so its all about flashy apps, with depth via upsell. Nasty!)
Its definately fun to get your apps out there and ride the wave
jeff
Every other platform has been through this years ago and its a well known thing, but as iOS really blew open to the public, people seem to think its all magical and new ("Apple invented smartphones and tablets" is sooo wrong, but so common..)
Anyway, yeah, when App store opened up .. the first few dozen games made overnight millionaires, since captive audience, but within like 3 months it was already impossible to make a buck. Its actually a really bad market for the most part .. top guys are propelled to stay on top, and new guys have visibility for onyl a few hours at best, to make their mark. Fail the first day and you're pretty much done for.
(And consider, your app basicly is pushed to sell for a buck; you might spend a year working on it, but all of that work comes down to a few hours window to make it or not, and its onyl partly up to how good your app is. And nowadays, the production value on games is going up and up, but the prices staying down. So most apps are all flash .. gotta look great but be shallow, so that you can build it without investing too much time, since the risk is so high and the per-unit so low.. so its all about flashy apps, with depth via upsell. Nasty!)
Its definately fun to get your apps out there and ride the wave
jeff