Made a living doing indie software sales for a lot of years
Anyway, lets not get into all that. Well, to wit, I've _sold_ commercial emulators, I've licensed game ROMs from companies, I've done presentations of GPL, homegrown and fully commercial games and emus to Namco
Theres a lot of game devs in our forums here, since we've got awesome forums and been around awhile, and all these GPH machines and OP do attract a lot of awesome cool people (thats why you're ehre, right?
Stuff like "Believe me, Caanoo + Dingoo..." doesn't make useful argument in the forum though; believe you.. why? Wheres your supporting numbers? Throw some back of the envelope numbers down just for fun to see if it works?
(any idea how many Caanoo actually got sold? And do you know where they got sold, so you know the number of potential customers in any given region, and what sort of software they bought? And that there is commercial software for Caanoo, and its not selling particularly well, so isn't that counter evidence right there? Usually you do a market acceptance analysis to figure out the size of your given market and if they're interested, and you work out how many %age of those might find out abotu your thing, and how many of those in turn might actually buy it, and so on.)
For sure, there is a culture of 'free' (not Freedom, just wanting stuff for 'free'), and in these days with iOS appstore driving prices down, theres a huge expectation that everythign should be $1 (and not very comprehensive.. we used to sell apps with all the power of a desktop app on Palm, Pocket PC and so on, and charge a real buck for it; but nwo for $2 apps, you can't invest so much effort into the app dev cycle, too much risk versus reward.)
All these statements flying around about GPL is bad for this or that .. wheres that from? Just a guess from your gutt? (Counter.. sell those sales on Android and iphone and so on.. you trhink asll those sales are worried about GPL? Apple are protective twats, but the GPL is surely not in the app way
OR that its hard for indie devs to work in larger groups? Really? Indie devs are often employees at large companies during the day, right
Or working on large projects.. really?
Theres a lot of total guesses in thisd thread, but I mean, the stats and real stuff isn't too hard to find; it sort of pains me to see some of this, since I want to go throwing a lot of info in but I don't have the time right now, and my type-A brain really wants to get engaged, I love this sort of chatter
We've got whole mailing lists and forums for mobile app devs and economic chatter and such
Anyway, aaaagh, this pains me, but I've not time to post huge piles of links and graphs and stuff.. but be mindful, this is not new territory, theres lots of info out there, and I think its not at all what you think
GPL is fine in most places, Emus are a pain in app store asses, and open handhelds rock for indie stuff, but are nigh impossible to make a buck on app sales due to volume of units sold and general malaise in the consumer to lay down a buck except for the very cream of the crop.
But that all said, if we can get 20,000 pandoras out, and some really good apps get made, there is some bucks to be made.
I've made living on being the niche guy .. pick a niche, do a better jiob that the next guy, and you can make a good living. In a small pool, if you're the big man, it can work, but its hard. In a big pool, its great to be the #10 guy -- goign for top 3 is hell and very expensive and a hard fight, all those guys will fight like hell. But going for the #10 spot means killing the bottom feeders (easy) amd doijng a good job.. and you'll fall right in; then go for #9, and #8, etc, until you find your comfort zone..
Agh, must run, but donm't want to..
jeff