Tag Archives: App Store

A Little Knowledge…

My first corporate gig was doctoring PowerPoint slides for Investor Relations executives. They’d send me their .ppt files full of bolded, underlined, and horrifically colored monstrosities, and it was my job to turn it all into something presentable. The first part of that process involved stripping out all the terrible formatting they couldn’t resist putting in[1].

I understood their desire to play around with the controls, but the bottom line was that they were making both of our jobs harder. They were spending hours playing with font colors that should have been spent calculating figures. And I was spending hours removing those font colors. I would explain to them, “Just give me text on blank white slides, and I’ll do the rest,” but they never listened. At times it was faster to retype all their text and charts from scratch.

My theory: Business school was teaching just enough PowerPoint to be dangerous. Understandably, advanced PowerPoint techniques and graphic design skills were not part of the curriculum, as there are more vital topics on which to focus in Business school. But just introducing students to the kinds of things you could do in PowerPoint without showing them how to do it well was problematic. They’d be better off teaching students to write out presentations on legal pads and let the graphics department handle all the computer stuff. Or else, if you only have a few hours to show them PowerPoint, teach them how to use Master Slides and Styles, and how to hide the manual formatting tools lest you be tempted to use them.

Fast forward to several years later, and I’m talking to indie devs about how they go about pricing their apps. Time and time again, I hear “supply and demand” and “what the market will bear,” and I can’t help but think that maybe Computer Science schools are teaching just enough business to be dangerous.

It’s so tempting to think that software prices are sinking to oblivion because people aren’t willing to pay for software anymore, but that’s simply not true. Sometimes I feel like I’m talking to the wall trying to convince nice people that making our apps 99 cents or free isn’t going to make us rich. That’s it’s basically throwing money away.

And then along comes Michael Jurewitz with his economics degree and considerable clout in the Apple developer community. I can’t tell you how happy I was just knowing this 5-part series had been written, let alone the joy I felt while reading it. Here was someone with real experience, and most importantly, empirical data[2] to back up what I’ve been trying to tell my fellow indie devs for a while now.

My theory going into this analysis is that the phenomenon of falling prices, as much as we would like to attribute this to the market around us, has largely been a self-inflicted wound.

(via jury.me)

If you’re interested in the economics of app development at all (and if you’re an indie dev, you are required to be interested) you should take the time and read all five parts of his piece. It’s very enlightening.

Of course there are some apps that should be only 99-cents. Of course In App purchase and freemium aren’t always bad things. But the most important lesson to take away from Jurewitz is that apps are not all created equal. That there’s a sweet spot price where revenue is maximized for any app, and that number is different for every app. And the decisions we make about which apps to build should be at least in part influenced by a careful analysis of future earnings potential.

I can’t claim to be a business genius. My degrees are in Secondary Education and English. But I know enough to know I should get my advice on business matters from business experts, not other developers who know as little as I do. You need to break out of the echo chamber of other devs commiserating with each other and listen to people who have actually made a decent living at this thing.

I find that indie developers tend to be 1) generally very nice people, 2) extremely smart 3) hard working problem solvers. Laziness is not a trait you often find in this group. And so I would encourage developers, the next time they’re tempted to spend a free few hours toying around with that new API, or learning another language (both good pursuits, by the way), to try to find themselves a good econ 101 book or enroll in a business class or two. I know I will.

As Jurewitz points out in his piece, we’re in this thing to make money, whether we want to believe that or not. The top goal may be to just keep making great products, but you can’t do that without sufficient revenue.


  1. I suppose when your job is to play with numbers all day, you’re really starved to show some artistic creativity occasionally. If the company had paid for these guys to take a figure drawing class on company time, just to let them scratch that itch, I think it would have been a good investment.  ↩

  2. The charts Jury presents in his series are, by his own admission, only based on a small sample of data. But it’s real data, and it’s the kind of data any one of us can collect and analyze for ourselves. The more we start doing this and sharing our findings with the community, the better off we’ll all be.  ↩

x2y Updated to Version 1.3

I made a few small tweaks to x2y this week. Haven’t had time to work on any major new features lately, but there is always room for small improvements.

I realized that somehow one of the ratio separators (the colons between the numbers) was out of alignment on the iPad. Actually, the separator was in the right place, but the two number fields it separated weren’t. One of those tiny little details that was extremely embarrassing to me. You stare at a screen for weeks, trying to make every detail perfect, and then you go ahead and ship the thing and it’s flawed anyway.

I also limited the digits in each of the ratio fields to 7. Previously, you could just keep adding digits forever, and the numbers would just run off the screen. Only about 7 were ever showing, so I figured I should just set a maximum number. (Sorry to those of you who wanted to deal with images of 10 million pixels wide or more.)

Finally, I added common ratios to the list, including the old photographic 5 x 7, the latest MacBook Airs (13 and 11 inch, which have different aspect ratios), and the iMac. (Both the 21 and 27 inch iMacs sport 16:10 ratios, so I only needed one.) If you have suggestions for more common aspects that I’ve overlooked, let me know.

If you already have x2y, you can update via the App Store app on your iPhone, iPod touch, or iPad. Otherwise, you can purchase x2y on the App Store here

You’re not Michael Simmons, Either

In September 2011, I attended 360iDev for the first time. At the time, Fantastical for Mac was a very new app, and I was happy to see that one of its creators, Michael Simmons, would be giving a talk. After his talk, I told him how much I liked Fantastical and that I was hoping he’d make an iPhone version. He gave me a coy “We’re looking into it” response, and I went home thinking it was likely coming in the next six months or so.

Fast forward to September 2012, and I’m giving a talk at 360iDev. This time, Michael Simmons would be watching me speak, and Fantastical for iPhone was still a few months from release. The day before my talk, I bumped into Michael at the elevator, re-introduced myself, and told him again how much I liked Fantastical. He immediately invited me to hang out with him and his friends for dinner and introduced me to many of the other speakers.

My point here is that Michael is an extremely approachable guy. We had a great conversation over dinner about App Store pricing, and he gave me some valuable advice. He also attended my talk the next day and gave me lots of encouraging feedback.

Fast forward to yesterday, and Fantastical is finally released for iPhone. Somewhere in the middle of the day, I see this tweet from Michael:

For at least a few hours on launch day, Fantastical for iPhone was the number 1 iPhone app. It was beating out Angry Birds Star Wars, a game that combines two amazingly powerful brands held by two multi-million (billion in the case of Star Wars) dollar companies. Flexibits is a small, independent operation. This shouldn’t be possible.

But the image he attached actually tells an even more important story. Angry Birds Star Wars sells for $0.99. Fantastical was selling at an “introductory rate” of $1.99. So that means Fantastical, for at least a few hours yesterday, was making more than double the amount of money that Angry Birds Star Wars was. With a non-game app made by an indie shop that was more than $0.99.

That’s mind-numbing.

Imagine my shock when exactly no one in the tech press wrote that story yesterday.

(Correction: Matthew Panzarino did in fact write this exact story for thenextweb.com. I apologize for the error. And kudos to him for bringing this story some bona fide media attention.)

What’s my point in all this? Well, on Wednesday, I said that you should forget the top charts on the App Store, that you’re never going to get on them. And I still stand by that advice. Because you’re not Loren Brichter, and you’re not Michael Simmons, either. But seeing Loren and Michael break that barrier, get themselves up on these lists as small independent shops, should be encouraging to you, as long as you don’t take away the wrong lessons from their successes.

You see, neither Michael Simmons nor Loren Brichter were trying to get on the top charts. The goal was to create a great app first and then get it into as many hands as possible. The fact that they reached the top of the chart is evidence that they succeeded in their goal, not the goal itself.

Loren made it to the top of the chart with a freemium game. Michael made it there with a $2 productivity app. The price had less to do with either success than most people think.

Another thing I said two days ago was that most iOS developers are great at code, terrible at business. Guess what Michael Simmons is amazingly good at?

You need both a great app and a good head for business to succeed at this thing. If you’re confident that you’re making the best apps you can possibly make, and you’re still not really breaking through in the App Store, it’s probably time to start studying sales and marketing.

Time will tell how long Fantastical will stay high up on the charts. I suspect that it will fade slowly down to a comfortable spot in the top fifty or so, like most popular apps do. But that amazing launch day alone netted Flexibits more money than most apps make in a lifetime. And the giant user base of mostly happy customers who bought Fantastical yesterday is going to evangelize the crap out of Fantastical, bringing a nice steady stream of sales for years.

In short, Fantastical is a role model for how to succeed on the App Store as an independent developer.

So if you want a tip from your old pal, Joe, here it is: Keep an eye on Flexibits. When you come across interviews with Michael Simmons, particularly ones where he reveals some secrets about how to have a successful launch, read or listen to them. When you see he’s speaking at some event somewhere, go watch him talk. And introduce yourself afterwards.

And as you begin to succeed on the App Store yourself, and you bump into someone you don’t know who tells you he or she likes your work, take a few moments to be gracious and encouraging, and share some of your wisdom. Having a reputation for being a genuinely nice, generous person never seems to hurt.

You’re Not Loren Brichter

Realmac Blog – App Pricing and the Freemium Trend: “So what does this mean for us and the future of apps? Given the right product, a freemium model is something that we may have to consider. To throw in some business speak, the right product matched to the right target market is critically important here, and when done properly going freemium could be a massively successful strategy. That said, how it affects the perceived value of our craft remains to be seen.”

(Via. Realmac Blog)

While I agree with Rob that there’s a place for freemium, this disturbing trend of assuming that price is the major factor in a particular app’s success always gives me pause.

I think Letterpress would have done fine if it weren’t freemium. Why? Because it was made by Loren Brichter, and it’s an awesome game. You can’t just look at the pricing model and assume that’s the reason why something hit or didn’t. We have no way of knowing for sure how well Letterpress would have done at $2 or $5, but we can’t assume that it would have done worse. It could have made more money.

A couple of things to keep in mind if you’re getting into the App Store software business, especially if you want to make a productivity, or some other sort of “non-game” app:

  • The vast majority of iPhone and iPad owners only buy games. Actually, to be more accurate, most of them don’t buy games; they download free games. And then a very small percentage of those folks actually pay the $1 or whatever for the “advanced” features. Those hundreds of millions of devices that Apple talks about at every keynote? Most of them are never going to run your app at any price. Not because these users are cheap. They paid for an iPhone or iPad. They have a few bucks to spare. Not because they hate you. They don’t know you. It’s just that paying for apps is not on the radar. They just like playing casual games once in a while, and that’s all they need from their phone. So forget them. They’re not your customers. There are hundreds of thousands of other iOS users who are interested in your product and do pay for software regularly. Don’t confuse those users with everyone else. They are two very different groups of people. You don’t need to get them all.
  • The Top Grossing Apps list is a complete waste of your time. Repeat after me: You will never be on this list. Furthermore, the apps on this list have almost nothing to do with your success or failure. Everyone there has all sorts of advantages (connections, press, luck, VC backing, etc.) that you don’t have. Trying to emulate anything about any of these apps is an exercise in futility. You can make money just fine without ever paying attention to this list at all. In fact, you’re more likely to make money if you forget the list exists.
  • You’re not Loren Brichter. You’re just not. Maybe you’re a genius, and you’ve made an app that’s even better than anything Loren has ever done. That’s nice, but you’re still not Loren Brichter. You didn’t work at Apple on the original iPhone. You didn’t have one of the early App Store successes with Tweetie. You haven’t guest lectured at Stanford. You didn’t earn the reputation he has for building the highest quality stuff, and you aren’t universally adored in the Apple community as an all-around nice guy. You may be all those things some day if you keep working at it like he did, but you’re not there yet, and you’re not getting there this week. If you want to emulate anything about Loren, emulate his commitment to quality, his ability to take advantage of the luck that comes his way, and his focus on the product rather than the profit motive. Don’t emulate his freemium game pricing model. That’s like donning a white suit and thinking you can dance like Travolta. Not going to happen.
  • There are ten times more failed freemium apps than successful ones. The bottom grossing apps are mostly free or freemium, too. You know why? Because far too many devs embrace freemium as the “only way to make money.” Most devs are smart engineers but terrible business people. Don’t be that.
  • The goal isn’t to get rich quick and retire young. That could happen on the App Store, but there are much easier ways to reach that goal. You haven’t heard many stories about the dev who makes an app in his spare time and hits it big a la Steve Detemer lately because we’re past that stage. Far richer and more connected people have descended on the App Store with well-known brands and armies of resources, and they get the bulk of the attention and the money. But that’s fine. There’s still plenty of room for you. Find a measure of success that’s both realistic and noble, and work towards it. Make something you’re proud of and figure out a way to make a living with it so you can make it better. Be ready for that to take years.
  • Buy apps. And start encouraging everyone you know to pay for quality. If you balk at paying $1.99 for any app that genuinely interests you, get out of the business immediately. You’re part of the problem.
  • If you’re in the apps business to get rich quick or to get into the Top Grossing list, you have to be prepared to play an entirely different game, with venture capital, millions in investment, teams of engineers, and an exit strategy. Just making your app free to play isn’t going to do you any good. That’s one piece of a much larger and very different business strategy.

Getting Lucky and Still Failing

Apple’s Favorite Strategy Game Is a Financial Disaster | Game|Life | Wired.com: “What Stewart doesn’t understand, he says, is why the game was only downloaded half a million times. Half a million people playing your game would be great news for any app developer. In the free-to-play world, it’s death. Stewart says he needs 3 million players to break even.”

(Via. wired)

Fascinating story about a freemium game that has been featured by Apple several times and is still a financial flop.

As I said in my 360iDev talk last month, I don’t understand why people think the freemium model is “the only way to make money” on the App Store. To me, it’s the most high-risk option available. If prominent Apple features won’t get you enough users to make some money, you’re going to have to do massive amounts of marketing on your own, anyway. So you’re paying tons of money to get the word out, but then giving the product away to 97% of the audience you paid for. Why not pay for that marketing and charge a price to 100% of your newly acquired users? 

The number one thing stopping users from buying your app is not money. It has never been money. It’s awareness. People simply don’t know who you are or what your product is. Giving an app away for free doesn’t change that. You’re still just one of hundreds of thousands of other free apps hoping to get a little attention. The only difference is that with freemium, when those few people do pick you out of that sea of other options, you have a 97% chance of not getting compensated.

If One Man Left had charged even $1 for Outwitters, there’s no doubt in my mind it would have made way more money than it did as a freemium app. Apple’s endorsement alone would have pushed the user level up to a sustainable number. Instead, what they got was 500,000 freeloaders who now expect to be supported indefinitely. 

Why so many app developers want to work their asses off to produce great content for freeloaders is beyond my comprehension.