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David,
Great post. I applaud your bravery and candor. Your willingness to be completely financially transparent will move this debate/discussion along like nothing else could. I have a couple comments and ideas that hopefully might add to the mix:
1) The Apps Store and the iPhone 3rd Party Platform as a whole is barely 22 weeks old. And it's success is staggering. I can't think of any other computing platform (or any media platform for that matter) that has created over 10,000 totally new pieces of content in it's first 150 days. 150 days!!! So I think Apple is a bit surprised (and thrilled, no doubt) with it's unprecedented success, but I bet they're also figuring this out a bit as they go too. This is truly uncharted territory for everybody involved. That said, there are some obvious elements that could be in play. And that brings me to...
2) Retail exposure and outlets. Most other types of software (not all of course) have the ability to be boxed and displayed in hundreds of retail stores. A large part of the wall space in Apple Stores is for Mac Apps. Customers browse, discover and buy many apps like that. Games from other portable systems like the DS, PSP and others have literally tens of thousands of pegs at retail big boxes like Target, Best Buy, Walmart, etc. Even shareware has the ability to be downloaded and discovered through unlimited locations on the internet. iPhone apps shoppers have only one single place to browse, discover and buy these apps (2 if you count iTunes, but I personally find myself primarily browsing these apps on the iPhone itself, don't you?) Either way, the point is other software platforms have potentially thousands of retail outlets - the iPhone apps have one. And over 10,000 titles are now funneled through 1 teeny tiny little 'Apps Store' hole...
3) How do you compete with FREE!!! Say you walked into Target tomorrow and went to the Nintendo DS Games section. Right next to every single title - was a similar title that was FREE! How would 'any' software developer on any other platform compete with that? That's crazy. There's higher prices and there's lower prices - and then there's free! I'm sure it sounded like a good idea at the beginning, but in this rapidly expanding commercial iPhone Apps market, I'm not sure that makes sense anymore. I'm not sure how apps developers can grow a profitable business when they have to compete with free! Free trails sure, but free software won't sustain and grow a strong healthy developer base.
So, enough complaining. How about some ideas.
1) Free trail software that expires - for sure. It's a proven fair way to demo great new apps. The largest to the smallest software developers have done this successfully for years.
2) No permanently free software - at all. Everything's a minimum price of at least .99 cents. There's no significant amount of music or movies on the iTunes store that's free. Why should the software? But again the real reason is I don't think there can be a profitable viable iPhone Apps developer community if you always have to potentially compete with free. There certainly would be promotions and a few exceptions (like when an App is tied to an external hardware purchase - like a code for Apple's Remote App with every Mac sold) but on the whole - you like it - you buy it. Programmers have to eat.
3) There has to be additional retail exposure to iPhone Apps. Two ideas immediately come to mind.
First - large important titles (game titles at least) HAVE to be put in a box and sold at retail - right next to the DS and PSP titles. I don't think the iPhone will be the game platform it can be till Madden Football 20XX comes out on the iPhone, IN a box, IN Target - hanging right next to all the other platforms on the same day. Of course the box just has a Madden iTunes card inside it, but that retail wall with iPhone games hanging on it should happen - will happen, there's no doubt in my mind.
Second - I'd love to see a really cool way to try out and discover iPhone apps at the Apple Store. Certainly not the retail packages. Maybe there's a custom display super-giant iPhone model where you can play and discover new iPhone apps. Maybe video demos running on the Macs. Its not enough to just put them on the iPhones in the store, there has to be a bigger fun demonstration of the apps that customers can watch and discover by watching other people browse them too.
That's it for now. Hope these ideas help propel the discussion forward. I know the current situation isn't perfect, but I'm pretty sure things will change soon. Look at how far we've come in 150 days!
Andrew Green
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