Archive for the 'Marketing' Category

15
Mar

Monetization: .app/ads

Well, this looks like a remarkable step up in monetization functionality for the penurious iPhone app developer: the (still in beta) OPEN! and FREE! .app/ads “ad management platform for iPhone developers”. And what is an “ad management platform” exactly?

.app/ads gives you complete freedom over the ad space within your apps by providing an open and free ad management platform. There are a lot of revenue opportunities for app developers today, and you can count on even more direct ad and ad network opportunities being available in the future. Given the turnaround times on App Store approvals, locking your app into using just one ad network, or even just one ad network aggregator, could cost you substantial ad revenues. Take advantage of all the opportunities available to you now and in the future with .app/ads. You can easily manage and run third-party ad network and aggregator SDKs (AdMob, Mobclix, TapJoy, AdWhirl, et al.), direct ads, house ads, content (such as Twitter and RSS feeds), in-app purchases, and developer-direct marketplace offers from just one platform. Use one dashboard to manage your ad space and optimize what is going to make you the most money while maximizing your users’ experiences.

That does sound exceedingly comprehensive, indeed. We had been intrigued by the Flurry AppCircle idea, but since they’ve shown a distinct absence of willingness to answer any emails sent to them, we’ve kinda cooled on the idea of relying on them for any business purpose. [UPDATE: Why look at that, the AppCircle SDK arrived in our mailbox first thing the very next morning. How coincidental!] And these guys certainly do a great deal more, if the non-beta version lives up to the advertising (heh) here. Read more about them at TUAW and at TechCrunch.

Indeed, it would be an interesting exercise to see just how many of the ad providers listed in our increasingly disjointed advertising/analytics collection one could fit into this platform…

14
Mar

PROFIT!

Well, apparently we’ve now established what phase 2 of the successful iPhone developers’ business plan is!

(If that’s a trifle obscure of a cultural reference, what we’re making there is an analogy to the South Park underwear gnomes‘ business plan:

Phase 1: Write iPhone app.

Phase 2: ???

Phase 3: PROFIT!!!

Sound like anybody’s business plan you know? Yeah, thought so.)

It seems that, perhaps not so surprisingly, Phase 2 is “charge $299 and up for joke apps”. No, seriously.

… Along with fellow prolific indie developer Adam Saltsman (Canabalt, Wurdle), Refenes developed a “joke game” for iPhone titled Zits & Giggles, consisting mainly of popping virtual pimples.

Like so many other iPhone games, Zits & Giggles launched at $0.99. Sales were never remarkable, and they eventually tapered off entirely. But rather than pursue a traditional marketing strategy like offering the game for free for a limited time, Refenes did just the opposite: he raised the price to $15, exorbitant by iPhone standards.

Shockingly, “the day I put it up to $15, three people bought it,” Refenes said.

“So,” he continued, “I said, ‘I’m going to put it up to $50.’ Four people bought it.”

After observing that fortuitous trend, Refenes decided to test its resilience by boosting the game’s selling price every time at least one copy was sold.

“I stopped paying attention to it for a while,” he recalled, then “I checked it on Valentine’s Day, and 14 people bought it at $299.”

The game has now reached a price tag of $350.

Based only on Refenes’ sales figures for a limited number of the game’s many price tiers, Zits & Giggles generated at least $4,431 at the $15, $50, and $299 price points alone. It currently holds an App Store customer rating of two and a half stars out of five, with only two written reviews, one of which reads in its entirety, “It’s hilarious.” (Its official description still claims it costs “a FRIGGIN DOLLAR.”)

“My conclusion to all of this,” Refenes said, “is that the people who you’re selling to on the App Store are not necessarily gamers.”

Not necessarily sane gamers, in any case, one suspects. We’re all in favor of preferring the upper half of the demand curve as a matter of policy … but tales like this make you wonder if it’s not actually more of a hyperbola than an actual curve. Or that people are just strange.

h/t: iphonesb!

10
Mar

Freemium Pricing

Here’s an interesting read on how Ngmoco justifies the freemium model for being the only way they’ll release iPhone games these days. If you’re in a hurry, money quote (heh) is

We’re just finding that, with paid, you can’t make any money…

Now that, Dear Readers, is an absolutely classic line. Classic, we tell you.

… There’s only a handful of companies that are able to charge more than three dollars for a game. Gameloft, EA, Square Enix. Anyone else, they charge more than two bucks, no one’s even going to look at their game. There’s no way that we could have built Eliminate, for the cost per install or cost per SKU that we would have sold, to actually be able to make back that money in the timeframe that we wanted to. It’s funny, because people are saying that they’re willing to pay, but when push comes to shove, they’re actually not willing to pay. That person that says they’re willing to pay $10, they’ll probably wait for it to drop to 99 cents before they actually purchase it. What they really want is a $10 game for 99 cents. What we’re giving them is a $50 game for free. That’s really our stance right now.

Indeed. As it happens, we’ve just bundled off into review this morning a bit of an experiment into applying these principles to the non-gaming world; our IAP-centric reboot of the Poses series comes in free ‘Poses Sampler’ and paid ‘Poses Professional’ (with extra poses and features) versions, with the current three apps all being purchasable as content packs in either. It’s going to be just absolutely fascinating to see how that works out, indeed.

h/t: digg!

05
Mar

Financing: appbackr

Here’s an intriguing option for financing your app development — appbackr, “The New Way To Finance Your Apps”:

  1. appbackr helps connect developers with big ideas and small pockets with wholesale funders.
  2. appbackr users can pre-purchase apps they want to see developed at a wholesale price.
  3. With cashflow from appbackr investors, app developers can focus on what they do best.
  4. Sell your app at retail prices, and purchasers make the profit on each unit they own.

That does sound intriguing, doesn’t it? There’s some more detail in Mobile Orchard’s post about them:

The wholesale buyers are arranged in a queue. The first wholesale buyer’s units are covered by the first sales in the App Store. The latter ones are fulfilled in order.

The developer gives the full amount of the sales covered by the wholesale units to the wholesale purchasers. After the units in wholesale queue are completely sold out the relationship with the wholesale buyers ends and the app developer gets the full amount of all future sales.

appbackr also offers wholesale purchases for finished apps. Here the scenario is that you’ve finished an app — it’s in the store — and you want a block of cash up-front. You sell wholesale priced apps to a buyer who then earns back the full amount as they sell in the store.

Wholesale buyers make $0.20/unit for concept stage apps or $0.12/unit.

Certainly a novel way to structure your venture capital efforts, yes. If anybody’s intrigued enough to check it out further, please share your experiences!

15
Feb

NimbleBit Numbers 2009

Here is a really really excellent post on App Store returns for an indie iPhone game developer, NimbleBit to be exact:

… Seven months later I can still safely argue that there exists a comfortable and sustainable grey area between million dollar jackpots and ramen noodle dinners. As before we’re releasing the numbers for our games in the hopes that their analysis will be helpful to other indie developers. This numbers article will focus more on what worked in 2009, what mistakes we can learn from, and how we intend to keep the ball rolling in 2010…

Good stuff, read it all the way through if you’re planning on doing an indie iPhone game. Hey, even if you’re not, it’s still pretty interesting no doubt!

h/t: MobileOrchard!

11
Feb

Tip: iTunes Links

Just in case you managed to miss this so far, Technical Q&A QA1633 has the official scoop on creating easy to read iTunes Store URLs for a specific application and/or company. The three types are:

  • Company Name:
    http://itunes.com/apps/<companyname>

  • Application Name:
    http://itunes.com/apps/< applicationname >

  • Application by Company:
    http://itunes.com/apps/<companyname>/< applicationname >

The rules for constructing <companyname> and <applicationname> are basically to convert the text displayed in the App Store to lowercase ASCII and remove anything without an obvious counterpart in that set, with the exception that “&” becomes “and”. Like these examples:

  • Sega => http://itunes.com/apps/sega
  • ngmoco, Inc. => http://itunes.com/apps/ngmocoinc
  • Chen’s Photography & Software =>
    http://itunes.com/apps/chensphotographyandsoftware
  • Ocarina => http://itunes.com/apps/ocarina
  • Watchmen: Justice is Coming =>
    http://itunes.com/apps/watchmenjusticeiscoming
  • Brain Challenge™ => http://itunes.com/apps/brainchallenge
  • Spanish Class 2 – Bueno, entonces… ¿qué pasó con el cinco? =>

    http://itunes.com/apps/spanishclass2buenoentoncesquepasoconelcinco

There are some extra caveats, like that these are not guaranteed to be unique in which case they bring up a search page, so it’s very likely a good idea to hand craft and test these individually rather than construct them programmatically. But hey, baby steps.

23
Jan

FlowerGarden

Here’s a post worth reading about the marketing travails of a cute little iPhone app called FlowerGarden:

Making A Living (Barely) On The iPhone App Store (aka The Numbers Post)

The App Store is a very hit-driven environment. A few apps sell a large amount of units, and the great majority sell next to nothing. That’s somewhat similar to the music industry, except that the audience for music is much larger, so both the big hits and the small players get more sales. We’ve drooled over the numbers chart toppers sold, we’ve seen sales reports of very successful games, and we’ve also seen what happens when apps languish at the bottom.

I want to share the sales data for Flower Garden. Not just the raw data, but a bit of the story behind it, my thoughts, struggles, and why things happened the way they did…

Worth reading start to finish, as any hard data on sales figures always is, but the particularly interesting bit is that there’s some hard data on the experience of adding in-app purchase to both free and paid versions of Flower Garden. There isn’t much out there yet on people’s experiences with IAP — if you know of any, please share — but going by this fellow’s experience it looks like it’s a pretty good idea. Which reinforces our intention to getting around to implementing an IAP version of our Poses line Real Soon Now!

15
Jan

Simulating Apps

So let’s say that you’ve been reading about making demo videos for your app using the simulator, and figure yeah, that sounds like a good idea … but OH NOES! The workflow you want to show involves native applications like Maps that don’t run in the simulator! What to do? What to do?

Well, those savants over at Mobile Orchard are on the case for you.

… However, when the app is run on iPhone Simulator, Safari is launched and a standard Google Maps webpage is loaded. A similar effect can be accomplished in iPhone Simulator by creating a mock Maps application that uses screen shots taken from the native Maps application on the iPhone.

Creating and using a mock application involves three steps:

1. Capture screen shots from the native application on the device.

2. Download a mock application from GitHub and customize it.

3. Create a demo build of your application to launch the mock application instead of the native one.

Sounds like a pretty big time sink, yes? Well, not really, the article provides a pretty complete-looking tutorial and code for a mock application, so hey if you have something that you were just chomping at the bit to do a video of, check it out!

24
Nov

In-App Purchase experience

Don’t miss reading this post mentioned on iphonesb about one first movers’ experience with in-app purchase for a free game:

I thought many of you might be interested in seeing our initial results from releasing Gravity Sling as a free app with In App Purchase a couple weeks ago. I’ve posted a lot of data and charts here:

http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/

The super-quick hits are: 


  • Total conversion rate around 2%
  • Regional differences are present, with US at almost 3% conversion 
and Italy at just .78%

Also interesting is the corollary between OpenFeint and conversion. We 
found that OpenFeint users were 3 times more likely to purchase a 
level pack than non-OpenFeint players…

Lots of hard data to chew over there!

23
Nov

Tips: Demo Video

Good article over at Mobile Orchard today:

Five Tips for Producing a Demo Video for Your iPhone App

One of the best ways to showcase your application’s functionality is to produce a great video. A video is one of the few opportunities potential customers will have to experience your application before buying it. And, a great video is an important key to getting iPhone app reviews. Here’s five tips to get you pointed in the right direction:

Worth the read. Check the comments as well for alternative suggested workflows!