Showing posts with label Appstore. Show all posts
Showing posts with label Appstore. Show all posts

Sunday, December 19, 2010

Recommended iPad apps?

I have it on good authority that Mr Claus may be depositing an iPad under the tree for me on Xmas morn.


When I get it, I have one day to get it set up before taking it on a ski trip for a few days. I'm hoping the blogosphere can save me some trial and error on a number of different app needs. So, chime in to the comments if you can help.

  1. Best Feedreader? (Would like it to sync feeds between PC/iPad/iPhone, allow offline viewing, set refresh frequency, etc. I've used RSSBandit and others in the past. Currently using IE8 because I like the Outlook integration, but I'm guessing it's not an option on iPad)
  2. Best eReader app? (Would like it to have top-notch typography, support for EPUB and other formats, bonus for PDF support, should be able to keep multiple bookmarks support for annotations and the like)
  3. Best document-sync apps? (I'm thinking of apps to let me view and/or edit Word & Powerpoint files off my PC)
  4. Best sketching/drawing app? (keeping in mind I'll have a stylus)
  5. Best notetaking/sketching/brainstorming app? (e.g. Onenote equivalent)
  6. Best GPS app?
  7. Best Browser? (Is the stock one sufficient?)
  8. Best Wikipedia client? (I use Wikiamo on iPhone - is there something better?)
  9. Best magazines/news site apps?
  10. Best cookbook-type apps?
  11. Best Twitter client/aggregator? (Yes, my opt-out experiment is over and I'll become a Twit in the new year)
  12. finally, recommendations on best stylus?
Thanks, y'all!

Friday, October 15, 2010

Spry Fox releases game on Kindle!

Dave Edery's finally able to talk about one of his hush-hush projects: Games for the Kindle.


Their studio, Spry Fox, has released their first game for the Kindle, Triple Town, as part of what appears to be a very quiet soft launch of their game catalog for the device.

Dave's got a post up on the subject and how it fits his blue-ocean strategy that he's been talking about for a while.

Amazon certainly has a lot of catch up to do in getting an app store up, and they are heading into crowded territory as many devices are also getting app stores into play. Additionally, the Kindle seems somewhat hobbled as an interactive application platform (e-ink, UI, etc)

On the other hand, as David points out, Amazon has a large installed base of users with a propensity to spend money, and a trusted commercial relationship with those users. Those things alone certainly make those blue ocean waters look inviting.

If you are a Kindle owner, check out Triple Town.


Wednesday, April 14, 2010

Steve Jobs shows his REAL thoughts on iPhone development

I'm long overdue to write up a post on the iPhone, appstore and closed-vs-open platforms. This isn' t it.


In the meantime though, Dave wrote up some thoughts on the announcements from Apple recently, and *brilliantly* caught something Jobs said that most folks seem to have missed:

Jobs, in speaking of the addition to an advertising revenue model to the platform, said
“This is us helping our developers make money so they can survive and keep the prices of their apps reasonable,”
To which Dave asks:
Btw, was anyone else struck by Jobs’ use of the word “survive?” I think that’s the closest he’ll ever come to admitting that life for developers is rough in the world o’Apple.
Bravo! What a catch. Quelle choix de verbe! "Survive" indeed!

Tuesday, September 15, 2009

'top grossing' appstore list challenges assumptions

The iphone appstore added a 'top grossing' filter to the 'top paid' and 'top free' lists (which were based on units only.


Some of the takeaways are going to challenge conventional wisdom, which is that (a) there's a $1-2 sweet spot where impulse buys propel you to riches, and (b) that originality and innovation will be rewarded.

Some things to note on the list:
  • Only 5/25 are $1.99 or less, and only 1 of those is a game (Battlebears).
  • 14/25 are games. Just over half, despite a huge glut of game titles in the appstore overall
  • 5/25 are priced $29.99 to $99.99 (Utilities, GPS apps...)
  • Brands rule: Of the 14 games, 10 are around recognizable IP (Madden, Scrabble, Uno, Tetris, Bejeweled, Sims, Need for Speed, Dexter, Monopoly, Civilization). More than ever, brand matters when you have limited time and space to influence purchase decision.
  • Publishers rule: EA has 6 of the top grossing apps. Gameloft has 4.

They don't state if this is the current week only, or cumulative lifetime gross, though I beleive it's the former, or the list would be far more stagnant.

This approach isn't perfect. Why should an app's large gross revenue be an indication of whether I want it or not? And like any of the lists, it can be gamed (a publisher could, say, purchase a bulk number of applications to prop up their own numbers).

Still, it's another perspective, and thus interesting.

So, if you are a small indie developer, what do you do?

  • Develop remarkable product. There's a lot of competition, and if you don't have something special, and you don't have a publisher's marketing budget, then nothing's going to help you.
  • If you don't have a recognizable brand, then at least develop an intuitive name. (I'll post a presentation I did a couple years back at the Montreal Game Summit on this subject, but the challenge I discussed in that presentation was about the casual games space where the same limited shelf space, attention time, etc, exists: You have a fraction of a second to get someone to determine if your game is something they might like. "Magic Gem Collapse", "StuntBike", etc) Oh, and don't make the name one that is so long it gets cut off in the app store list! Looks like approx 24 characters is it. Unbeleivable how many people blow that one.
  • Lobby Apple HARD for a Sundance Channel style indie games list. You want a store where you don't have to compete with EA. Then work with the dev community, press, and Apple to make it cool for people to buy games there. Both hard tasks, but the alternative is competing with EA, and last I checked, that was hard too :-)
  • Build community on the web, use your community to market outside the appstore. Use the community to game the app store itself. Lots of people experimenting here, but the idea is to get escape velocity and get your app into orbit (aka on the prominent lists). One idea might be to offer a PC version for some amount of time before, offer a code for an extra level for people that buy the game, provided they buy it during the introductory week. Get them on a mail list for when launch is going to happen, and then when it does, get them to go buy, mail them invite codes they can mail friends to get a discount or free extra level or something.
It starts with building a great game, but now more than ever, that's only the beginning. In a limited shelf-space world (and don't kid yourself, Digital Distribution doesn't fix this, it only changes the rules a bit), marketing matters more than ever, especially for the little guys.

Thursday, October 16, 2008

iPhone Games Market: Promised Land or Cesspit?

While at TGS, I had a lot of hallway & dinner conversations about iPhone games, with people weighing in on whether the iPhone Appstore was the promised land (a la XBLA circa 2005) or whether it was going to rapidly turn into something less than that.


Some thougts on the subject:
  • The fact that the Appstore was not part of the initial design of iTunes is apparent. There are some fundamental features you would want to enable here that are lacking. Most significant of these is a "Try'n'Buy" mode which right now developers are implementing by shipping two versions of their games, which is a broken experience. Other examples include couponing, gifting, friend invites, discounting, retail point-of-sale cards, on-deck pre-installs, etc. (some of these, like gifting and friend invites, are going to become especially important when you look at the marketing challenges which I discuss below)
  • Two different people involved in the business of iPhone games told me that "Try'n'Buy models actually often result in people NOT buying the games". This may be true, but the opposite means that the customer has made a purchase he/she will regret, and will be more reluctant next time. If it's good product, let them see it and try it. Fooling them into buying it is a loser strategy.
  • The "open" policy of letting developers put anything up on the store (vs, say, XBLA's approval process) is good for a number of reasons, but it has implications:
  • The store is CROWDED. Even more than XBLA, the responsibility of getting your app noticed falls on the developer. Crossing your fingers and hoping to make the "featured" page or the "top 25"page is not a strategy.
  • The quality level is highly variable, and the long-term effects this is going to have on the customer impression of the store is TBD. My guess is that over time, there's going to be negative perception for this reason, and Apple's going to start reeling it in (either by pushing low-quality titles to the 'back shelf', or pulling them off altogether).
  • We are going to start hearing questions about transparency. For example, if the Featured page is a big driver, then how does something get featured? Can people buy their way onto that page? Maybe not today, but the pressure will be there to do so going forward.
  • An additional driver for transparency will be that some developers will choose to 'spend their way out of the clouds' in terms of development budgets, quality, etc. If they do so, they are going to want to know BEFORE they develop their titles, if they are going to be allowed to ship. This is especially true for apps that might be viewed as conflicting with Apple's business model or on-deck apps, but also true for games.
All in all, I think some of the shine is going to come off the apple, but that it's definitely a compelling platform and has reached critical mass as a platform that it's here to stay for developers. 

I don't think developers should delude themselves though. This is rapidly going to become an even more crowded space in which quality titles are going to be expected, and in which the challenge will be in overcoming obscurity - which you can read as "developers need to do their own marketing and they need to be good at it". Alternatively, they an rely on a publisher to do that marketing for them, which is one of the reasons that a publisher business makes sense in this space (Ngmoco, for example, was an early entrant into this space).

[Speaking of Ngmoco, they've announced their first couple titles, and while I'll reserve judgement on Maze Finger and Topple, I will say that Rolando, an innovative platformer using both accelerometer and touchscreen, looks awesome. Trailer here]

Last thought: On the subject of marketing, several folks I spoke with were in agreement that devs/pubs need to do their own marketing outside of the Appstore e-tail placement. However, there was some varied opinion on what that marketing should entail. Several folks I spoke to were of the "viral" mindset. (i.e. you do it on facebook and myspace and via mechanisms incouraging friends to join mail lists and such). There wasn't much excitement around traditional mechanisms like, say, print ads. On the other hand, if you think about it, this is a very interesting marketing problem. The iPhone customer, I'd guess, has a widely varied demographic, is affluent (they aren't cheap), and there may not be one answer to he question of how to reach them. Maybe print ads make sense, but if so, where? Wired? Forbes? Tiger Beat?. Maybe do something at retail, but where? Target? AT&T stores? Starbucks? Maybe coupons/invites in your cell phone bill? Will be interesting to see what turns out to be successful here.