Archive | Thoughts RSS feed for this section

App Store Failure and Personal Responsibility

“‘I wrote an iPhone app, and it didn’t make any money’ is a growing literary genre, and I sympathize with the authors. I really do. Building any kind of non-trivial, commercial application takes an immense amount of work that combines coding, writing, interaction design, and graphic arts. To spend a thousand hours on a project that sells 103 copies at 99 cents apiece…well, it’s disheartening to say the least.”

Good read – if you have shipped one or two apps with limited appeal in the past you will recognize most of the thoughts in this article.

Read: App Store Failure and Personal Responsibility (prog21.dadgum.com)

Kyle Wiens: I Won’t Hire People Who Use Poor Grammar.

“Programmers who pay attention to how they construct written language also tend to pay a lot more attention to how they code. You see, at its core, code is prose. Great programmers are more than just code monkeys; according to Stanford programming legend Donald Knuth they are “essayists who work with traditional aesthetic and literary forms.” The point: programming should be easily understood by real human beings — not just computers.

And just like good writing and good grammar, when it comes to programming, the devil’s in the details. In fact, when it comes to my whole business, details are everything.

I hire people who care about those details. Applicants who don’t think writing is important are likely to think lots of other (important) things also aren’t important.”

Read: I Won’t Hire People Who Use Poor Grammar. Here’s Why. (blogs.hbr.org)

Dead Trigger now free on Android due to unbelievably high piracy rate

“In a statement on Facebook, developer Madfinger Games says that even at $0.99, the piracy rate on Android devices was unbelievably high.”

I don’t buy this. The game Dead Trigger depends on in-app purchases for progression, which makes me question why they charged any money at all for it. Just mentioning “unbelievably high” piracy on Android (without any figures at all to back it up) is apparently enough to get featured on numerous top sites such as Daring Fireball. I believe this entire stunt was some sort of PR trick to bump sales of yet another not-selling-so-well game.

Read: Dead Trigger now free on Android due to unbelievably high piracy rate (theverge.com)

My View of the App Store Business

David Barnard, creator of apps such as Gas Cubby, wrote this excellent piece yesterday which summarizes my thoughts on the “App industry” fairly well:

“The pool of time users spend on smartphones is staggering and growing rapidly, but it is not infinite. The more time people spend with useful/entertaining free apps, the less need they have to actually pay for apps. That doesn’t mean people will never pay for apps — the market for paid apps has continued to grow alongside free and freemium apps — but users have been conditioned to expect more and more for less and less.”

My view is that most iPhone users today have dozens, maybe hundreds of games and other apps they have paid for over the years (my experience is that Android users don’t yet seem to be as likely to pay for apps). Looking at my own iPhone 4S I have dozens of high quality mobile games installed that I have not even started once. Getting people such as myself to pay for mobile games, where they already have dozens or hundreds of games installed, is getting increasingly difficult.

It seems that the App Store business have taken two distinct paths:

1. Paid apps primarily purchased by new mobile users. As an example, on Christmas day 2011 6.5 million copies of Angry Birds were downloaded, compared to 6.8 million iOS + Android activations on the same day. Nearly all new iPhone & Android users got a copy of Angry Birds. This explains why the same titles continue to stay in the Top-25 lists, month after month.

The key to succeed in the “Paid apps” business is massive marketing (either directly or through a publisher) so your app or game is one of the first dozen apps new users download after they have bought their new device. There are few exceptions to this, mostly from games such as Angry Birds and Cut the Rope that have been on the top lists for years and have been mentioned in both TV and print media.

2. Free apps with in-app purchasing. If a game differs enough from the dozens (or hundreds) of games most people have installed on their smartphones, people might be intrigued to download it if it’s free. If they are hooked and enjoy it, they might even be inclined to pay through in-app purchases. Some people will never spend a single dollar on an app, but they might spread the word, so the loss in revenue from that single user might be compensated by having their friends download the app and pay through in-app purchases.

The key to succeed in this business is to have an interesting enough game or app that differentiates from all other free games or apps, and have appealing in-app purchases that increase game value. If the game or app is not something people want to show to or talk to with others, it’s probably not something people want to download, even for free.

Of course it is still possible to develop and launch a paid app or game that is successful, that even people who have owned a smartphone for a few years will pay for. Examples include games such as Tiny Wings, Tintin & Infinity Blade 2. The criteria of succeeding with that however is becoming increasingly difficult. One example is Fruit Ninja: Puss in Boots for Android. An excellent game that only just passed 10 000 paid downloads on Android Market, earning the developer something around $7000. The game is great, but very few people are paying for it. I believe this is because new users are not aware of it, and current users have enough installed games to care about it.

For independent developers, such as David Barnard, succeeding financially (whatever that means) in the App Store is proving to be increasingly difficult. With prices approaching zero for apps and games, only those apps that reach mass market global volumes have a chance of going break even with their projects. If your app is not following one of the above two paths, you might want to re-think your app strategy.

App Store Submission

On Wednesday, October 19, we are finally submitting the Unity game we have been working on the past year. The game will launch for free in November for Android phones, Android tablets, iPhone (3GS, 4, 4S) and iPad (1 & 2). My role in the project has been project leader, although I have spent most of my time the past weeks coding script logic in C#.

Once the game is released I will be able to talk a bit about the details in how we implemented it. I will post this as small tidbits on this blog later on.

On Wednesday next week I will also start a course in developing 2D games with Unity 3D. I intend to use this blog as well to post tips and tricks for using Unity 3D.

So keep visiting this site every now and then if you’re into Unity development. You might find something useful. :)

2011 – The Year of the MacBook Pro Clones

It seems like both Dell and HP like the MacBook Pro Unibody design.

Here’s the new Dell XPS 15z versus MacBook Pro 15:

(Image from Engadget)

And here’s the new HP EliteBook 8560p versus MacBook Pro 15:

(Image from Notebookreview forum)

As you may have read HP consumer PC sales dropped 12 percent in Q1 2011, while at the same time Apple Mac sales increased with 28 percent. It’s easy to see how they must have reasoned internally regarding the re-design of the Elitebook laptops.

Mobile Trends from Barcelona

Yesterday I held a seminar at the Swedish conference “IT på framkanten” (eng. “At the edge of IT”) about the latest mobile trends from Mobile World Congress in Barcelona.

I filmed the entire seminar, so if you understand Swedish and have an hour to spare you are very welcome to watch it!

The movies I am showing in the presentation are:

Slide #6: The game Wavespark
http://nmccoy.net/2010/02/17/game-04-wavespark/

Slide #10: Tiny Wings iPhone/iPod Launch Trailer
http://www.youtube.com/watch?v=VUnlE4cGgz0

Slide #39: BlackBerry PlayBook Need For Speed Demo
http://www.youtube.com/watch?v=76uizw41Nww

Slide #45: Motorola XOOM
http://www.youtube.com/watch?v=d3SD5HeZ0k8

Slide #72: Dungeon Defenders: Second Wave on Xperia PLAY
http://www.youtube.com/watch?v=5d0xU_7JkjE

Slide #75: Exmor R for mobile
http://www.youtube.com/watch?v=ZtBZOXiASQk

Slide #84: P2i @ MWC 2011 – Channel 9 demonstration
http://www.youtube.com/watch?gl=SE&v=wkJRvM1zsbQ

Am I the Only One Who Sees These Things?

Today Google Chrome was updated to version 10.0, and the first thing that struck me was the menus. Google changed the shadow beneath the menus to look more similar to the built-in OSX menus, but still make them different enough so that I recognized it right away. And I kept noticing it every time I opened a menu.

Here’s the Google Chrome 10 menu shadow:

And here’s the Safari 10 menu shadow:

Sometimes it feels like I’m in a minority recognizing these things. Yes it might be a minor issue, but add 100 of these things together and you have a product that feels very rough around the edges in the end. And how hard can it be really to make a shadow look like all other shadows on the operating system?

On My Way to Barcelona

I‘ll be travelling to Mobile World Congress in Barcelona today, and will report daily summaries on-site. I will spend most of my time watching seminars from 9 AM to 6 PM, but will hopefully get some time to catch up on all the new device releases as well.

Microsoft Buys Nokia for $0

Matt Drance presents an interesting perspective to yesterday’s announcement from Microsoft and Nokia:

Nokia has been running scared for years. The Symbian buyout was an acknowledgement that making truly great next-generation mobile products would be impossible without control over both hardware and software.

Windows Phone 7 shows promise, but I believe Microsoft understands the same thing Nokia did, from the other side: it has software, but no hardware. In Nokia, Microsoft now has an established, experienced, recognized OEM with one of its own men at the helm.

I don’t think any of us properly appreciate what has happened here just yet.

Well worth a read, at www.appleoutsider.com