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How an app with 200,000 downloads led to developer homelessness (penny-arcade.com)
184 points by PixelRobot on Aug 15, 2012 | hide | past | favorite | 124 comments



The app was released seven days ago. I'd say 200,000 * 0.67% * $2.99 ($4,000-ish) is a nice first week for an indie game. Now I guess I know how I can get Penny Arcade to feature my next app.

http://appshopper.com/games/gasketball

http://www.appannie.com/app/ios/gasketball/ranking/history/#...


What? All that whining over one week? Sounded like it's been out there for months! Of course conversion rates are low - users haven't played thru the free content yet!

This is really gonna sour sympathy for future stories of actual failures.


If I'm right, this was a fantastic job of link-bait. Users, especially parents, hate in-app purchases. But that's the way the app market has gone for now. So far I've been able to resist but except for educational apps (schools have the worst time paying for IAPs), I'll likely be doing a lot of freemium apps. So this hits a sweet spot to vent hate for IAPs and the freemium model. Great job guys.


I've noticed a lot of games in the Mac App Store are starting to have a single "unlock full game" IAP. These I really like. The good ones have enough content to show the nature of the game, get me hooked on the mechanics or story and lead directly into the single unlock.

It's a classic shareware model and results in my willingness to pay more for games because there's much less risk. The good ones also are very explicit in the description on the App Store that it is a first level/trial with IAP.

I find it to be very consumer friendly.


Like old school shareware, where you got the first episode to play through and then could purchase the rest of the game for a small fee.

As for the guy's situation it sounds like they need some more nag screens and easier ways of sending them money. (Well it is currently a lot easier than the old days of shareware, no envelopes to fill out, just a button to press.


Users hate in-app purchases

Yup. For what little it's worth, "IAP" is a big red flag to me, a warning that the "free" app will prove annoying and/or expensive. I'll usually not download any with it, having learned the hard way (right or wrong) that at these prices it's better to pay the couple bucks up front and get the full clean app, than get "free" and have to wrangle with brokenness and intrusive ads and still end up having to pay.


Sounds pretty dysfunctional. Surely, being able to try something for free before buying it is a positive thing? A shame that it's being done badly then.


Uh, wow. This seems to be entirely true, which makes the article outrageously misleading.

That's a less than ideal launch if you've failed to monetize it properly, but obviously that was nowhere near the cause of homelessness.


Whoa, yeah. These guys have the #2 free iPad app and have been gained in sales rank every day the game has been available.

Freaking out because conversion rate on their IAP is lower than expected seems a little premature. If they keep getting 30k installs a day, they will end up with plenty of options for monetizing the thing.


You have to keep in mind that, traditionally, app sales basically halve week on week for the first month or so, and then hit a plateau. You basically make all your money in the first month (or two, if youre really lucky). So, if i was in their shoes i'd rightly be worried: they'll likely make 2000 next week, 1000 the week after, and so on. They'll be lucky to make 10k out of this, which is great but not life-sustaining for a team of two in the first world.

Of course i'm talking trends, not real numbers here, so don't nitpick the specific numbers i've made up here please.


Such a confused and poorly written article. The developers aren't homeless because they had 200,000 downloads... They're homeless despite 200,000 downloads because they're game developers and not salespeople and so didn't even consider that they have to actually make the sale! Apple and Google and Amazon provide the big parking lot where people show up and have money in-hand, but if you give away the goods and never ask for the money, of course you'll end up broke. I'm glad to see that the developers have taken some steps to change the situation, but from what can be gleaned from the article, it sounds like they're not really handling the situation well.


The title was fishy, and within a paragraph I thought the same thing: "confused and poorly written."


Not only that, but I thought this was a crappy no-name blogpost until I took a second look. I thought the Penny Arcade column was supposed to be some a well-researched column, with a higher standard than most game journalism out there. This is not that.


What's wrong with the article, again?

You seem to have learned the facts, and you seem to have gotten the point, and it seems to be the same point that I got, which suggests that the message is getting through clearly enough. So what's wrong?

Are you unhappy because the article doesn't have a strong editorial slant, as your comment does? Do you wish the journalist had come right out and said, in paragraph one, "These developers are homeless because they have lousy sales skills"? I'll say three things about that.

One: Some articles do have that style (ahem Zero Punctuation ahem), but others simply try to state facts and let the readers draw the conclusions.

Two: The two styles work well together. The interviewer lets the principals tell their story, states some numbers for perspective, and politely adds a few important factual observations ("It took me a few minutes to figure out how to pay for the game, and I was specifically looking for the menu. There’s nothing shocking about the low amount of paid sales; the value proposition is never made explicit.") and then someone else - like you - draws a conclusion and drives the point home. It's a team effort.

Three: If one makes a habit of using the stories one hears to overtly and publicly ridicule the storytellers, one's career as an interviewer won't last. People will clam up. This is a fact of human nature. Don't expect more from journalists than is possible.

(There are journalists who are so talented that people happily visit with them in order to be ridiculed. This is a miraculous skill and I suspect it's particularly hard to pull off in games journalism: The people building the games have no need to appear in public at all, let alone risk ridicule. They're not politicians or celebrities.)


What's wrong with the article, again?

A whole lot of emotive verbiage burying two salient facts:

1. The "buy" button was hidden. People who wanted to pay couldn't find it. People didn't even know there was anything to pay for.

2. The app has been out a week. Users haven't had time to play thru the free content and develop any desire for [unknown (see #1)] paid content.

Made near all users sound like Scroogeish tightwads. Unfair.


The article would be vastly improved without creating any offense to the game developers by simply adding context. 200,000 downloads is a meaningless number, presented as though it's a huge success. Is it really? Over what time period? How does that compare to other apps? How does it compare to developer expectations for the time period? Same with the conversion rate: The 0.67% rate is presented as a huge disappointment. But is it really? How does this rate compare to other free-to-download, pay-once-to-unlock apps? Some of this information will require some actual research, but it's necessary if you're actually trying to write something worth reading.

I like a good information article that lacks editorial slant. I also like a good editorial as long as the facts are there to support the angle. This article has is labeled an editorial but the only slant seems to come from the subject of the article and isn't supported by anything more than comments by the article subject. Most of the important information can be found somewhere in the article, but that's no excuse its confused and poor presentation.

Beyond the time it took to conduct the interview, I'd be surprised if the author of the article spent much more time writing it than it took to type the words and hit submit. Because that's how it reads, and that's what makes me unhappy.

The article doesn't live up to the promise: "Our focus will be on longer form journalism with in-depth research, interviews and data, highlighting aspects of the gaming lifestyle that many would miss at first glance. Reviews and previews of games and hardware will certainly be a part of the content, but the discussion will be less on specs and more on experience. We want people to not only see new aspects of the industry, but think about games in a different way."


So many things wrong with this article and devs I don't know where to start.

1. Contract work sucks. You know what sucks worse? Being homeless. Do some work, get paid, save some runway, then get back to your game.

2. Man I'm having trouble making money on this thing I'm giving away for free. No kidding? If your app is free you should be making it really really obvious that there is more to be paid for that is really awesome, and then maybe have a button somewhere that actually allows your customers to give you money.

3. Don't spend 2 years on an app with an ARPU of a couple of pennies. The mobile app market moves really fast and you can't expect the revenue from this game to last you for the next 2 years unless it is a huge hit.

4. This app has been out for a week. This linkbait title is a joke. 200k downloads for a free app isn't that amazing, but it's not bad for a week. Even if it had 10 million downloads, they'd still be homeless as they won't be getting a check from Apple for this until October. Their stupid decisions over the past 2 years led to them being homeless. The success or failure of their launch week has nothing to do with it.

Clicking to the article I assumed this was going to be a case of giving away something and server costs bringing them down. Nope. We just decided to not have jobs for 2 years, not do any contracting, and not having enough money saved ahead of time.


While this is a sad story, I'm finding it hard to feel sorry for them. This is a prime example of excellent execution but poor marketing.

First, I've never heard of this game an it looks pretty awesome. My wife and I loved The Incredible Machine and this seems like a great derivation on that.

Second, it's iPad only so you are missing out on a ton of iPhone sales. I've bought stuff on my iPhone which I didn't on my iPad. It would be great if it sync'd between the two.

Third, .67%?! You've made some poor design choices if you can't get more people to upgrade that that. Sounds like you gave away the buffet and not just a taste test.

From the article author: I had downloaded the game based on the positive word of mouth, and had already enjoyed what felt like a wide amount of content without paying anything. I wasn’t even aware there was anything to pay for to unlock ... I learned I could buy the game .. I went looking for that option .. took me a few minutes to figure out how to pay ...

This plug on Penny Arcade should give them a significant bump in revenue. Tycho and Gabe could talk up toilet bowl cleaner and the PA audience would go out and buy it in an instant.


I agree about the iPad-only choice being unfortunate.

As for exposure: Surprisingly, Gabe and Tycho haven't managed to talk up themselves enough (IMO):

http://www.kickstarter.com/projects/pennyarcade/penny-arcade...

With an hour and a half left, I'd expected this number to be three times larger than it is. Sure they "hit their goal", but when you set up that road map of stretch goals it seems like you're really hoping/expecting to hit $1M, and that doesnt look like a remote possibility.


I think they talked themselves up plenty, I don't think they made very good use of kickstarter. It is possible PA would have had significantly more success if they had put up each of their project stretch goals as individual campaigns. I would probably kick in for the automata and daughters projects but not for a reality tv show. Lumping everything together made it feel like a gamble as without enough people kicking in it's not very likely the projects you as an individual care about will make the cut.


Well, as far as Penny Arcade goes, their ads were non-intrusive and actually well targeted so it didn't make sense to pay not to see them. I think that was something that prevented this from really taking off.


I thought about paying into that, but I actually like the ads, and have found a number of good games that way, because I know they have a "no shitty games" ad policy.


"It makes me sick to my stomach as it so transparently preys on the weaknesses like addiction and compulsion."

You know what makes me sick to the stomach? Developers starving themselves to death because of a complete disregard to basic business sense and a misguided sense of righteousness.

5 easy steps to homelessness:

1. Spend years building products for a platform, where $1.99 is a high price.

2. Avoid doing even the most basic mental arithmetic to figure out how many units you need to sell at $1.99 to be able to pay rent.

3. Then set the price to zero, because you're a nice guy.

4. Sell in-app purchases for the super duper high price of $2.99, thus raising your customer's LTV to a magnificent $2.99. But, don't be an asshole. Ask for the upgrade politely and quietly, in the third screen of the settings. Remember, you don't work for $ZNGA!

5. Make it up in volume

"We really want to stick to the ‘free and pay 2.99 to unlock’ model, but if only .5% of users buy our game, we’re going to have to figure something else out. It’s very malleable at this point. Perhaps we’re giving too much away for free, it’s really hard to say until we see more data.”

6. Look a bonus step no.6! If after following steps 1-5 you're still not quite homeless, then it's time for some more data collection. Spend another year or so A/B testing the gradients of your upgrade button. And oh maybe, your upgrade price is too high? Yeah, test that.

Excuse me while I relieve myself of the agony of watching people do this over and over again.

AAAAAAAAAARGHH!!! FOR FUCK'S SAKE, STOP IT!!!!!

Why do developers worship Apple, but absolutely refuse to take the slightest hint from them on how to do business?

Read this - http://www.joelonsoftware.com/articles/StrategyLetterV.html

And repeat after me:

"Commoditize your complements."

"Commoditize your complements."

The app store is the most brilliant and brutal execution of this strategy. Apple is selling $500 phones - the most expensive phones - while simultaneously making developers fall over each other and well, go homeless, to make software for their platform to give away for free.

As if that's not tragic enough, the celebration of the lottery winners has the public and developers believe that making apps is a great business to be in!

patio11 has been trying to drill these things into people's heads for ages. But, all he seems to get is upvotes and not enough people getting his point.

You don't have to suddenly go all Zynga on your users. There's a vast chasm between selling virtual sheep to addicted grandmas and giving away the farm for less than the price of a toilet roll. You can charge a good price, which does not depend on huge scale to pay the rent.

Edited to add: Lest I sound like some smug business know-it-all on a high horse, I've made the same mistakes. Most of us are like this. We need to make a conscious effort to be good at business.


"because you're a nice guy"

"We need to make a conscious effort to be good at business."

Part of being good at business is resisting the temptation to listen to some of the things that are written on HN which highlight how wonderful sharing and giving away things are for free, and scorning anything that looks like profiteering at the expense of the poor users, developers or Aunt Jane.

There is what appears to be a consistent "don't be evil" meme where "don't be evil" takes on whatever the group think is jealous of that they can't do but perhaps makes money for companies and developers.

I've run several businesses and make money in many different ways. All above board. But I'm sure if I highlighted some of the things that I do I would be roundly criticized and downvoted on HN for, in the opinion of the group, taking advantage of people, developers, programmers who expect perhaps that everyone dedicates countless hours to helping others for the good of society. One example might be anytime I attempt to highlight how I've sold or help sell domain names for people. The hate comes out in droves from HN'ers who don't believe there is absolutely any justification at all for someone being able to sell a domain name. Of course if I tell the same story to regular business people I get looks of envy - consistently. While it is true that they don't have a horse in the race, they also appreciate the point of business is to make money.


"the point of business is to make money" - YES YES YES. Couldn't agree more on this. In the midst of all the noise about how focusing on revenues and profits is besides the point because you need to get tons of user adoption, it's nice use the word BUSINESS over and over and over. We're independent BUSINESS owners, creating BUSINESSES in order to remain independent, to work on what we love and believe in with people we respect and adore. Ignoring that we have to make money, that the math needs to work out favorably and that we owe it to our teammates and employees is not going to end well. Take responsibility for building a BUSINESS not a feel-good hobby.


I honestly can't fathom the thought process behind burying the link to your sole source of income. And why aren't they considering fixing that, and reducing the amount of free content, to solve this?

In fact, they say normal IAP is exploitative, but the fact is, they can still learn from the technique to make money without violating their ethics. The question they should have asked is "at what point are we crossing the line?"

The accurate title should be 'developers bankrupted by their own incompetence'.


Those guys are the typical case of the "free" brainwashing. They see taking money as something filthy and immoral to do.

It's how you start thinking if you grow up with everybody giving away their $product for free on the one side and the opensource/libre software hippies who give you a hard time if you try to make a living with software products on the other side.

Now if the results were just some homeless developers that wouldn't be a big problem. But it's far worse because the customer base has been miseducated and now awaits almost everything for free or for $.99.

/rant


"Those guys are the typical case of the "free" brainwashing. They see taking money as something filthy and immoral to do."

I don't think that's quite the case.

They went free because they saw a lot of profitable apps using the free + In-App-Purchase model.

The problem is they didn't think through what their own IAP model should be. They just focused on not being exploitative (the part that makes many of those free apps so profitable), when they should have been thinking about how much they needed to charge to be profitable, given the single IAP they had to work with.

They also might have gimped the free version a bit more to encourage people to buy the IAP.


And the thing that they also missed is that most of the Top Grossing free IAP games don't have a ceiling for IAP spending. This is very important, as spending follows power law curve, which is very well known fact among free-to-play game developers ("rich oil sheiks subsidizing the game for poor kids")

It's requires a bit of a game design ingenuity to make it work so that you can't just buy your way to victory, especially in multiplayer setting, but is doable.


"They went free because they saw a lot of profitable apps using the free + In-App-Purchase model."

I think it would be more accurate to say that they saw several well publicized stories about where that model worked. They certainly didn't read any analysis highlighting that strategy and how it worked for all that tried it that way.


This is so true. I've been working on an app for a while now (very part time, mostly scratching my own itch). A few months ago, I decided to do some thinking about what it would take to make a business out of it.

The very first thing I concluded is that, to make a sustainable business, the app has to be seen as a marketing expense and the actual business needs to be somewhere else. Trying to make it with an app alone, especially in a niche market, is not going to happen.

Games are even worse, because, by their very nature, they are a boom/bust industry. You survive in one of two ways as an indie: making incredible games and marketing the crap out of them or making a lot of OK games to flatten the boom/bust curves. It sounds like these guys want to do the former, which is awesome, but they've fallen for what I call "arrogant developer syndrome", which is simply that they believe "If you build it great, they will come and throw money at you." Marketing is as important to product development as writing software. You can build software without marketing, but you won't build a product.

(As a side note related to said app/business, if you are in any way involved in startups [including wanting to start one someday], I'm trying find that actual business. I've got a very short survey that I could use feedback on: http://www.surveymonkey.com/s/F7W9P5P )


Well, I wish these guys only suffered from "If you build it great, they will come and throw money at you.".

No!

They suffer from an advanced mutation.

"If you build it great, those guys over there will come and throw money at you. Ewwwwwwww. Green stuff. Let's move over here to these guys. They will come and throw 1-star reviews at us. It's the only thing that can push our limits and make us even greater."


I used to work with a group of developers in the MIT Media Lab who, honestly, were some of the most moral and upstanding individuals I've ever met. They spent a lot of time trying building software to help people in need.

But the one thing that I could never wrap my head around was the fact that they saw money as inherently evil. They went so far as to actively avoid using or accepting money, to the point that it actually hindered their Samaritan efforts.

The more "good" people who see money as evil, the fewer good people who will use it. Which means that a higher proportion of it will go to "evil" people and deeds. Which, in turn, feeds back into the loop to power the false perception that money itself is a bad thing.


People are motivated by different things, and that is neither good or bad. It is.

The upside of people wanting to give their labors away in exchange for recognition or a university paycheck is that it has pushed the rest of us up the value chain. Big companies want to be like IBM in 1970 -- owners of the marketplace, who stick you with whatever makes sense to them. That's why greybeard mainframe types call everything that isn't a mainframe "open systems". IBM, Control Data, etc were (and in some cases are) so restrictive that you literally had to provide their on-site engineers with a private office suite in your facility that your employees were not allowed to enter. (Where the manuals, etc were kept.)

All of this "giving away" of stuff has stopped our society from reinventing the wheel. I can provide motivated people with marginal education and they can produce useful things without a deep understanding of how computers and compiler work. That's powerful stuff.

True believers always come with associated baggage. Whether they want your money, your soul, or something in between, there's always ups and downs.


All of this "giving away" of stuff has stopped our society from reinventing the wheel.

Unfortunately, the people "giving away" spend a lot of time reinventing fantastically-different but only-very-marginally-better wheels. Every week I see on HN about some new language or framework someone has invented that fragments the market even more. If you aren't being compensated in dollars, being compensated with being "the inventor of X" can come close, so there's a big supply of this.


It's a Jesus complex and a mental illness. Pity them. They are sick.


Google Fiber is a very recent example of a company commoditizing a complement. The more people on the internet (their free tier) the more people that can use their ad generating products. The more people on high-bandwidth connections mean the more they can lean on YouTube for ad generation. Larry Page recently told Charlie Rose in an interview that he feels ad revenue from YouTube will surpass search ad revenue.

As internet access is commoditized the price of internet ad space will climb.


Apps on App Store are not commodities, and never will be. Commodity is something that isn't innovative and the only way to compete is with price. Like lightbulbs. And Android phones. That's why software matters, that's where the innovation is. If you create an innovative app with real value, you make money. If not, you end up as a homeless developer.

As a sidenote: 'developers become homeless' is a story guaranteed to go viral. Brilliant marketing.


I'm in no way saying that Apple's business practices are above scrutiny, but I think it's unfair to claim they are "making developers fall over each other". When the App Store debuted, prices started out in the $5-$20 range, but the market has settled around the $1.99 price point because that's where it ended up. They're not going around telling developers how to price their apps.

It may be Apple's petri dish, but this is the culture that's evolved in it, for better or worse.


Exactly! $5-$20 was the peak! And the market hasn't settled at $1.99. The market has settled at $ZERO.

I quote from http://www.apple.com/iphone/from-the-app-store/ :

Over 500,000 apps.

For work, play, and everything in between.

The apps that come with your iPhone are just the beginning. Browse the App Store to find hundreds of thousands more. The more apps you download, the more you realize there’s almost no limit to what your iPhone can do.

There's no limit to what the iPhone can do because we don't even need to tell developers how to price their apps.

There are hordes of 20-somethings subsidised by VCs to extend our platform for free forever. No wait. They pay us 100 bucks a head for the privilege. Every year. And there are thousands others who follow suit, even without funding, because they have selectively read all the chapters of Steve's biography talking about the importance of beautiful typography and minimal furniture.

There's no limit to what the iPhone can do because we don't even need to tell developers how to price their apps.

I'm going to stop now. This is too painful to write about.


>The market has settled at $ZERO.

You're wrong. There are plenty of paid applications sold on the App Store that make decent money. One of my paid applications is bringing in enough to live on, with little maintenance, and without being on any of the App Store charts.

Aside from blind Apple hate, what exactly are basing your argument that the App Store is filled with hopeless developers and un-sustainable business? Do you have any evidence that the ratio of unsuccessful business ventures is any higher on the App Store than in any other walk of life?


awolf, thanks for chiming in based on your experience. I'm really pleased to hear you've had success with your apps.

I'm sorry about my hyperbolic tones earlier. It's just that there's so much blind hype about the app stores, that it upsets me to see indie devs getting lured in and going bust. I don't hate Apple. I think they are brilliant.

I haven't done huge amounts of research on the distribution of outcomes for developers in the app store, but the typical prices are so low that you'd have to sell to a hell of a lot of people to make any decent money. Moreover, most devs only charge a small one-time upfront fee or IAP, which means you need to keep finding more customers or churning out apps.

I know how hard it is to make a good business even with a SaaS recurring revenue product. A life-time value of $2 sounds horrifying.

There is no doubt in my mind that some people are making good money on the app store. My point is that they could be doing a lot better in another market, with lower risks.

You mention one of your apps is making you enough money to live on. Do you expect that to carry on for a while? Or will you need to make more products? If you're willing to share, I'm curious to know more about your business, but I'll understand if you don't want to share too much.


>you'd have to sell to a hell of a lot of people to make any decent money

No. This right here is where you're way off.

Some hypothetical math: $3.99 app, $2.79 after Apple's cut.

$2.79 X 50 sales/day = $139.5 revune/day = $50,917 per year.

Enough to live and quite conservative if you make a quality product.


Isn't $3.99 on the high end of app pricing? Instapaper sells for $4.99 and is considered a premium product.

How long does it take to make a $3.99 app? Do you factor in those development costs?

If it's just one person and you make $50K, that's fine. But what if there's two of you?

What's the probability of getting 50 sales/day and for how long? In the event that you get, let's say 25 sales/day, what's your fallback strategy?

awolf, you may very well be selling hundreds of copies a day of your apps at 10 bucks a piece, but the point is that the vast majority don't.


Price is not always related to how hard it is to make. Google Search is a fantastically expensive piece of software, but is free. Charge what people are willing to pay.


> The market has settled at $ZERO.

No. It is in the process of settling at $WHATEVER_WE_CAN_MAKE_YOU_PAY

These guys correctly observed that free apps + IAP are getting the most REVENUE. Not installs, revenue. What they failed to understand is that this only happens when you do exactly the one thing they absolutely did not want to do: milking each customer for what he/she is worth aka "capturing the consumer surplus".


Thanks for Joel on Software article, it made me think hard on focussing on economics as well rather then just coding 24*7 when starting a company or building a product.

Yes I repeat "Commoditize my complements"


I wish I could upvote this 10,000 times.


Well said.

Developers are severly exploited. Even the ones who become millionaires. Hello VC.

The way out of this situation is quite simple but not obvious to many. And of those who recognise it, they get it wrong.

I'm talking about platform development.

Platforms, the kind that let everyone benefit, need to be simple, low level (ultra reliable) and flexible.

Few people can get this right. Because the lure of complexity (features) and lock-in (greed) is so great.

An OS is not such a platform.

A website is not such a platform.

A protocol, that anyone can implement just by reading the spec, is a platform.

IP (Internet Protocol) is a platform.

It's dead simple. It's free. It's old! And you are all using it.

What can you subtract from IP? Not much.

What features does it have? Not many.

And that's the beauty of it.

True platforms in this sense do not require you to jump through hoops.


It's awesome that they didn't want to engage in predatory behavior, but what they did was self-predatory, which is no better! The opposite of exploitative game design isn't a life of asceticism; it's value for money.

I'm not a big gamer, but on the first page of my phone's springboard I count $300+ of apps, some of which have ongoing subscription costs. That's money that I paid because I got value. I'm happy with every one of those purchases, no developer starvation required!

One objection I take to your post is that I don't believe the narrative that the App Store is just a lottery. As an example, Tripit raised $7m, built an app that makes my life better, charges me $40/yr, and sold to a corporate buyer for $120m. That's a fantastic, real business.

On the flip side, these guys built an app with ARPU of $0.013.

Tripit didn't win a lottery; they provided big value and got paid because of it.


Ah yes, I wrote about that yesterday - http://news.ycombinator.com/item?id=4378546

Tripit and every other VC-backed company is in a completely different business than indie devs making apps. The product that companies like Tripit are selling, right from the beginning, is the company itself, not some free or cheap app. The app is just a marketing vehicle to increase the price of the company.

The amazing thing is that PG himself has been clearly saying this for years. And we still refuse to accept it!

Blindly copying VC-funded startups' surface tactics is the second leading cause of indie developer homelessness.

If you are in the business of business, you've got to sell. Successful entrepreneurs, whether VC-funded or bootstrapped, know how to sell.

If you are funded, it would be stupid to try and do anything that doesn't increase the valuation of your company. The best founders know how to weave a compelling story, and are always selling their company. Always.

The most successful bootstrapped entrepreneurs are always selling their product. Notice how patio11 does not miss an opportunity to somehow weave in a mention of one of his products, while still coming across as the most helpful guy ever (because he is). And when he's blogging about SEO and other useful stuff for other entrepreneurs? He's selling his consultancy services.

If you're not selling, it's not a business. It's a hobby.

ABC: Always be closing.


For what it is worth, I have historically taken pains to avoid selling on HN.


You don't sell, but you promote your expertise and your personal brand for consulting, and offhandedly refer to how successful you are, with a indirect touch that is less off-putting and generates a bit of subtle mystique about "how does he do it? what is he talking about?"

A famous patio11-esque statement is a comment like "If you think that's a good sales technique, you don't understand the mindset of middle-aged schoolteachers" (while not repeating the fact that you market a product to that specific demographic.)

Can't fault that much. It would be extremely sacrificial to complete avoid saying "BCC" at all or ever mentioning that you generate X-figure returns for your consulting gigs, and spammily redundant to re-explain the whole Bingo Card business in every post.

You give away far more honest value (good, detailed advice) than you take away in "promotional references", contrasted against link-litter posts like this:

Headline: How X can help your business

Poster: Yeah, at http://mycompany.example.io, we use X.

You are like a human Google, giving away good, in-depth information, with a side of context-relevant promotion for your consulting business, but the information is valuable even without "clicking to learn the secret" or "buying the book". If all advertising were like that, the Internet would be a much nicer place.


At this point you are the product Patrick. The second you decide to monetize the patio11 brand (maybe by writing a book?) you're going to print money.

PS: write a book.


He's already written why that'll never happen, but I'm on his mailing list and I suspect him of building up the steam to leverage that financially. It'll likely be repeat-sales oriented and have a greater-than-$10 customer lifetime value. I can't wait to be fleeced, because at least we know he'll be focused on providing me with value.


Hey, there're some bingo lovers among us :-)


Keep telling yourself that. Just because we're not the audience of BCC or AR doesn't mean you're not selling something to us.


Wow. I don't like this comment at all. I have been following Patrick's online participation when there was no Hacker News and all geeks (including Patrick) used to hang out at Business of Software forum (at JOS). I can definitely say that he genuinely likes to share his knowledge and help others out. I really don't think he is getting any BCC or AR customers through his participation in these forums.


patio11 always has some of the best advice -- sometimes I think he's a black hat SEO disguises as a helpful expert :)


> and sold to a corporate buyer for $120m.

That's a great business plan and not lottery at all!


If they had not sold the company they could have just kept running on the revenues and distributing dividends back to the owners. That's a lot different than a business that needs to "sell or die."


Sounds like they wanted to get the sales figures of the addictive IAP-dependent top-selling games, but without any of the actual psychology behind it. Doesn't work like that. The reason those other games were in the top 25 weren't just because they had IAPs - nearly every mobile game has IAPs nowadays, whether they're initially free or not. It was because they struck the "right" balance between entertaining and manipulative.

In particular, most of the games/apps I've tried that use that "upgrade from free via in-app purchase" model make it annoyingly easy to upgrade. They remind you when you finish a level. They remind you when you start the app, and when you go back to the main menu. They have buttons for full-version features that just pop up a "Sorry, you need to upgrade to do that, click here to do so!" dialog. They beat you over the head with the idea of upgrading until you submit, and going by the sales figures, it seems to work. That's how they make conversions, and if you're going to leave that out you're probably better off pursuing a different style of monetization.


I agree and another point to consider is the price. I don't have any statistics for that, but I wouldn't be surprised if setting the price to 0.99$ would give them more overall income.


I'm seriously sick with people complaining that the software they gave away for free didn't make them any money. Maybe we need a better business model for people who make other people's life better, but hey, at the point you make the decision to give away stuff for free, please don't complain.

DISCLAIMER: I'm making Open Source software and I can (sometimes) make a living out of it. I'm trying not to complain too much though


1) Don't spend two years working on your iPad game before you ship it. Far too long a cycle.

2) As an indie dev, you're suppose to attack the easiest, lowest hanging fruit to build your income base. After you're past a point, you can take on ambitious long-term projects. Otherwise you are always depending on a "hit" title.


1) Don't spend two years working on your iPad game before you ship it. Far too long a cycle.

You have to wonder where Notch would've been if he hadn't sold Minecraft before he was "done". As flakey as he (all of us really) can be as a dev (he's admitted as much himself), he definitely needed people depending on him continuing work.


That's basically what they did. They lived off the profits from solipskier (http://mikengreg.com/solipskier/) while building this game.


But it wasn't enough, which is one reason they're in the predicament now.


It sounds like a major reason they've had such terrible conversion rates to the paid version is that nobody could figure out how to actually buy the game.

Remember: When people want to give you money, make it as easy as possible.

Hopefully they get some better conversion after their update: "There was an update available for the game, and after applying it, an “unlock the full game” message was added under the main logo."


I'm currently building a game company so I sympathize with these guys, but it sounds like most of this is self inflicted.

1. Development cycle is way too long. You have to move much faster in mobile, especially for a casual game.

2. Assume financial failure for each game. Doesn't sound very encouraging but you should never count on income from a new title, especially if you're trying out new ways of monetizing.

3. Keep a cushion. If you need to take some time off to contract then do it. Running out of cash isn't an option.

4. Don't leave customer acquisition to chance. It sounds like their customer acquisition strategy was based solely on app store visibility (and hope).


At least they'll learn from this venture. Maybe avoid the mistakes made on their next such adventure.


I'm going to be honest here, I look at IAP games as spam. I don't care how much time you game took or how well it's designed, as soon as I see that I must buy coins/points to upgrade weapons, levels etc, the little 10 year old nes kid in me dies a little.

Everybody is so worry about monetization and get rich that they forgot the fundamental rule on a game: Let it be fun and enjoyable, let it be immersive.

How would you feel when you were young playing atari, nes, etc and something kept asking for your parents money to continue to play the game ?

TBH I rather play 5-7 dollars straight away for a game that includes everything then 0.90 cents where everything is locked up.

If DLC's are getting ridiculous on consoles, IAP is the apple store game cancer. It should go away.


The numbers say that yours is the minority view. Like it or not, IAP works really, really well.

And it can be done in a way that does not compromise the game design. These guys tried to do the most simple variant of that (try before you buy), they just executed very, very badly.

Heck, I wouldn't mind DLC at all if it provided decent value for money instead of costing $10 for a measly 1.5 hours of gameplay compared to the $60 for 40+ hours in the main game.


Well, I think DLC lets a small minority pay much more than a developer would ever ask for as a sales price. Like a $50 iPhone game would be crazy, but people really do buy that much content.

So even if most people do hate DLC... it just doesn't matter.


I personally am pretty turned off to in app purchases. Most games are only getting worse. I cannot count the number of times that I have been approached by my 5 year old asking for me to "type in my name so I can have _______" while playing angry birds, jetpack joyride, or where's my water.

The problem is that he doesn't realize that there is real money tied to that. To him, I just enter my iTunes password and the level/swag/etc that he wants magically appears. Most of these games are geared towards kids, and they may or may not understand this. IAP is a great way to disappoint children!!!


But I felt like the authors of this game realized how predatory most IAP are and while they didn't specifically say its disgustingly exploitive to children they did say they were trying to design a game that wasn't exploitive. After reading their article I'd say they are just giving away too much. I think the free to play X levels then pay to play more is not predatory IAP. It was bread and butter of the shareware scene for the better part of a decade during the pre-internet era. And that's what we're in right now with mobile that time period where the difference between amateur and professionals is invisible. So I think they're model is right they just aren't applying it correctly.


I was hanging out with my old lady's 10-year-old niece the other day (technically I suppose my niece... whoah) playing iPad games, and it was amazing how often, without even really thinking about it, she ended up on a screen to buy something, or linked out to a website (the iPad launching the browser) to buy something. Being a good kid she just asked me how to get back to the game, but it was a real eye-opener as to the tactics being used by app devs now. I fully see the need to make money, but "tricking" people into purchases is not cool.


Thank you for confirming my reasons for not letting my son play those games yet.


There's multiple aspects of this story you can tweak such that the business becomes successful. Pick any one of them:

1) There is an extraordinarily lucrative market opportunity in iDevice contracting right now, which they allude to but mentioned that they avoided doing to keep momentum. Giving that living on a couch is presumably not momentum-enhancing, a two week consulting engagement would buy them another 6~24 months of runway at their imputed burn rates.

2) A platform/language/etc is not a death-til-us-part commitment. You can follow the money. Independent developers are not best served by the App Store, unless they get ridiculously fortunate with regard to its kingmaking economics. If you only have one chance to develop an application, you would be better served by developing for a platform where the median case pays the rent.

3) Don't develop video games. You're competing for the business of toxic people who hate paying money against the union of well-funded corporations (which have high production values and effective, ruthless monetization) and amateur hobbyist artistes (who have "that vision thing" and are willing to starve to deliver it for free). Try making something for more lucrative markets like, oh, businesses.

4) You may have deep psychological issues with comfort about charging people money. They seem to be fairly common in our community, which is unfortunate, and we seem to actively promote them, which is unfortunate++. You should first recognize that you are creating something with value for people (if not, stop) and then come to the immediate realization that, as a business, people trade value for money. (If you desire to do charity work, do it for more deserving people than gamers with iPhones and entitlement issues... and you should probably do it after having secured your ability to deliver on obligations to your family.)

5) If you've got a budget of 100 awesomeness points or focus points or whatever, spending 90 on your software and 10 on your business will have much worse results than spending 10 on your software and 90 on your business. Having people who can concentrate 100% on building software is a wonderful thing. They're called "employees" and they cost about $10k to $20k a month; you can pay for them after you've got a business. If you desire to work 100% on software, you desire to be an employee.

6) Burying the buy button three screens behind Settings: probably not ideal for conversion rate maximization.

7) Maximum customer LTV of $2.99: also not ideal. Consider anything you can do to increase this, for example, offering upsells on top of the base offering, cross-selling them to other things in your portfolio or things from others' portfolio for a percentage, or developing a permission marketing asset such as an email list. Some of these are very not viable on the App Store but I think I already gave you the advice for that.

8) If you sell X, look at the tactics used by successful sellers of X. If these tactics strike you as morally outrageous, don't sell X.


> 1) There is an extraordinarily lucrative market opportunity in iDevice contracting right now, which they allude to but mentioned that they avoided doing to keep momentum.

This.

The money in the App Store for the vast majority of developers is not from the App Store directly but from building apps for organizations who want to be in the App Store . Sometimes it's just all about influential/powerful people and their ego [1]. Yes, the apps have to look good (but Apple makes it easier than Android to make apps look good - remember the bar keeps going up and up).

As a sub-contractor, we would handle everything from the initial Apple developer account (for the company) to TestFlight betas to code/content updates. Complete outsourcing. The customers never know (or care) that XYZ company/national non-profit or Fortune 500 brand isn't writing their own apps - they just see "XYZ Brand, updated 08-Mar-2012' in iTunes.

[1] I recall a conversation once with a museum marketing person. They were basically like 'Well, did you look at the MoMa's app?'. I tried to remind them that MoMa has a basically unlimited marketing budget to spend on slick, polished apps - but they all want to bragging rights - for the museum president to be able to show his/her peers (other museum presidents, board members) the app. Really.


Your anecdote reminds me of a summer internship I did for a mid-sized financial firm a few years ago. I was "officially" hired to work on the mobile web team which I quickly found out consisted only of me: the college intern.

I actually ended up working on a completely different project but I had to periodically build a useless calculator using jQuery Mobile in the corporate colors and present it to our completely useless VP of IT.

He had sold the company's leadership on the absolute necessity of a mobile presence, that this effort needed to be completed post-haste and how it would dramatically increase sales (most of the company's business was selling insurance to other financial firms, almost no consumer products in their portfolio).

In my first meeting with him he told me he wanted "MSN Mobile for an insurance company" and offered no other instruction. He literally pulled up m.msn.com on his iPhone and said to make a version of that as their mobile presence. After that meeting I just hid in my cube and laughed for a few minutes. That was when I realized what a farce this effort was.

Basically the entire development team knew how pointless this was but the VP had sold it to the rest of the execs and now they needed to build it. No one wanted to put in the effort. The created the internship position so they could foist the actual coding off to an unsuspecting college student (me) while actually having him work on an unrelated but useful project.

Didn't learn much about coding (VB.NET, ugh) but the experience in how a bad company works? Invaluable.


Have you considered that maybe these guys want to develop iPhone games? Telling them that all they have to do to make more money is simply stop developing games, and choose a different platform might be true, but it's not very helpful if they want to live their passion.


Patrick gave a handful of ways they could have tweaked their business model to improve the bottom line. Not developing iPhone games was just one of them.

They wanted to live their passion and they wanted to support themselves off the app. ("We wanted the game to be free but also we want to make a living off of it since we’ve spent 2 years on it.") But they only fought to service one of those goals.

Thankfully, most of us here on HN do things where our passion is something that has enough monetary value to support a family. But nonetheless, "live your passion" is just bad job advice. "Find a way to make your passion work" is much better.


This... Mike and Greg are definitely game developers first and businessman second (or 3rd, or 4th or whatever).

"amateur hobbyist artistes (who have "that vision thing" and are willing to starve to deliver it for free)" - I'd say that Mike and Greg are already in this category. If you check out their site (http://mikengreg.com/), you'll see that they release most of their stuff as free. They live in Iowa because it's cheap. They want to be able to make their own games and not starve or be homeless while doing it.

Software isn't necessarily the best way to make money period, if all I cared about was money I'd rather be managing a hedge fund or something.


This... Mike and Greg are definitely game developers first and businessman second (or 3rd, or 4th or whatever).

Well, then they succeeded and we should be happy for them. They don't have a business, but they've got a great game.

If and when their priorities change, they'll move business skills up the priority list. I guess they could get a publisher, or something?


#3 is just wrong.

These guys want to make video games. Maybe that's enough to make it work and maybe not. Time will tell. But by the logic of #3 we should all just do whatever puts money in the bank. That argument quickly devolves into a lot of would-be entrepreneurs sulking back to jobs they vowed they would learn to live without or building companies that are temporary money making opportunities, not something worth the devotion required.

Most importantly, these kids are making games with traction -- 200k downloads in a week is very, very good, especially since they don't seem to be that focused on actually marketing their games. That means they've got some special sauce. Tweaking what they have to bring up conversions is a solvable problem. Finding pizza money is a solvable problem.

If they're broke and people are playing their games then that means their customer acquisition costs are basically zero (since they don't have any money for it anyway). They don't have to get conversions up that far to turn an acceptable profit (especially since these guys apparently live on peanuts).

"You're competing for the business of toxic people who hate paying money" -- that's simplistic to say the least. I don't want to bother to dig up numbers but plenty of money is spent on games on mobiles and everywhere else. If you want to generalize that way you might say that about the whole mobile "app" market and the drive towards free or $.99 -- people expecting a lot for nothing -- yet it's still a thriving industry. If you're talking about the freemium or f2p model (in apps or games) it's not like the concept was invented by Zynga. The fact that freemium works was discovered -- it's a model the market supports and supports well.

"Well-funded corporations (which have high production values and effective, ruthless monetization)" -- high production values, especially on mobile where AAA graphics and open, 3D worlds aren't possible or even desirable, is not the issue it is on the consoles and PCs. Plenty of successful games are relatively simple 2D and have limited content. High production values in those cases can be measured in thousands of dollars, not millions. Ruthless monetization? What difference does that make in terms of competition, especially since we're talking about "well-funded corporations?"

If you're not that familiar with the market, pick up a big EA title and then play something like Tiny Wings. Which one was more fun? What do you think their comparative budgets were?

The "big corporations" -- EA et al I guess you mean -- were slow to move to this newest mobile market and have had a hard time making games people really like. They make up for it with marketing spend, but it's not like people aren't playing games like Tiny Wings because they can't pull themselves away from Mass Effect: Infiltrator.

If you mean mobile publishers like Chillingo et al then there's absolutely nothing stopping these guys from having a publisher like that pick up their game. There are pros and cons to doing so, but I doubt these guys would have any problem finding a publisher with the number of d/l they're getting.

"And amateur hobbyist artistes (who have "that vision thing" and are willing to starve to deliver it for free)." -- I'm not sure who these people are, but if you mean part-time developers flooding the market with low quality, free games, that only hinders visibility in the app stores. App store visibility as a sales tool was a fluke of the birth of these app stores and is now gone, never to return (although people are still seeing those effects in the Android markets). The amateur, as in most markets, has very little effect on the market as a whole.

If you're talking about developers with vision -- say the developers of Braid or World of Goo or say Notch -- these people don't work for free or hurt the industry. I'd say they elevate the entire state of the industry and turn more people onto games.

These guys should definitely learn the business side of what they're doing but it sounds like they absolutely should not stop making games.


>These guys want to make video games. Maybe that's enough to make it work and maybe not. Time will tell. But by the logic of #3 we should all just do whatever puts money in the bank. That argument quickly devolves into a lot of would-be entrepreneurs sulking back to jobs they vowed they would learn to live without or building companies that are temporary money making opportunities, not something worth the devotion required.

I'm all for taking a smaller paycheck, or running a business that pays below your market salary, to do what you love. If you're only putting yourself out, and you can keep it up, then by all means live in a shack, or your car, if you prefer that to what you would have to do to earn more.

But at the point where you're taking money from your parents, relying on your friends' hospitality and giving them nothing in return, you have failed; give up and go get a real job.


Great post, especially number 5. The only thing I would add as as corollary to 8, is to not assume that you know more than the market. Maybe you do know more and your product will revolutionize the industry, but have a backup plan. Even if that backup plan is going broke and starting over. Living the dream is romantic, but you can't eat romance.


Several times I've been a company that says "the way the rest of the industry does X is stupid."

Sometimes we broke the rest of the market, sometimes we captured a really big piece, sometimes we had to give up and do what they all do.


So their first game sold for $2.99 up front and earned them $20k-$40k for two years. I would call that successful. Then, for their second game, instead of sticking to what works, they made the decision to switch to a freemium model, and made the mistake of making the "free" mode too good, and neglected to advertise in-game that there even is a premium version to unlock. Many lessons to be learned here, but rather stunning that they weren't able to fix this much earlier, before becoming homeless.


>> So their first game sold for $2.99 up front and earned them $20k-$40k for two years. I would call that successful.

Depends on the context, especially considering the opportunity costs of having a higher paid job.

The problem is that everyone thinks that you have to price games low to sell them. I regularly pay more than $5 for iPhone/iPad games if I know they're good. Hell, after years of paying through the nose for handheld console cartridges, even $15 is cheap to me.


I fully agree with you there. It just makes the decision to sell their new game as free with IAP even more questionable. They should have just sold the new game for $4.99 up front. Even if only a fraction of the people who installed the free game would have bought it, they'd still have most likely made tens of thousands of dollars in a week. If it hadn't sold at all, THEN I would have started thinking about a freemium model.


>> They should have just sold the new game for $4.99 up front.

Yes. I think the tough part when you have a higher priced game is getting the word out there and getting written up in some major blogs.

Personally I consider $1 or $2 games to be disposable. It's not much of a loss if they suck. Once you go into higher price points, I base my purchase decision on name recognition/reputation or word-of-mouth.


I think it's important for stories like this to get out there to contrast with big successes like Super Meat Boy and Fez (which were featured in the awesome movie "Indie Game: The Movie").


The Squids story reached some notoriety and is much more interesting: http://thegamebakers.com/money-and-the-app-store-a-few-figur...

Not exactly a failure story (their strategy eventually paid off I think), but certainly far from the big hits.


They're now Top 200 Grossing on iPad- seems like they managed to trip their way into one hell of a marketing strategy.

1) Bitch about not making enough money because you boned your conversion funnel.

2) Get an article written about how you don't make enough money

3) Make money!

Don't try this at home.


We didn't. We were homeless! ;)


Haha, well played!


At first, 200,000 downloads sounded impressive, getting into the top apps lists is also impressive, but the problem is outlined in the second paragraph.

>>Gasketball was released for free, with a one-time in-app purchase that unlocks the rest of the game offered for $2.99. The conversion rate to the paid version of the game sits at 0.67%.

It seems like they should figure out why the conversion rate is low (e.g. perhaps the free version offers too much functionality for free, perhaps the free version quality is poor and users aren't motivated to pay more etc...)


Conversion rates around 1% are typical, but in this case even if the conversion rate was 4% (which would be very good) it would only translate to ~17k


>>“A common complaint on the release build of Gasketball was that even our friends couldn’t find out how to buy the game. Obviously that’s a huge problem and we’ve remedied that in this patch update that we just released,” Wohlwend said


The reason the conversions are so low is covered in the story. The game doesn't make the fact that there's a full version very discoverable and provides enough content that many people probably didn't think there was any more to it.


This smacked of RIAA logic. It doesn't matter what your conversion rate is when your game is free - non-converts don't cost you money.


non-converts don't cost you money.

They cost you money if they use your servers to transmit game info.


Where did they say it cost them money? They said they weren't getting any from selling anything.


They kept complaining about their 'conversion rate' thoughout the post. Everywhere they talked about how they weren't selling enough, they couched it in terms of how many downloads they got.


This is going to sound harsh. This story exposes a simple fact: These developers went at this in utter ignorance of the realities of business.

If their goal was to put out a free app and not try to make a living off of it, then fine. I take it back. You don't need to know anything about business or making money to give shit away. If this is the case, don't complain and be very thankful that people around you are kind enough to support you financially and beyond.

If, on the other hand, their goal was to offer a free product with IAP in order to earn money and make a living, well, their decision making reveals their level of business ignorance.

Why is it that the competitors they refer to have such intense IAP approaches? Could it be because that's a pretty solid way to monetize your app? If my goal was to make money in that segment I'd certainly stop all coding and look at what others are doing in detail. I would not hold myself back due to ideological nonsense. If it is a business, it is about making money. If it is a hobby, it is not. So, yes, I would copy, borrow and mutate ideas from others who, before me, trenched the territory and became successful.

The only exception to this is if you truly have in your hands one of these edge-cases that will succeed because it is so unique, entertaining and, yes, addictive.

This also demonstrates a reality of FOSS (even though this was not OSS): In order to provide FOSS someone has to be earning a living somehow or the equation is never balanced. That's why FOSS is never really free (as in cost) because the development costs are being banked by someone. Linux, as an example, is probably the most expensive piece of code ever developed.

This case was a simple failure to make the right business decisions and nothing more.

That's how you end-up on the street and broke.


1) Depending on writing games for your income is foolish. Very few people make real money from games.

2) In-App Purchases come in 2 flavors: The kind that are permanent, and the kind that aren't. Apple doesn't tell you which one you are buying, which means that I just don't buy any, generally.

3) The few times I experimented with IAPs, my conversion rates were also total crap.


There are tons of indie game success stories. Even more so if you count modest success from niche games. Jeff Vogel has been doing it since 1994, when finding an audience and taking payments on the internet was much, much harder.

Making niche games actually strongly resembles more "serious" software products, because you have a group of potential customers who have a decent idea of what they want and a market that isn't providing it. If you're lucky, you'll find pages and pages of forum posts describing the sort of things they like.

Expecting to make the next Angry Birds is stupid. But making games with the expectation of a decent income is entirely realistic, and just requires the same marketing skills as anything else.


Most apps, particularly games are limited to a few dollars, which requires them to basically be hits. Reaching out to tons of people to make a hit, is difficult and expensive.

Giving a game away for free seems like an easy way to gain some marketshare. In practice it isn't enough. In other hit based businesses, companies use multi-faceted marketing strategies to get the word out, each one a lead bullet.

Unfortunately for app developers, measuring marketing efforts through the iTunes funnel is almost impossible. Where do they come from? What's working? Nobody knows. Its difficult for marketing pros, let alone a pair of developers who spend all their time developing and not marketing.

They just need to keep at it. Being an indie developer requires more than just developing. Marketing is part of the job. If they are determined enough they will get there. Its just tough to put 2 years into a project, thinking you are finished, and only realize you're at the halfway point.


These guys are homeless? I'm willing to shell $1000 to buy ownership of the entire game :)

But it sounds like they focused too little on making money. You can't give everything away for free. Give people a taste of the good stuff, but make them pay for the rest.


This isn't a sad story it's another example of developers being good at code but terrible at business. If code is your livelihood, treat it as such. Misplaced idealism is dangerous. Besides, doesn't giving someone a free game feed into their game addictions? Game pricing shouldn't be subject to some moral code. It's a game: if people don't like the price, they don't have to play.

This illustrates the problem with pirate software as well as pirate music and movies. People don't buy the cow if they get the milk for free.


It doesn't actually illustrate anything because the app's only been out for a week.


The linkbait title is much more interesting then the actual article. This discussion is also much more interesting then the article.

The obvious thing is that if you are self funding, don't bet everything on one game. No one knows what games will hit and what games won't. The best thing is to swing the bat a few times. As many have pointed out, it seems like these guys should experiment more with what they have. It's not clear at all that their situation is dire.


It's an interesting article and I love how they're approaching app sales. There are some successes out there that are doing well with this sales model (the most recent download I've had like this is Outwitters: http://onemanleft.com/). It is hard to see where the app sales ecosystem is going though (and if consumers will really dictate this path).


Weird, Outwitters is listed as free on the one man left website, but iTunes has it as $0.99


+1 to devs in Iowa!! But maybe if Iowa wasn't so cheap, they would have started by charging for their app out of the gate.


I hope they read this (not sure if they will), but:

Ads!

I've a friend who gets approx $4/user/year from a non-game mobile app from ads through mobclix. I think it's a fair assumption that you'd get even more ad impressions on a game (as people spend more time in games), but even without that, 200k players * $4 each = a lot of money.


I did read it and we're doing this exact thing right now, hope to have the update submitted tomorrow.

-Greg


0.5% upsell sounds about right. In the app business you want to avoid a one time sale and focus on recurring revenue. There is a cap on growth, and revenues must be sustained by current users.


incentives are tricky and the story is showing what happens when you induce the wrong ones.

They want to have "a free game", a "cheap upgrade" and a "only one upgrade needed". Three things that do not match. If they are going for a free game but that offers the enthusiastic 1% an payed to play upgrade, that upgrade can not be cheap. If they increase to 29.9$, their conversion rate would likely only go from 0.67% to 0.5%, but increasing profits by around 500%.


Change the game name, Change the action names, Change the colors (nothing else), Put the new thing on the appstore, Report results.


Take this link off or HackerNews. It is a fraud.

Ctdonath summed it up beautifully... "1. The "buy" button was hidden. People who wanted to pay couldn't find it. People didn't even know there was anything to pay for.

2. The app has been out a week. Users haven't had time to play thru the free content and develop any desire for [unknown (see #1)] paid content.

Made near all users sound like Scroogeish tightwads. Unfair."


Where is the story here? You can have the best game in the world but if no one can figure out how to buy it - of course you will go broke. Isn't this common sense?

I see you have finally figured this out (now that you are homeless). If that does not boost your revenues - Lower the price to 1.99 or $0.99. We are in a bad economy and $2.99 is not in the sweet spot by any means.




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