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iPhone App Developers: Do Not Fear the Lite

June 24th, 2009

When I initially launched iCombat in April, I decided to wait on releasing a lite version to first see if I could manage to get up the charts without one. My fear was that a lite version would cannibalize my potential user base if I accidentally put too much of the game’s “secret sauce” out there for free. Looking back, I realize now I was so afraid to get the feature mix for the demo wrong that I irrationally avoided the option much longer than I should have.

lite_tunnelAnd while part of my hesitation had to do with my optimism about iCombat’s potential and my marketing ability, it also had to do with the fact that I rarely buy full versions of games (although I do occasionally). After just launching my lite version yesterday I can say that my concerns about the lite version were misplaced and might have cost me quite a bit in lost income. Below are my main takeaways from having waited on launching the lite version and why I think too many indie iPhone developers wrongly steer clear of lite versions:

  1. Know your Apps Core value and its core user: This sounds douchey but it really is harder than it sounds to have the discipline to know the profile of your core user and then choose that feature you think will resonate most.  For example, if you are making a game it is easy to think kids and adults will like it and they will all get hooked on the game play AND the graphics AND the story equally.  Odds are your app will not resonate with everyone, and one salient feature will be the hook so the sooner you figure it out and admit it to yourself the better. You may be wrong, but better to know your target than water down your strategy by pursuing too many angles.  Needless to say once you have your app’s core value outlined it will also be that much easier to design your lite version.
  2. The App store is not a lemonade stand: The App store is one of the largest, most seamless content delivery platforms ever and when it comes to pricing most of us fail to understand just how fundamentally different this is from anything we have ever seen.  As a result we apply our personal conceptions of scarcity, value or what it means to transact with someone to something that is totally different.  If you have released an app you will agree that pricing decisions or the debate about a lite version are often more emotional than rational.  I am sure more than one developer has though “I don’t want to give it to someone for free when I worked 3 months on it every night after work while my wife was screaming at me because I was never around.”  That would be okay to think if you toiled on a model airplane or a painting for that period and were selling the one unit you had created, but in the App store you can divide that effort across 40MM+ people so who really cares if 5MM users get your app for free if in the end 250k of them buy it? Read more…

On the Web Every User’s Opinion Counts (Even the Pirate’s)

May 22nd, 2009

Some readers who read my post “My Experience Getting Owned by App Store Pirates” criticized my approach to handling piracy so I thought I would explain my point of view by sharing a recent encounter I had with an app pirate.  About a month ago someone posted a comment to my “You Jacked My App” page (all pirates were sent here after 5 levels of play if using a cracked copy) that said the following:

WTF man. Nobody does this. Ever. And the damn point of Installous is to let you try before you buy. And you just f—– up the whole system. So f— you dude, I would have bought it after trying it out, IF it was any good. I think it probably sucks so you don’t want people to test it out first…Nice job man. Way to suck at life. And I hope that nobody will buy from you just because of this.

I was in customer service mode when I saw this post so I quickly fired off one of the most unnecessarily nice e-mails of my life:

Hey dude,
Thanks for the post.  I disagree with you that most people use Installous to try before they buy.  So you know, I spent the last 3 months on this project and currently over 60% [of users] are not paying.

I get your point…and what I was trying to do here was convert the type of people you are not talking about (those that pirate everything with no intent to buy) as opposed to letting it just go unchecked.

I would like you to try the game though…would you download it if I sent you a promo code?  Let me know.
Thanks.

Now me sending this e-mail was crazy I know but from my point of view iCombat had just launched and I didn’t want to have anyone be negative on my app.  What followed my e-mail was surprising, the pirate responded in a very conciliatory tone, apologizing and so I sent him the promo code.  His response several days later was enthusiastic, saying “I love the app dude, it’s awesome.”  And this is where the craziness begins, he then proceeded to make a YouTube clip of the game and he even offered to host a contest and do a more serious quality demo. I even found a comment of his on YouTube where he actually attacked a pirate who linked through to a piracy site.  This pirate had gone from cursing me out to cursing out other pirates, defending my interests and helping get the word out about Combat.

Now maybe this pirate was emotionally unstable or just a kid, but either way I learned quite a bit from the experience.  Key lessons below: Read more…

Marketing Your App is More Important than You Think

April 6th, 2009

I came across an interesting post on “How to use Twitter, Facebook and YouTube to market your mobile games” and it reinforced what I have noticed since readying to launch iCombat – there are too many channels to manage when it comes to reaching the end user!  This may sound like a high class problem to all of the game and content developers that have faced the gatekeepers of distribution over the years but the sudden blossoming of dozens of channels to reach users has created its own set of problems.  Now the burden of brand management and marketing has fallen into the lap of the developers, where they must become “marketers” of their product if they hope to get noticed.

The rise of the fractured, multichannel market has created dozens of sites that developers now need to visit to build goodwill and help gain exposure, something that is fundamentally different from what they probably want to be doing. In my case this translates into 18-20 hours a day since launch to manage the marketing effort and frankly it is still more than I can handle. While I have enlisted friends and an intern to help, most developers don’t have the luxury of dedicating all of their own time to managing their launch.

I have compiled a list of some of the tools and sites I think necessary to use today:

Top Down channels – kissing the ring

  1. Bloggers – what some refer to as the “digital influencers” – sites with major traffic like Gizmodo, Techcrunch, GigaOM
  2. Targeted review sites – Touch Arcade, 148Apps, Pocket Gamer, etc. – I have counted 60+ serious ones in all

Bottom Up channels – connecting with your users

  1. Facebook – both personal status and group page
  2. Twitter
  3. MySpace
  4. App/ Development/ Gaming Forums - Touch Arcade, maybe iPhonedevSDK, etc.
  5. Product website & blog – here you need to have a demo, maybe a news section and your blog
  6. YouTube – a great way to communicate with avid gamers
  7. iTunes App store summary

Analytics Tools – monitoring usage, downloads, buzz

  1. User downloads – iTunes Connect – Heartbeat App or AppViz (super easy to use but less flexible than Heartbeat)
  2. Usage behavior – Pinch Media – gives you uniques, geo data, version & device stats, as well as unique data by action in your App (very cool)
  3. App ranking – AppRanking by Michael Dorn or Mobclix
  4. Web traffic - Google Analytics or Wordpress Stats
  5. Affiliate data – Linkshare – here if you are an Apple affiliate you can earn back 5% of your 30% cut that goes to Apple – and monitor clickthrough conversion data from your site
  6. Brand management – ScoutLabs or Google Alerts – Scout doesn’t really seem to work for small apps or early on in a campaign as it is, for these smaller apps Google Alerts is a great basic filter

While this list is not comprehensive this is basically everything I am using for the marketing of iCombat. I didn’t realize just how many channels and tools this involved until trying to post an urgent piece of news.  When iCombat was reviewed in Gizmodo’s weekly roundup of iPhone apps I quickly wanted to update every channel I was using. Read more…

How to Deal with Poor Early App Store Performance

March 20th, 2009

With all of the media hype success stories like Pocket God, iShoot, and Trism receive it is tempting to think that App store success is right around the corner.  All it should take is to make something and launch it, and then just watch the bills come rolling in.  While all of us developing apps would like for this to happen, the reality is that success, if it comes at all, usually takes much longer than expected.  Take for example iShoot, where Ethan Nicholas had his game in the app store several months before releasing the lite version that pushed his paid version to No. 1.  Or Pocket God, that launched after only a week of development but took 6 (or 7?) weeks of updates and community building to get it to the No. 1 spot.  These were not overnight Sound Grenade or iFart gimmicky successes, but took a long term perspective and a prolonged marketing effort. Read more…

The iPhone App Market: A Bigger Opportunity than Many Think

March 7th, 2009

There has been quite a bit of negative press about the App store in recent weeks where fears are being stoked about downward pricing pressure and poor user engagement rates after download.  I think all of this negative press is missing the point and serves as little more than fodder for bloggers and journalist eager to write anything other than the old news of App store success.  While the data in terms of averages may point to weak trends, this is because most pundits do not back out the effect of the gimmicky and one off free apps on the App store.  The reality is that in the Games market and especially in the niche application space (like productivity or medical) applications are selling well for over $5 and some for as much as $100.  I came across an e-mail to investors by the CEO of Tapulous Bart Decrem (posted in Techcrunch in January of this year) that summarizes why the opportunity is still so great.  While dated slightly in terms of the stats, the answer is that it is not all about the App store but also about riding the incredible growth in iPhones and the iPod Touch: Read more…

Free, Lite or Pay: The App Store Pricing Dilemma

February 19th, 2009

As I think about a price for my new app the question I keep struggling with is just how exactly does pricing affect user buying patterns.  Apple’s frictionless purchasing process, where the vast majority of app store users already have a credit card on file, allows for painless one quick purchasing and has quickly made $1 dollar the new free.  The question becomes though, where is it that the user begins to think twice?  $2, $3 or maybe $5?  From my point of view there seem to be 5 major types of application in the App store right now that make embody the current pricing trends:

  1. “Crapware” – cheap to make in terms of time and resources.  Targeted by both experienced and inexperienced developers.  Business model is either ad supported or sell for $0.99.
  2. Full fledged apps by amateur developers – more elaborate design and execution by part time developers.  Attempting to create a full game experience with iShoot and Trism being good examples.  Business model is pay model with prices between the $1 and $5 range.
  3. Full apps by funded start-ups – professional developers focused on higher quality games.  Here we have iBowl by the Social Gaming Network for example.  Quality of applications is high, business model is anything under the sun (to see one of the more creative examples check out Toy Bot’s $10k giveaway marketing strategy)
  4. Professionally produced games – major studios like Sega or EA using teams of developers to leverage the iPhone platform.  Business model is selling games for $5+, probably closer to $10.  A good example is Spore. Read more…

The Rise of “Crapware” in the iPhone App Store

February 16th, 2009

I started thinking today about where to price my app and I was reminded of a great article I came across in Apple Insider several weeks ago.  The article is an interview with the developer behind Sound Grenade and it describes the rise of what he calls “crapware” in the app store.  Developed in 20 minutes and containing “maybe 10 lines of code,” Sound Grenade has been in the top 100 free apps for weeks generating over $200/hour in ad revenue.  Applications like iFart or Mood Phone fit in to this category as well, simple apps that leverage the platform to spread virally amongst what is probably mostly high school and college kids.  And these gimmicky apps have done so well that it is hard not to take notice and tempt all of us to consider banging some out as well.

The question “crapware” apps raise for the app store are obvious, why would developers and businesses spend weeks and months and maybe tens of thousands of dollars to build an application that is competing with one trick apps that sell for free?  Surely pricing pressure and excess supply will send the entire app store to the ad supported or near free pricing points.  Well I disagree and am not too concerned that this will happen.  There may be 75 versions of flatulence apps and I already found about 10 copying Sound Grenade but I don’t think that this will last for very long. Read more…