Showing posts with label Marketing. Show all posts
Showing posts with label Marketing. Show all posts

Monday, September 22, 2008

The Cruel Economy of the App Store

A recent article in Wired suggests that Trism’s creator could become a millionaire soon, from Trism sales alone. I doubt it, let me explain why.

Wired's article explains that Steve Demeter, the sole author of Trism, made more than $250,000 in the first two months after the the launch of the App Store in July 11th. That is, without a doubt, a nice sum. They conclude: “If the game keeps selling at this rate for a year, he will have made $1.5 million. Not bad for a lone coder.”

However, what the article fails to analyze are the dynamics of sales in the App Store, probably assuming that they will work out in a similar fashion as desktop online sales. The Mac shareware market is a healthy business with an ever-expanding user base, and products have considerable longevity after being introduced; thus, it is reasonable to approximate sales linearly as a rough figure of yearly revenues. In our experience, however, the App Store is currently operating in a way that resembles the media business more than the shareware market. Like in sales for a movie or a music CD, if you are able to produce a hit like Trism the App Store will give you 30-45 days of glory. Those are the days when your application will be listed as one of the top sold apps, as very well explained by John Casasanta. Being featured in the App Store will have an echo effect in other media and your app will be reviewed, analyzed and blogged about.

The App Store, being a tremendous sales channel, is obviously acting as the most influential source for iPhone software. Think of it as if there was a single Top 40 music radio station everybody listened to: moving up or down in the list has a huge impact on sales, and dropping from the list means your sales will be easily reduced by one or two orders of magnitude.

Let's look at this further.

App Store Sales


There are basically 5 parameters that affect your sales on the App Store:

+Product
+Price
+Apple’s product placement
+Position in the charts
+Star rating

Your product is described and shown as a series of screenshots in iTunes. The better the description and appeal of the images, the better for your sales.

Prices on the App Store are quite low. Ever since Super Monkey Ball was announced at $9.99 a few weeks before its launch, the psychological barrier for all games, and most other applications, was set at that price point, and lots of users will not buy anything above $4.99. This was a big surprise for us, as we thought that a game that normally sells for $40 in other platforms would sell for $20-$25 on the App Store. Anyhow, the lower the price, the higher the probability that your application will sell more.

Apple has a lot of prescription power. Whatever they promote on “What’s new”, “What’s hot” on the iPhone, or the iTunes App Store home page, will sell. At this point this is completely managed by Apple.

Being on the Top 25 generates sales per se. Users trust other users, and if your application is on top, many others will buy. In addition, being among the first applications in a category, like Entertainment, will also facilitate people finding you application and buying it.

The star rating also has some influence. It is another mechanism from users to tell other users if they like the application or not. In the App Store, anyone can rate an application, irrespective of they having purchased it or not. This helps applications get votes and comments. Most users use the overall star rating as a guidance: if the application has 3 stars or more, it must be OK; otherwise, it must be no good.

What marketing tools do developers have?


Product


A quality product with certain appeal, will be more likely to sell well, than poor quality products. But having a good product is not enough. More and more apps arrive at the app store each day. Unless the application comes from a big game studio, or a known developer, it is easy that good new apps get their sales diluted among the list of thousands of applications in the App Store. As there is no “try before you buy” mechanism, visual appeal is very important. The screenshots and the description of its functionality of your product will be key.

Price


This one is really tricky. Depending on how you price your application, you will get better or worse reviews, even from people that may not be that interested in your app. As of today, 3 of the top 5 applications are priced at $0.99, the other 2 are $1.99 and $2.99. Thus, the influence of price is huge. Having seen this, there are many developers that are following the "first free, then charge strategy". It is the case of Air Sharing, currently free, but that will most probably be at the top of the sales chart, once they change the price to their announced amount of $6.99.

Picture 1009.png


Today, Pangea’s games are on sale. Cro-Mag Rally is being sold for $1.99 when it was $9.99 a few days back. It has climbed to the Top 3 paid apps ranking. Prior to lowering the price you could see this kind of reviews:

Picture 1017.png


That is people, even liking the game, lower the rating due to price. After lowering the price, however, you can see this:

Picture 1018.png


The text of the review reads as follows: "A lot of early adopters paid $10 for an app that is now 80% less... a lame attempt by devs to drive up their sales rank. REALLY terrible way to treat customers. As for the game, it's not for me. But I wouldn't be complaining if they hadn't decided to treat early supporters like garbage. Thanks a lot, guys. You've cost yourself at least one future customer."

The dilemma is served. If you lower the price for your application, you will hopefully attract more people, but users who have purchased your application at the previous price will post negative comments about it, lowering your star rating.

The issue derived out of this is that many developers are opting for creating simple, nice looking, low-price apps. This lowers the risk of developers and provides higher probability of success. But, how many of these apps will get maintained once the initial 30-45 days are over and sales have gone down dramatically?

So, right price handling is very complex. It will influence your sales, charts, ratings and comments, and, the product itself, in the medium term.

Apple’s product placement


Most developers have no control over this factor. Big corporations, like EA, will obviously get some attention. But Apple will also promote products from other developers. We were lucky enough to be among this group for the App Store launch. Sketches was highlighted in several countries. And today you can go into Apple’s physical stores in the US and see the Sketches icon (Top line, 3rd from the right):



It was Apple, though, who decided to promote Sketches. We, of course, provided all the material and information they required. But it was Apple contacting us, not the other way around. Thus, there is little a developer can do, apart from creating a great product and get some visibility, then hope for Apple to like the product.

Product Position


The position your app has in the charts can only be managed by 2 factors: price, as discussed before, and updates. Price will influence the sales chart. Updates will allow for your application to be shown sooner in the category it belongs to.

Ideally, updating often would allow for your application to be listed before other apps in the category, making you sell more. Unfortunately, updating in the App Store is not fast. What's more important, the developer has no way to know how much time it will take for an update to be approved, possibly affecting your options to create marketing and advertising campaigns. Sketches 1.3 has been in review for more than a month now. In terms of positioning, we are totally lost towards the end of the Entertainment category. In addition, Apple discourages frequent updates, unless they fix severe bugs.



Star Rating


The App Store has no barriers for comments. As anyone can post an opinion on your application, developers are out of control on this. The good thing is that nice apps, will attract nice users, who will post nice reviews. On the other side, depending on different factors, mostly unrelated to the product itself, your app will also attract some unhappy users that will punish your every move.

Currently the global rating is built as the arithmetic mean of all votes. A destructive, even unreasonable rating will count as much as a well thought out review of your application. It would be nice if individual ratings were weighed by the "helpfulness" factor, indicating how many other people thought the review was relevant for them.

Marketing outside the App Store


There is some marketing that can be done outside the App Store. Blogging, news and press releases do help. We have even joined other developers in creating AppStoreGems. However, given the margin per sale, it is hard to buy advertising and get a profit out of it. Given that developers get 70% of each sale, acquisition costs for a $4.99 app have to be below $3.5. That quantity of money will buy you a few guaranteed clicks, but I am not sure if the sales will cover the cost.



Other popular marketing tools that are well proven in the Mac shareware business are also not possible in the App Store. Daily offers like MacZot or MacUpdate promo, hugely successful bundles such as MacHeist, discounts or even cross-product sales (buy AppZapper and get a discount on Disco, iClip or Picturesque) cannot be achieved today.

Trends


Even though the App Store is only two months old, the way it has been working so far seems to signal towards two very different app trends, if the mechanisms keep being the same.

+ On one hand, blockbuster productions from established companies will be hits in the App Store. Given the enormous value of the precious few "Top App" spaces, competition will become more and more fierce (more so as the number of iPhones sold increases), and I expect big companies investing considerable amounts of money to release new titles and get one of the spots. This is basically games from big studios we are talking about.

+ In the short term, we will be seeing more "disposable" apps: short-lived apps that can be crafted in a short time and that explore a good, original or fun idea. These apps will be offered at $0.99 with the expectation to hit the list and make a profit for a few days. After the app is out of the list, it will be basically forgotten since the operation costs (support, improvements) will not be justified by the very low vegetative revenue. The trick to succeed in this space is to launch many apps and expect that one out of 10 will make it. The success ratio will lower as time goes by and game studios take the top places.

This prospect basically leaves out the space for small but carefully crafted apps with a long time-span, such as those from indie shops we are so familiar about in the Mac shareware market. Creating a good app is hard, even for the iPhone, and sustaining it takes a lot of work. In the case we know best, we started working in Sketches in August 2007. Of course it was not a full time job then, but it was a necessary training that allowed us to create the app we wanted to, and to do it in such a nice way that Apple decided to feature it at App Store launch. Today we keep working on it, adding improvements, answering to emails from our existing customers and planning the next major release.

There is a catch in our previous statement: those are the trends _if_ the status quo is not changed and things keep being the same. Our bet is that the App Store will evolve, simply because customers will demand apps other than big games or little smart toys. When we decided to put effort in Sketches, it was a bet that someday we could even sell it, and now we have something as revolutionary as the App Store. Likewise, we still believe that there will be a place for companies like ours in the future.

Reality


Today, Trism is ranked as the application number 499 in popularity, 63 in the paid apps rankings, as per the information medialets provides. I am betting though, that it has gone up during the last few days after the article was published and made popular in digg. Thus, as anticipated in the introduction, it is becoming subject to the App Store "Top Apps" dynamics and it will be hard for its author to keep the past sales level.

So, if anyone wants to become a millionaire on the App Store, think again. I am not saying it is impossible, but it is not as easy as some people have put it.

Monday, August 25, 2008

Sketches Update and AppStoreGems.com

This week is looking great. We uploaded Sketches 1.3 to the App Store last Tuesday, so, we are hoping to see it in the App Store very soon. This new version includes:

+ Text input using the virtual on-screen keyboard, for those situations when that option is more adequate than entering hand-drawn text. This is possibly the most frequently requested feature from our current customers.

+ Web Sharing via a built-in web server. A very tiny and efficient HTTP server has been integrated to facilitate exporting the drawings in PDF, PNG or JPEG format. Users simply use their browser to connect and download their drawings, and they don't need to install desktop synchronization software or use other intricate solutions.

+ Improved shape placement algorithm. The shape placement algorithm is now tolerant to the user accidentally taking one of his fingers out of the tactile area during a multitouch gesture. This was a frequent issue when trying to locate a shape near the edges of the screen. In this new version, users can even purposely lift one of their fingers to easily move the shape to a corner or even halfway out of the screen.

+ Tip system. Small "hints" are displayed the first time the user selects a new feature or tool. This will solve the problem of some users that found themselves in full-screen mode and did not know how they got into it or how to bring the toolbars back! These help topics are presented as nice subtle overlays that dismisses after a certain amount of time to not interfere with your work.

+ Additional shapes, featuring a brand new "Office" category with pushpins, sticky notes, tape paper and the like. Fun and Callout categories have been improved as well.



In addition, several bugs have been corrected and several optimizations have been made.

But this week, we are also starting with a new idea: App Store Gems. We are joining forces with other developers that have created quality applications, in an effort to stand out from the already pretty crowded App Store. Promoted by John Casasanta and Austin Sarner, it includes 5 other applications apart from Sketches: File Magnet, Where To?, Pennies, Kineo and Groceries.

Today, in its first day, we are all donating our application revenues to a charity. In our case, Prevent Cancer Foundation.

To promote this new effort, we are making cooperative advertising, as explained in this post. It would be great if you help us digg it. Many thanks!

Friday, February 29, 2008

There is Xslimmer in the Air (in the Macbook Air)

Since the Macbook Air was first presented at Macworld '08, we have had several people telling us that we should write about it. In particular, how Xslimmer is an ideal tool for it due to the small hard drive sizes. Faced with this kind of proposal, the question becomes what to exactly point out that it is not totally obvious. Xslimmer is a product to recover disk space from applications. The Macbook Air has a small hard drive. What else? As I do not know, I leave it there and point to you to some other people's articles:

* http://www.isights.org/2008/02/free-disk-space.html

* http://www.macrumors.com/2008/01/31/unboxing-video-of-macbook-air-more-notes/

Enjoy!

Friday, March 16, 2007

Xslimmer, dugg (indirectly)

This week's traffic in our main site has come as a bit of a surprise to us. It all began on Tuesday, 13th -which, ironically, is the Spanish date when bad luck conjures up to make your day miserable-. When I got to bed at around 2am, everything was quite between the normal boundaries. However, when I got up at 6am (yes, it's a hard life for poor little developers with a day job) I immediately noticed that something was happening that was out of the usual: the moment I switched my mobile phone on, I began to receive SMS messages alerting me of events that had been happening while I was asleep. One of the consequences of crafting something that others are willing to pay for, combined with a technically oriented mindset, is that you develop a compulsion to measure, analyze, monitor and graph everything that happens. In my case, I had programmed the sending of SMS messages to my mobile whenever important events, such as sales, take place. Receiving an steady stream of SMS beeps is something I did not expect to happen in a random day with no recent important releases or noteworthy events on our side. This lasted for a couple of minutes, signaling that something had happened in the 4 hours my mobile had been switched off. I got to my MacBook Pro and run a couple of scripts to determine that we were receiving a lot of traffic from this article by Ed Eubanks Jr. at lowendmac.com. Xslimmer was mentioned as one of a variety of options that can be used to help you optimize your Mac. I read the article, dugg it, wrote the author with my compliments and comments, answered to some emails from customers, and drove to work.

Whenever Xslimmer is featured in a popular blog or site, we experience a traffic burst that translates proportionally to sales and mails from prospective customers or new buyers. Although the effect lasts for some days, the main spike declines pretty soon. However, in this case we kept having a relatively steady amount of activity during the following hours. And then, a second burst was noticed at around 15:30: the article had already accumulated 670 diggs and had been deemed "popular" by the Digg team. We kept receiving a lot of traffic, more sales than usual, and therefore had to cope with an increased amount of support activity (mostly derived from licenses that got trapped by spam filters and had to be resent manually). I thought this would last for a day, but that night when I got home the article had snowballed to more than 2,000 diggs and traffic was solid. This continued for another day and a half, and then decreased when the article finally left page 1 of Digg's Apple section.

We are proud and very grateful about the response received from all of you. We have gone through frentic activity trying to answer all your emails as soon as possible, but this activity is much more pleasurable when most of the feedback we receive is positive and encouraging. We'd also like to send our heartfelt thanks to Ed, who originated the best string of sales and response in our short history. And your article is interesting, too, if you don't mind we may borrow some of your ideas for future Xslimmer releases! :)

There are a number of lessons to be made from this story. The obvious one is the immense power of community sites such as Digg. I cannot imagine what would have happened if Xslimmer had been "dugg" in a direct way instead of marginally. A consequence is that quality and word of mouth really, really count: Ed chose to mention Xslimmer because he had liked the program. And because Ed's article was authoritative and respected, it was chosen and made popular by its readers. I believe there is a parallelism between this new wave of user-promoted content and the strong and traditional heritage about quality in the Mac tradition, whose users tend to look for good solutions, recognize them and recommend them to others. Being small software developers, our bet was to provide a "Mac-like" experience to a seemingly sensitive operation and rely on word of mouth to get our message through, hoping that this would pay off in the long run. The process is cumulative, and we do believe that each new customer is a potential referral for new ones; therefore, we have no option but to strive for simplicity, quality, robustness, ease of use, customer support. That's why we chose to distribute 5,000 free (non-upgradeable) Xslimmer licenses during the MacAppADay promotion, back in December, and only a few weeks after having released Xslimmer 1.0: in the hope that this community of users would spread the word if they really liked our application.

You know what? Ed downloaded Xslimmer during MacAppADay, bought it a few days later, and recommended it to the world last Tuesday, 13th.

The next Tuesday, 13th will be in November. After this week's events I'm confident that by then we'll be closer to our goal to "go Indy" and work on this thrilling activities the whole day. We'll keep working to achieve that, and we can't fail because November 13th is my birthday, and I'm determined to prove that bad luck may happen on Fridays, but not on Tuesdays, and certainly not on my birthday!

Saturday, December 02, 2006

Marketing

These last few days have been a bit different. Initially, we had plan to work on getting 1.1.3 out by today. In 1.1.3, we intend to include a "Slim History" window that will allow you to review all the applications you have slimmed, your overall savings over time and the possibility to recover an application from its backup, if you did had the backup option turned on during the slim process. In addition, from the Slim History window you will be able to report any problematic application in an easy way to us.

While I worked on the Slim History, Pedro was working on Panther compatibility. We believe that being Panther compatible, will Xslimmer useful for a much wider audience. It is tricky though. First, we are using Intel machines for our development, so we have had to buy a PPC machine in order to work on this. This machine will allow us to ensure that we get to that desired Mac OS X 10.3.9 compatibility, and will also permit to better test our releases in the PPC platform. Second, Panther does not have some of the fine 10.4 methods, so some parts of the code are being rewritten.

During the last week though, we have been busy in getting people to know that Xslimmer exists. We contacted Brian Ball some time ago to promote Xslimmer via MacZOT. When he got back to us, he suggested to include Xslimmer within the GiftZOT 1.0 bundle. After the mystery bundle was unveiled, our Web site traffic increased significantly. Clearly, it is a signal that tell us that Xslimmer is starting to get known. Right now, we are planning another couple of marketing actions, that will happen within the next 2 months.

Right now, I am going back to work on Xslimmer's 1.1.3 Slim History.