Category Archives: app marketing

Is $30 too much to charge for an iPhone/iPad brand-app?

Apparently not:

It looks like a nice app-design (although the visual design is weak, it’s doing the kind of exciting thing that iPhone/Android does well, and which previous gen mobile phones couldn’t handle). From what I hear from F1 friends, it’s pretty good too.

Can an unreasonably high price … increase … your rating?

Is it worth $33 per download? We’ll see. There’s one aspect of this that I think is particularly cunning: at that price, few people will download it unless they really want it.

So what?

Well … unless you pay for it, you can’t rate it. Average rating right now is 3.5 stars (good, above average, but not great) – if it had been say $10 it might be rated lower, from a bunch of people throwing $10 on it, and then feeling ripped off. The kind of person paying $30 in the first place, well … I suspect they aren’t price-sensitive to start with.

How to make Angry Birds: 51 failures and years of experiments

I thought this was interesting reading for anyone looking at App Store success / failure. All the obvious stuff is in there towards the end (e.g. things about working with your fanbase, answering every email – even leveraging non-english-language stores to get enough momentum that publishers will even talk to you, etc) – but to me the unusual points are more about how many failures they were *expecting* in order to get their success:

“First they had to save a company in crisis: at the beginning of 2009, Rovio was close to bankruptcy. Then they had to create the perfect game, do every other little thing exactly right, and keep on doing it. The Heds had developed 51 titles before Angry Birds. Some of them had sold in the millions for third parties such as Namco and EA, so they decided to create their own, original intellectual property. “We thought we would need to do ten to 15 titles until we got the right one,” says 30-year-old Niklas.”

“When Mikael rejoined the company at the beginning of 2009, he and Niklas sat down to work out a rescue plan. The app store was the integral part. They would continue to work for hire to make ends meet, but at the same time develop their own iPhone games, abandoning other platforms. “The iPhone was a hyper-competitive environment,” says Mikael. “If we succeed there, we can go to other smartphones. And if we do well there, we can go to PC and console, and beyond.”

“Mikael dedicated a budget of €25,000 (the final cost would be four times that) and the team worked on it as a hobby project: “Whenever we had slack time we would do this,” says Niklas. During the six months that the team worked on the game, they produced another four games for other companies. Rovio continued to refine the game into the winter.”

” Angry Birds was Rovio’s 52nd title.”