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It really is a shame and it's a symptom of the whole 'race to the bottom' that goes on in the app store. In a way, I see why people put these practices in place. You can't charge over a certain amount (as you said) without bombing in sales. In reality some of these games need a lot of work to get the out the door. I'm aware of a few app store games that took months of a full studio's time to release. Yet still, people see it's over £0.69 and say 'Nah, that little game isn't worth it.'


It's because the app store is an extraordinarily poor discovery mechanism for games if they aren't free - people won't pay for something they can't tell if they will enjoy, and app stores simply don't provide enough information to answer that question.


The app stores are extremely poor discovery mechanisms, full stop.

I won't develop mobile software unless I know there's an alternate marketing channel.

I do believe there's money to be made, but the way to reach people isn't through the store.




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