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Another post on the top of Hacker News making the mistake of thinking paying customers give a crap about how easy it is to [write|deploy|test|debug] your app. Even with all the pain associated with the App Store people still write more apps for it than ever. Why? Cause people pay for apps there. They don't on the Play Store.



This is another post that seems to have missed the point of the linked article. The last graph I saw estimated total revenue from iOS apps was about 2x that of total Play Store revenue (though to be fair, this undercounts Android a little as you can monetize apps via Amazon et. al. too). And of course Android is growing much faster.

The contention in the linked article is that by pushing your "startup" app (which they imply to be a high quality app in a novel category) into the Android ecosystem first you can take advantage of the generally poorer app quality to get a "bigger piece of the pie". (This is the same argument that was made for years about Mac game development, btw.)

I'm not quite sure I buy all of that, but arguing against is has to be a lot more subtle than asserting that Android users "don't pay for apps".


The last graph I saw estimated total revenue from iOS apps was about 2x that of total Play Store revenue

If Google had sent that much to developers they'd be saying something. 90% of the data points we see are of the form:

My app made X on Android and 5-10X on iOS


I had to dig up a cite. This isn't the article that I remember looking at, but it's probably reporting the same number (specifically that iOS revenue is 2.3x that of Android): http://venturebeat.com/2013/07/31/android-in-app-downloads/

The reason those "data points" are skewed is psychology. No one is inspired to write a vitriolic blog post whining that their Android app only makes 73% as much as the iOS version. Nor is the iOS-centric HN echo chamber well equipped to give you a random sample of these things. And, frankly, lots of those bigger numbers are simply old. Android's market share is growing rapidly. Three years ago, I think 10x was probably correct.


One can tell that Apple have sent invites for a town hall event, the negative stories are ramping up.

> Nor is the iOS-centric HN echo chamber...

Read the comments here. The significant majority are pro-Android. The whole 'plucky little Android' schtick is extremely tiresome and frankly devalues your point. The "psychology" that you cite is basically confirmation bias, so beautifully illustrated by your comment.

Whilst Android is making gains is some markets, so Apple is in others. Apple is up before a hardware update in the UK, France and US, taking share away from Android.


2.3x is still very significant. Would you rather make 3k a month, or 6.9k a month? One of those is 36k a year. The other is 82.8k a year. I know which one I'd prefer.


Yet again, though, this is confusing revenue across the platform with revenue per app/developer/development-hour/etc... The contention in the linked article is that you can get a "bigger slice of the smaller pie" by being an early mover on Android. That may not be true, but you can't argue against it by shouting about the size of the pie as a whole.


The correct answer is to target both as 3.3 is significantly better than 2.3.

And 2.3 was 2.6 in January so for a really bad back of the envelope calculation we can guess 2.3 will be 1.0 sometime before 2017.


That could be true, but not necessarily. There is an opportunity cost to take into account. Is it better to port to the other platform, or just work on another app for the same platform?

I think there are lots of advantages and good reasons to target both, but as long as the majority of the revenue comes from iOS, it makes sense to target iOS first.

Also, lots can happen between now and 2017. 4 years ago nokia and blackberry were still competing. iOS or Android could in theory be small players in 4 years. (Note that I don't think that will be the case, but it's possible.)


My app made X on Android and 5-10X on iOS

Of the data points that in your circle you see, you mean? I've seen anecdotes recently of publishers making much more on the Android market. That's the thing about anecdotes.

The most recent stats are that they are closing very fast.


Where have you seen these anecdotes?


On here. There have been various front-pagers on here by people demonstrating better Android sales than iOS.

But it is incredibly variable. How are they marketed? Do they pander to the demographics? Do they take advantage of the platforms? Are they crowded segments on each platform? How does it compare to the incumbents in those segments? Etc. It is impossible to separate all of those, which is why such comparisons are usually bunk.


You missed the point as well. Author is a proponent of the lean startup approach to product development: customer development -> validation -> pivot -> mvp -> product market fit -> etc. It's not about customer caring how you're building your app, it's about building a product truly worth their while, while saving time and money. Author posits that as it stands, the iOS ecosystem hinders on that approach, while Android's encourages it or at least does not discourage it. Author notes that oddly enough, many startups still choose to go iOS first even as it makes less and less sense.

On a personal level, I'm currently witnessing the phenomenon. We're at the moment creating a mobile app for an organization. When development of the Android version ended, people at the organization chose to shun it and decided to rather wait to test the iOS version, thinking that delivery was just around the corner. It's been 3 months now.


The quantity in dollars is completely and utterly irrelevant to the validated learning lean startups need. The OP's point is that Android allows you to start learning sooner and faster and to produce a better app which will make you more money.

iOS might make you more money right now if you're lucky enough to chance on an app which matches what users already want, but even that ship may soon be sailing.

Suppose iOS apps pay two times as much on average right now. Tell me: what is two times one-tenth of what you should be earning? You're hobbling yourself by MUCH MORE building an app that inadequately addresses your user's needs.


This is all predicated on the idea that you being able to release apks easily gets users who care enough too give you valuable feedback that you can use to learn and improve your app faster.

There are more apps on the play store than the iOS store, and apks have always been easy to work with and had this same advantage.

If this advantage has always been present, why aren't the apps already better than iOS apps?


You've been able to share apks "forever" (since before the G1, I believe), but Google's official beta-testing framework (Play Store integration [don't even need unknown sources], rolling/controlled updates, beta test volunteers, etc. plus the pattern of tying that to a G+ community) is brand-new since I/O this year.

And it seems to be a compelling package - pretty much every app beta I care about has switched to it (even those that already had an existing off-Play-Store setup).


Just because you have potential does not guarantee you use it.

Many businesses started on iOS first, producing an Android version as an afterthought by contractors. Others produced a minimum viable product which made them money, so they felt no need to iterate. This means upstart competitors can easily take away the market share of established products. It's a good thing for startups.


So you're saying that there is an opportunity in the Android market because the apps are generally significantly worse than those in the iOS store?


I'm saying there's more opportunity because the expensive applications built by large developer teams are still being built for iOS first. Android is still an afterthought in some app categories.

Most successful startups began with a niche. Look at AirBNB's cheap conference attendees or Microsoft's Altair owners.


> They don't on the Play Store.

What is it that causes people to indulge in such hyperbole on this point? It's such an utterly ridiculous statement (obviously, people do buy things on the Play Store, there are plenty of paid apps with tens of thousands of purchases), yet it gets trotted out time and time again as an absolute as if it is an obvious accepted fact. How about a tiny bit of moderation:

"People pay for things less often on the Play Store"

You will sound a lot less like a troll.


Another comment on the top of a Hacker News post making the mistake of thinking that all good revenue sources are good revenue sources for startups.

Customers don't give a crap about how easy it is to [write|deploy|test|debug], but if you add a lot of friction to the iterative process, you take away a lot of the advantage a small startup might have over an established business operating in the same space.

Established businesses actually have a lot of efficiencies when it comes to maintaining the status quo and slowly evolving change, and the Apple AppStore model adds enough friction such that status quo and slowly evolving change are much more of the terrain than not.

Keep in mind the innovator's dilemma, and think about how startups exploit it. You want to pick some area where the established businesses aren't competitive, which has narrow margins, larger scale, faster development cycles... and then when you've got a lean and mean product, you go after the established territory.


People also write more apps for the Play Store than ever.

Users do care how easy it is to develop, they care by proxy when they choose the earlier to market, better designed or most inovative one.


Android has just passed 1 million apps (so clearly more apps are added to Android, faster), and has more app downloads than Apple now. It's also just passed 1 billion devices.

Whatever the story of Android has been in the passed, things are rapidly changing, and it's better to be there first, instead of coming in later to an established competition.


It looks to me like the trend on the iOS app store is also downwards to the cheap/free end - i.e. a race to the bottom. My paid niche app ($5) used to get a couple of downloads a week. I made it free for one week, during which I got about 500 downloads. There is interest, but no willingness to pay for it. I think the overall statistic of $5B paid to devs with about 500,000 apps on the app store gives an average of $10k per app. So one app can get you, what, one month's salary? Even that's rosy I think, 'cos the distribution is not uniform but a long tail exponential, which means the me-the-solo-dev is more likely to fall on the tail than near the elite end of the exponential.

Bottom line is that I'm beginning to think that a mobile-only company strategy is likely to be doomed. Anyone thinks otherwise?


> Why? Cause people pay for apps there. They don't on the Play Store.

Is this based on your opinion, or what?


There's some evidence of that here: http://blog.appannie.com/app-annie-index-market-q2-2013/

People on iOS are more willing to buy apps and do more in-app purchases but the gap doesn't seem that wide to bridge, especially as iOS users move to Android.


I think a lot of that comes from the iTunes gift cards that everybody seems to get for Christmas, Birthdays, etc. I purchased my first app with "real" money a month or two ago for android.


Even if it's true, I don't think developers care if the money they got at the end of the month comes from a gift card or a credit card.

Google Play gift cards exist too, I don't know if you can buy music with it though, if not it's logic that iTunes cards sells better.


Nobody knows that Google Play gift cards exist.

I've been using Android since I got rid of the iPhone 3G (circa Nexus One), and this thread is the _first_ time I've heard of it being available.


Google Play gift cards have been available less than a month in most of the world. I'm not sure when they were first made available in the US.


Google Play gift cards in the US go back to August 2012, IIRC.


To clarify the parent comment, I see iTunes gift cards for sale at grocery store checkout lines. Perfect spontaneous purchases. Where do you even buy a Google Play gift card?


I see them at Safeway and Target here in Mt. View all the time. My location might be relevant though :)


In Australia I've seen them in BigW (kinda a Kmart/Walmart equivalent).


There is some research that backs up the claim.

http://www.idigitaltimes.com/articles/17985/20130531/ios-app...


"the mistake of thinking paying customers give a crap about how easy it is to [write|deploy|test|debug] your app"

In general I agree but if those things have a material effect on how good the app is (e.g. "focused" functionality) then I think the customers would "give a crap".


I think this article is more directed at startups that are offering some kind of mobile mostly functionality, they should think about doing development Android first.

Tests about different directions to take, or anything, really, are much simpler with a faster turnaround.


Agreed. Best developer platform != best platform for your startup

Your [potential] users & their value should drive the platform decision.


While I entirely agree with your lead in, your last bit is very "where the puck was" thinking.

Two years ago the Play store yielded 1/10th the revenue of the App Store, by common metrics. One year ago it was 1/4. The most recent stat is 1/2 -- still months old. Do you see where this is going?

The #1 source of revenue for many games and other media on the App Store is via gifted iTunes cards. This is a mechanism that is only now finding its way to Android.


"Two years ago the Play store yielded 1/10th the revenue of the App Store, by common metrics. One year ago it was 1/4. The most recent stat is 1/2 -- still months old. Do you see where this is going?"

Yes, the Play Store revenue may be gaining on iTunes revenue. -- but per-app revenue in The Play Store has not necessarily grown. Revenue growth indicates nothing without the number of apps on each platform. Since the Play Store has more apps than iTunes, we cannot reliably correlate an increasing revenue (and a decreasing revenue differential) with increasing per-app revenue.

In fact, per-developer revenue represents more useful data than per-app revenue. Since the developer (firm or individual) pays the cost of residing on the platform, he also recoups the revenue. He can decide to reinvest revenue in more apps. Therefore we should not exclude developers with multiple apps from our model. So we use per-developer revenue instead of per-app revenue.

What is the per-developer revenue of The Play Store and iTunes?


Gotta agree.

Developers are motivated by per-DEVELOPER revenue...

not per-APP STORE revenue.

It's just crass selfishness... but there it is.


> It's just crass selfishness... but here it is.

Are you being sarcastic?


The Play store has more apps, so the per-app revenue has not necessarily grown

The overwhelming majority of apps on both platforms are free. Among what I could charitably call "pay-worthy" apps, my personal impression is that there are probably a magnitude more on the iOS platform. Indeed, this submission seems to talk to that, pointing out that there is more of an opening for quality apps on Android.

I've never respected any number of apps metric because they are overwhelmingly chaff.


I salute you, because those metrics are garbage. Also, that's the point that I hearkened to the most as well, the screenshots of those apps hit home all my kind of janky android apps that work great and I love... but could easily be beaten by a bit of concerted effort.

I know there are a lot of arguments AGAINST the play store, but this is quite real and imo quite valid.


I'd also add that Apple had a head start on doing payments in many countries. Google is catching up in this respect as well. If Google were to promote paid apps a bit more, we could see developer revenue parity a year or so.

It is also a bit comical that iTunes Connect is down today.


"Two years ago the Play store yielded 1/10th the revenue of the App Store, by common metrics. One year ago it was 1/4. The most recent stat is 1/2 -- still months old. Do you see where this is going?"

Sure: I see that, if I'm releasing an app this year, I should target iOS first because Android is a distant second.

(And can I say that I continue to hate the "puck" quote and, while it was a mildly clever over-generalization when Jobs used it, nowadays it seems mostly to be used as a kind of pompous way to say nothing useful whatsoever. Which is to say: In a few years everyone's going to be freakin' tired of that quote and so continuing whip it out is very "where the puck was.")


Fascinating commentary about the "puck" quote, which existed decades before Jobs ever uttered it (did he? I know it as a quote that Gretzky's father told #99. Even that is unnecessary attribution, as it is fundamental training that every kid learns about hockey, and the wisdom is as old as the sport). The point of it, your personal hang-ups about it notwithstanding, is obvious: When a market is changing quickly, if you're undertaking a project that is going to take time -- which pretty much all mobile projects do -- you target where the market will be when you hit it, not where it was last year, or even right now.

if I'm releasing an app this year, I should target iOS first because Android is a distant second

Personally I target both "first", because the tools and methods to do so are simple and effective. However if you are somehow making Absolutely Median Software, then sure. Reality tends to be dramatically more nuanced, and such a blanket statement is almost certainly naive nonsense.


>> Personally I target both "first", because the tools and methods to do so are simple and effective.

I thought cross-platform development creates less quality apps.

Could you please share what tools and methods are you talking about?


"Reality tends to be dramatically more nuanced, and such a blanket statement is almost certainly naive nonsense."

Indeed, which is why I dislike the "puck" bromide, regardless of who popularized it.


Care to elaborate on the iTunes cards thing??

It is not just a 50 USD card (or other similar values) that people buy and gift around? What this has to do with games?


I rarely spend money on the app store, but if I get a card I'll buy many more apps and games than I otherwise would have.


Kids don't have credit cards connected to their iTunes account, and thus receive iTunes gift cards for music, which they turn around and use for apps, IAPs for games, etc.

I don't have any source for that, or even necessarily believe it (I don't disbelieve it either) ... I'm just pointing out what OP meant by that comment.


iTunes cards are a hugely popular gift for children / teenagers / college kids, quickly exchanged for fart apps and in app smurfberries. The nascent Google simile of this is still minuscule in comparison, making gifting in the Android market a much less pleasant affair. I would gather that the KitKat promotion is partly to help spread awareness of Play cards.

As a second effect, people don't think of things like iTunes cards as real money. Give someone $50 on an iTunes cards and, I suspect, it will see much less discretion than a $50 bill.


I see...

I was wondering about it...

Gift cards do not exist on my country, neither on my target markets, thus why I was kinda confused about it!


Can you please clarify with some references where you got that from .. and whether that trend you mention is not because the revenues on iOS are also going down?




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