Pardon the direct contact.

I was at Google IO these past two days and during one of the sessions,
a "Fireside chat" (http://code.google.com/events/io/2010/sessions/
fireside-chat-android-team.html), I asked the Android team if the
market API was going to be opened up, on the web side and the device
too. I mentioned your licensing scheme, although I didn't say any
names. The answer, although unsatisfying is still interesting.

I hope you don't mind mentioning the topic, I'm sure some of them have
followed this thread anyway.

-John

p.s. IO was great, got a free HTC EVO.

On May 18, 4:07 pm, dadical <[email protected]> wrote:
> Excellent points.  This is why in my requirements for AAL, I started
> with the assumption that PAYING customers should:
>
> - never have to type in a password
> - never have to type in a license key
> - only have to generate a valid license once (well, actually twice --
> initially and then again after the 24 hr refund period), and this
> generation should be transparent and automatic
>
> As for pirates, the experience is configurable, but in my apps, I
> never lock them out, just "nag" them each time that they run my app.
>
> Since deploying AAL in my app, about 50% of the installs have properly
> validated their purchase and generated a license.  The other 50% did
> not properly validate (meaning that they potentially stole it) and
> after some number of failures are politely being invited to purchase
> for 15 seconds each time that they start.
>
> Sales are up.
>
> Dave
>
> On May 10, 12:04 pm, Raymond Ingles <[email protected]> wrote:
>
>
>
> > On Mon, May 10, 2010 at 11:06 AM, dadical <[email protected]> wrote:
> > > The point here
> > > is to get this past the pain threshold where it won't be worth the
> > > trouble for an app that is only a few bucks.
>
> > It's not clear that piracy translates into lost sales:
>
> >http://blog.wolfire.com/2010/05/Another-view-of-game-piracy
>
> > "iPhone game developers have also found that around 80% of their users
> > are running pirated copies of their game (using jailbroken phones)...
> > [but] The highest estimate I've seen is that 10% of worldwide iPhones
> > are jailbroken... The answer is simple -- the average pirate downloads
> > a lot more games than the average customer buys. This means that even
> > though games see that 80% of their copies are pirated, only 10% of
> > their potential customers are pirates, which means they are losing at
> > most 10% of their sales."
>
> > Apparently the people who pirate, pirate a *lot*. And, conversely, the
> > people who *don't* pirate simply don't put as many apps on their
> > devices. Be very careful that, in your understandable zeal to fight
> > pirates, you don't penalize the legitimate users. Make the app too
> > irritating and people won't buy it at all.
>
> > In other words, if you're not careful, the *paying* customers can
> > conclude "it's not worth the trouble for an app that is only a few
> > bucks."
>
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