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." > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to [email protected] > > To unsubscribe from this group, send email to > > [email protected] > > For more options, visit this group > > athttp://groups.google.com/group/android-developers?hl=en > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected] > For more options, visit this group > athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

