Sung to the tune of "Video Killed the Radio Star..."

On Mar 9, 3:30 pm, Stoyan Damov <[email protected]> wrote:
> What's the tune to that song? :)
>
>
>
> On Mon, Mar 9, 2009 at 11:25 PM, Sundog <[email protected]> wrote:
>
> > "Free-bee-oh's killed the and-er-oid store..." New song from the
> > Buggles...
>
> > On Mar 9, 3:15 pm, Stoyan Damov <[email protected]> wrote:
> >> It's not that paying users complain Ed. On the contrary, my paid game
> >> has a rating of 4.56 and no complaints but has 200 downloads, and my
> >> free demo has 3.82 with ~8K and lots of complaints in the line of
> >> "great game, but too short" (it's 10 levels) and bang a 1 star. I even
> >> saw a great paid game (can't remember which) which had this comment -
> >> "great game, the 24 hour period is great, thanks Google, uninstall"
> >> and again a low rating. Both of my games were released around ~19th of
> >> Feb, so maybe I'm expecting too much, but the thing is that there are
> >> many apps who existed long ago before Market w/ paid apps support was
> >> launched, had a lot of "where's the paid version" and have laughable
> >> sales as well.
>
> >> So it appears that either G1 owners are [1] not willing to pay for
> >> apps (this might or might not change), [2] the apps really suck, or
> >> [3] seem expensive to users, [4] users are not comfortable with Google
> >> Checkout, or [5] are enjoying the 24-hour period.
>
> >> [2] is not the case, because I've seen quite a lot of great apps (all
> >> free, I don't have access to paid apps yet) and even the free versions
> >> are worth some money!
> >> [3] should not be the case, because many great apps are $0.99 or in
> >> general less than $5
> >> [4] might be the case but I don't have any evidence of that
> >> [5] might be the case for games (especially arcade ones, and even
> >> those w/ replay value)
> >> [1] is what concerns me the most - you see, iPhone, and iWhatever in
> >> general is bought by users to support their lifestyle. Now, iPhone
> >> might not be as capable as G1 (theoretically), but you gotta have it
> >> (I don't because I'm not of these guys who *ought* to own an iPhone).
> >> G1, on the other hand seems to be bought either by geeks who want to
> >> have that phone w/ the open source Android OS, or geeks who ought to
> >> have a G1 because it's the latest gadget (and thus will throw it away
> >> when the next one comes up), or some other people who I can't classify
> >> :)
>
> >> Cheers
>
> >> On Mon, Mar 9, 2009 at 10:50 PM, Ed <[email protected]> wrote:
>
> >> > I am somewhat surprised. I have paid for 7 applications and games on
> >> > the Market for less than $20 total, and I am an extremely happy
> >> > customer. How can anyone complain about a $1 or $2 download? Is the
> >> > economy really that bad?
>
> >> > I wonder if the problem is partly related to the payment method (just
> >> > a wild guess). I had never used Google checkout before, and most
> >> > people are comfortable with PayPal.
>
> >> > On Mar 9, 3:40 pm, Sundog <[email protected]> wrote:
> >> >> My demo was at one time averaging a thousand downloads a day. My paid
> >> >> app is averaging 10 to 15.
>
> >> >> I think this is a watershed moment of sorts for the platform. Either
> >> >> Google figures out - rather quickly - what's causing the abysmal sales
> >> >> figures, or bye-bye serious developers, bye-bye any hope for decent
> >> >> apps, bye-bye customers, interest, etc.
>
> >> >> My suspicion is that no one cares, nothing will be done, the market
> >> >> will fail, and everyone will point fingers at each other. I apologize
> >> >> for my bleak outlook today, but I'm feeling a little silly for working
> >> >> in Android at all at this point.
>
> >> >> On Mar 9, 1:56 pm, Incognito <[email protected]> wrote:
>
> >> >> > The iPhone continues to do great though. Sales are in the thousands 
> >> >> > per day for a successful game.
>
> >> >> > On Mar 9, 2009, at 10:20 AM, Sundog <[email protected]> wrote:
>
> >> >> > Yeah... I'm trying to be patient... but I have a game in the top 20,
> >> >> > rated OVER 4.5, with a 90% install rate... and a couple of hundred
> >> >> > sales in two weeks. About ten sales over the weekend. For a game whose
> >> >> > demo was downloaded almost a hundred thousand times.
>
> >> >> > I've pretty much already frozen development of the other things in the
> >> >> > pipeline until I see if it's going to be worth it at all. So far the
> >> >> > sales are downright laughable.
>
> >> >> > On Mar 9, 4:49 am, Incognito <[email protected]> wrote:
> >> >> > That really sucks. Cheap bastards...
>
> >> >> > On Mar 8, 2009, at 7:57 PM, Stoyan Damov <[email protected]> 
> >> >> > wrote:
>
> >> >> > Ahahahahaha, I did look at the downloads of the top 10 apps - they are
> >> >> > PATHETIC, the max number of downloads I saw was 1000-5000. How many G1
> >> >> > owners are out there, I'd bet on < 100K.
>
> >> >> > On Sat, Mar 7, 2009 at 10:42 PM, friedger <[email protected]> 
> >> >> > wrote:
>
> >> >> > Android stats say here are 10 paid 
> >> >> > applications.http://androidstats.com/ranking/applications?filter=paid
>
> >> >> > However, I don't know what this stats are based on, better check the
> >> >> > market yourself...
>
> >> >> > Friedger
>
> >> >> > On 7 Mrz., 00:16, JP <[email protected]> wrote:
> >> >> > You can find out for yourself. Browse the market with a G1 and check
> >> >> > the number of downloads of some of the at-price apps that compare to
> >> >> > your friend's vision apps and that have been made available for
> >> >> > download for a few weeks now. This would be a 15 to 30 minute exercise
> >> >> > that will give you the business intel you are looking for. Then assume
> >> >> > a return rate, deduct Google's 30% cut from the revenue. You're friend
> >> >> > will now the applicable taxes, ODC etc.
> >> >> > This will be an order of magnitude estimate only, but should be
> >> >> > accurate enough to arrive at a conclusion.
>
> >> >> > On Mar 6, 2:20 pm, Anil <[email protected]> wrote:
>
> >> >> > An acquaintance who runs a small business (not in the mobile area) and
> >> >> > employs one programmer, is wondering whether to develop apps for
> >> >> > Android Marketplace. He wondered  whether it is financial sense to do
> >> >> > so and I recommended the Android marketplace, but do not want to
> >> >> > mislead him. While the commercial success of the iPhone marketplace is
> >> >> > well known, what has been the commercial story of apps sold in the
> >> >> > Android marketplace?
> >> >> > How many downloads per month, how much sales volume in $, average
> >> >> > price of an app, how many are free downloads vs paid, how many apps,
> >> >> > how many G1 phones are around etc. Are there any reliable statistics
> >> >> > from Google on this?- Hide quoted text -
>
> >> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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