Actually, try this:

1. Go to Best Buy.

2. Buy some expensive software, say around $50. It could be Anti-Virus
software or maybe an Xbox game.

3. Go home, open it, install it, use it, and (hopefully) enjoy it.

4. Go back to best buy, demand a refund.

5. Once refund is received, loop back to number one, effectively repeating
the loop forever.


This is my perception of the 24+ hour return policy.


On Wed, Mar 11, 2009 at 10:25 PM, Anil <anil.r...@gmail.com> wrote:

>
> IMHO when you go to the store to buy software, you cannot return it
> for a refund - you can exchange it for software of the same value,
> within a limited time.
> Perhaps that might work.
>
> On Mar 11, 5:56 am, Steve Barr <barr8...@gmail.com> wrote:
> > On 3/10/09, Paper Coder <paperga...@gmail.com> wrote:
> >
> > > In the iPhone app store, the biggest seller is games.  The lite
> versions are
> > > downloaded more often, because people want to try before they buy.
>  However,
> > > there is a big difference between that and a 24+ hour return policy.
> >
> > It's going to be interesting to see which app store turns out to be
> > better for developers overall, once the Android market has a
> > comparable number of users.
> >
> > It might shake out as follows:
> >
> > iPhone: more price competition, more competition, lower-quality software
> overall
> > Android: higher prices, less competition, higher-quality software
> >
> > > If Xbox 360 or PS3 games were all under the same return within 24 hour
> rule,
> > > there would be hoards of games returned as users played them all night
> long,
> > > and went back to the store the next day to get their $60 back.
> >
> > While I acknowledge that such people exist, I think the number of
> > people who have the ability to drop everything to play a game all
> > night _on a phone_ are not likely to be the bulk of the market.
> >
> > >  The same principal holds true for games on the Market, who's content
> > > generally doesn't last more than 24 hours (unless it's something like
> Tetris).
> >
> > I think you're pointing to the solution to the problem -- make games
> > with replay value.  Randomize things, vary maps, etc.  It may turn out
> > that some games are only viable on the iPhone app store, while some
> > games will work on both app stores.
> >
> > Steve
> >
>

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