On Wed, Mar 11, 2009 at 7:45 PM, Paper Coder <paperga...@gmail.com> wrote:
> I certainly don't think all users are out rip off all the developers.  I
> wasn't trying to say that, but there is a percentage of users who will.

Which is why Google needs to step up with real copy protection/DRM.

> A good movie only lasts one and a half to two hours, by comparison.

Are there lots of good movies produced for less than one million
dollars by 1-5 people?  And this line of reasoning ignores theater
operation costs, DVD distribution costs, etc.  One could point to
digital distribution of movies, but that's a small part of how movies
are currently distributed, so I don't think one can generalize from it
to the whole movie business.

> What about all the comic books on Android that I see?

There's no guarantee of riches or even sales from the Android Market.
The developer gets a hunting license; how to use it is up to the
developer.

> I'm just asking for a lite version option.  A chance to try-before-the-buy.
> I doubt it will happen.

So do I, because of complaints about the iPhone app store.

Developers will have to price their apps such that it is worth writing
for the platform given the number of actual sales they get.

> If you disagree with me, I respect that.

And I respect your disagreement as well.  I apologize if my blunt
writing style gives any other impression.

> But why doesn't Best Buy offer an unlimited 24 hours
> return policy on software or video games?  Why not Game
> Stop as well?

Retail stores have lots of costs associated with having physical
locations and managing physical inventory.  But beyond that, they may
have return policies which let them return unsold inventory to
distributors/publishers just as book sellers do.

> True, the best software titles would be retained by users.  But many titles
> are enjoyable and worth the money, yet are not kept (think about an
> engrossing single-player game, like an RPG, that only has 12 hours of
> content).  Once it's finished, the user may think 'I'm not going to play
> this anymore', and return it.

So we may see a migration of low-content titles to the iPhone and high
content titles to the Android.  Or everything may start out on the
iPhone and only migrate to the Android if it seems worthwhile to the
developer.  It's not unusual for gamers to have multiple platforms,
and certainly a gamer could have both a G1 and an iPod Touch.

> My thoughts are that an hour is enough time to determine if a user likes an
> application.  Anything more than that is a free lunch.

I'm not particularly in favor of the current return policy, but I can
see how it's not necessarily bad, just different.

> I have shifted development tracts to replay/randomness to counter this.
> That in itself, however, makes me think the market is limited to specific
> types of games.  Maybe not so good for the Android platform.

It will be interesting to see how it shakes out.

Steve

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