Marco says there are two App Stores

by Milind Alvares on October 9, 2009

Marco says there are two App Stores →

A powerful piece by Marco Arment on the existence of two App Stores in iTunes. It all starts with Gedeon Maheux talking about Ramp Champ sales:

When the moment came, Ramp Champ shot up the charts quickly but just as quick, it hit a brick wall. Within days the app that had peaked at #56 on the top paid chart fell off the top 100 despite receiving praise from users and reviewers alike. The lack of store front exposure combined with a sporadic 3G crashing bug conspired to keep Ramp Champ down for the count.

Marco believes that the Iconfactory went a route that wasn’t meant for them, as he reveals the existence of two app stores:

What happened? As usual, I have a theory: there are two App Stores.

App Store A: Simple, shallow games and apps with mass-market appeal. These live and die by the App Store’s “Top” lists, so success is difficult to achieve and is short-lived at best, but with the largest potential payoff for the lucky few at the top. These apps are developed quickly and cheaply, and are rarely updated once their initial popularity (if any) dies down. Very few are priced above $0.99. Impulse-buying is king, with most purchases happening on the phone itself, and most buyers don’t know or cares whether you’re an established developer unless your name begins with “MLB”. Nearly every best-selling app falls into this category.

App Store B: Apps and games with more complexity and depth, narrower appeal, longer development cycles, and developer maintenance over the long term. These tend to get little attention from the “Top” lists, instead relying on the much-lower-volume App Store features (e.g. “Staff Picks”), blogs, reviews, and word of mouth. More of their customers notice and demand great design and polish. More sales come from people who have heard of your product first and seek it out by name. Many of these apps are priced above $0.99. These are unlikely to have giant bursts of sales, and hardly any will come close to matching the revenue of the high-profile success stories, but they have a much greater chance of building sustained, long-term income. Due to the likely lower revenue cap, these are usually developed on small budgets by individuals who can do most or all of the work themselves.

There’s a lot of thought pouring in Marco’s post; it’s bad enough that I’ve quoted so much.

My views? I thought you’d never ask. When I read Jonas’ glowing review of Ramp Champ, I bought it immediately. I played the game for 15 minutes or so and tried to like it. But the choppy performance coupled with the difficult and unpredictable gameplay led me to abandoning it. I think more than the App Store’s fault, it’s the game itself that wasn’t up to the benchmark that the Iconfactory set with Frenzic.

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Reader Comments

Ged Maheux October 9, 2009 at 10:39 pm gedblog.com

Marco makes some excellent points in his piece and I think reading through it not only helps us, but any would-be iPhone developer. Lots of insightful stuff there to be sure. We’re already figuring out how to adapt some of our efforts based on what he’s written.

Thanks for spreading the word!

   

Markku October 9, 2009 at 11:27 pm

Ramp Champ is pure shit. Physics sucks and one cannot ever predict does the ball end in the middle or in the back or where.

I find it funny the iconfactory is whining over this when they clearly don’t see how shitty a game they have developed.. no wonder people aren’t interested in it.

   

Ged Maheux October 9, 2009 at 11:59 pm gedblog.com

Markku,

I’m sorry you feel the game is “shit” but that’s not the feedback our beta testers gave us while the game was in development, and it’s not what’s reflected in the reviews in iTunes. Could game control be better? Of course it could and in fact we’re working on that as we speak for a future update. Just because one aspect of a game isn’t up to your ideal, doesn’t necessarily mean it’s worthless.

I’m open to all forms of constructive feedback on how to improve the game. Please try and keep that in mind.

   

preshit October 10, 2009 at 12:41 am preshit.net

Markku,

Although I’ve heard from a number of sources that the game’s physics are unpredictable, there’s a lot more that has gone into the game that just that. And I’ve personally tried the game on the newer iPod touch (3rd generation) and the whole gameplay and experience is completely different and much on the positive side than on my older first-gen iPhone. I love how much pixel perfection has gone into the game and I commend the team for that. You should, if you have some spare time on you, read Louie Mantia’s Designing Ramp Champ post. It’s a good read.

That said, I really hope something is done about the physics of the game since that’s a major part of the whole game experience.

   

Markku October 10, 2009 at 4:58 am

Yep,

actually let me apologize. I was being childish and used profanity just because I was so pissed off thanks to totally different things unrelated to Ramp Champ or the Iconfactory.

I love the Iconfactory, their free icons and many of their games. The attention to detail always surprises me.

Truth be told, Ramp Champ IS a beautifully designed piece of software. Freeverse’s Skee-Ball can’t be mentioned in the same sentence design wise. I also love Ramp Champ’s sounds (and effects).

Every little detail has been carefully thought and designed. Starting from the Ramp Champ’s website.

The icon and the name don’t tell much. As mentioned before. I think that’s partly the reason why it hasn’t been that much of a hit TOP50-wise. Your marketing campaign, however, was exceptional. Even I - who doesn’t follow that much iPhone related sites - knew about Ramp Champ long before it was released on the AppStore.

I don’t know how the flicking experience could be improved, at least nothing comes to my mind just now, but it is frustrating to say the least for the time being. Maybe I need more practice, I’m not sure.

But I have bought all of the addon packs. AFAIK there are four of them now and all have been bought. When I bought them, I had faith that the control system would be improved with updates. Then (within the past 24 hours) later on I stumbled upon Ged Maheux’ blog post on how badly Ramp Champ have done thus far. I was disappointed BECAUSE I did see potential in Ramp Champ and never would have hoped that Ramp Champ’s development would cease. Hopefully that’s not the case at the time being.

I do hope the Iconfactory get back at least the money it cost for them to develop the Ramp Champ and some extra too.

I wish I could delete my unneeded rant comment and go back in time, but instead let this post be my official apology and statement.

Here’s wishing everything good to Ged, the fabulous iconfactory team and Ramp Champ!

Have a nice weekend ya’ll.

   

If Webmaster October 10, 2009 at 10:08 am iconfactory.com

Markku,

Thanks for your last post I’m glad that we can have this discussion and gather feedback about what can be done to help improve the game and improve sales. We’ve already made a number of improvements for the 1.1 release, so stay tuned for that. In the meantime, we’re not going anywhere, we’ve got new iPhone apps coming. Thanks again for your feedback, it’s appreciated.

   

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