philosophical question about paid mobile apps vs free mobile apps

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lxskllr

No Lifer
Nov 30, 2004
57,919
8,183
126
With very few exceptions, I only use programs with source code available. None cost money, but I've made some donations. I wouldn't consider purchasing a non-libre app, but would consider using one gratis. I like freemium model, no ads. That allows one to trial the program, and pay money if it's worth it. That motivates people to spend money more than a pure donation system does.

Regarding copyright infringement... Money isn't a concern of copyright. Copying work is infringing. As said above though, companies tend to care more about commercial infringement moreso than "fan" or hobby infringement.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Define your app.

Game? Freemium model+ads w/o a paywall. No, I'm not paying cash for a game I might play for 15 minutes, or find a paywall.

Killer app for specific purpose? Pay. I'll gladly pay $x for something that actually makes my life easier.

Generic app? Ads. Sorry, I won't pay for your sound board app, but I'll take ads as long as they are reasonable. No, don't display a popup add right over an "OK" button hoping to trick me into a click.
 

Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
recently with my latest one for the new mortal kombat game, they've been pay.

Andoid users spend less than iPhone users by a long shot.

The Android version of Angry Birds is still free while the iPhone version is 99 cents. The Android version of Clash of Clans has twice as many users as the iPhone version, but the iPhone users bring in twice as much revenue. Keep that in mind with segmentation.

My first iOS app was free with ads with a paid version alongside it (this was before in-app purchases existed.) I noticed the free version was getting much higher rankings in Google so I axed it. I immediately started was making seven times as much money by not having a free version.

Think about it: How far would YOU go to avoid paying money for something you're already getting for free? How many Candy Crush knockoffs have you spent money on?

Maybe make a free version and the paid version is $1.99.

My best advice is to try it and find out.
 

purbeast0

No Lifer
Sep 13, 2001
52,991
5,887
126
Andoid users spend less than iPhone users by a long shot.

The Android version of Angry Birds is still free while the iPhone version is 99 cents. The Android version of Clash of Clans has twice as many users as the iPhone version, but the iPhone users bring in twice as much revenue. Keep that in mind with segmentation.

My first iOS app was free with ads with a paid version alongside it (this was before in-app purchases existed.) I noticed the free version was getting much higher rankings in Google so I axed it. I immediately started was making seven times as much money by not having a free version.

Think about it: How far would YOU go to avoid paying money for something you're already getting for free? How many Candy Crush knockoffs have you spent money on?

Maybe make a free version and the paid version is $1.99.

My best advice is to try it and find out.

which is what i'm kind of doing right now, but only on the android side of things with my latest app. i've been debating doing the same on iOS but haven't gone through with it.
 

Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
which is what i'm kind of doing right now, but only on the android side of things with my latest app. i've been debating doing the same on iOS but haven't gone through with it.

Just make it a paid app, then make it free for a week, then double the price for a week. iTunes Connect allows you to do this.
 

purbeast0

No Lifer
Sep 13, 2001
52,991
5,887
126
Ads make very little money. You don't pay, you don't get the app.

but that is where the trade off is ...

if you had X paying customers of $.99, or if you had 10X customers who were using it with ads, all you would need to make more on the free version is to make 10 centers per user off of ads over the apps life span to make the amount you would have made if charged $.99 for it.

the problem is, there really is no way to tell how many apps you'd sell vs how many would be downloaded for free.
 

Hacp

Lifer
Jun 8, 2005
13,923
2
81
Many companies rely on whales to fund their operations. That is a small percentage of players generate the majority of your revenue. A good model to follow would be:

1. Make the app free. Get as many users as possible.
2. Have an in app add that basically thanks your top 5 whales. List how much they have spent. Everyone likes to show off.
3. Watch whales pay for your in app features to be listed top 5 and be famous.

You need to cater to these whales or else you'll be stuck making 50 bucks a month.
 
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Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
but that is where the trade off is ...

if you had X paying customers of $.99, or if you had 10X customers who were using it with ads, all you would need to make more on the free version is to make 10 centers per user off of ads over the apps life span to make the amount you would have made if charged $.99 for it.

the problem is, there really is no way to tell how many apps you'd sell vs how many would be downloaded for free.

10 cents? Ads make more like 1 cent per user. That strategy works best on social apps where free users can bring in more paid users, but don't expect to get rich on ads.
 

Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
Many companies rely on whales to fund their operations. That is a small percentage of players generate the majority of your revenue. A good model to follow would be:

1. Make the app free. Get as many users as possible.
2. Have an in app add that basically thanks your top 5 whales.
3. Watch whales pay for your in app features to be listed top 5 and be famous.

You need to cater to these whales or else you'll be stuck making 50 bucks a month.

Basically. But the nag strategy works best on Farmville knockoffs where you can keep charging them after they've already spent money.
 

purbeast0

No Lifer
Sep 13, 2001
52,991
5,887
126
10 cents? Ads make more like 1 cent per user. That strategy works best on social apps where free users can bring in more paid users, but don't expect to get rich on ads.

that isn't true at all.

i have 2553 total downloads right now, and 807 installs. i don't know exactly how many of those are "pro" versions either, but at least 200 of them are (because i had at least 160 or so when i switched to free w/IAP).

and i have made about $30 total in ads since i have switched over to this model.

so even IF all 2500+ users still had it installed, that would be more than 1 cent per user in less than a month of it being out. but according to my google dev console, only 807 have it installed, so if it's more like 600 (800 minus the 200) that is already about 5 cents per user, on average, in about a month.
 

purbeast0

No Lifer
Sep 13, 2001
52,991
5,887
126
Many companies rely on whales to fund their operations. That is a small percentage of players generate the majority of your revenue. A good model to follow would be:

1. Make the app free. Get as many users as possible.
2. Have an in app add that basically thanks your top 5 whales. List how much they have spent. Everyone likes to show off.
3. Watch whales pay for your in app features to be listed top 5 and be famous.

You need to cater to these whales or else you'll be stuck making 50 bucks a month.

yeah but this isn't a continuous in app purchase that i have, it is 1 and done.

and also the market this is for is a fraction of a fraction that FTP games are.
 

Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
that isn't true at all.

i have 2553 total downloads right now, and 807 installs. i don't know exactly how many of those are "pro" versions either, but at least 200 of them are (because i had at least 160 or so when i switched to free w/IAP).

and i have made about $30 total in ads since i have switched over to this model.

so even IF all 2500+ users still had it installed, that would be more than 1 cent per user in less than a month of it being out. but according to my google dev console, only 807 have it installed, so if it's more like 600 (800 minus the 200) that is already about 5 cents per user, on average, in about a month.

So are you getting 20x the downloads?
 

purbeast0

No Lifer
Sep 13, 2001
52,991
5,887
126
So are you getting 20x the downloads?

like i said, i can't remember the exact numbers when i made it free so it's hard for me to say exactly. i remmber the "install" number was around 200 though when i went to the free model. i don't recall exactly what the total download number was though.

also, keep in mind, this is only on android.
 

Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
Maybe do the Angry Birds strategy and make it free on Android and 99 cents on iOS.

Also, the $1.99 price point is sexy. They've already decided they're going to pay money, so they're hooked. You'll get fewer downloads going from $0.99 to $1.99, but will it be less than half as many? Probably not.