I see us throwing our resources at an Interactive Magazine that Apple approves. We debuted a Draft Mode in our product this year, but we envision a lot more robust drafting program on that front. And although the most hardcore of users would rather have something closer to the Draft Dominator, we feel that an integrated magazine + relatively strong draft app will do a lot better in the iTunes store and allow us to price the product at a competitive $4.99.
Apps fair much worse with high price points unless you are like titanium backup pro etc.http://mashable.com/2011/08/17/price-mobile-app/
I know this won't be popular with alot of people, but we're really aiming for the high-level market. I don't think anything named or inspired by Dominator is worth $1.99. Our app will probably be in the $19.99-$49.99 range. That being said, this is partly being created out of personal passion and I'm ok with taking a loss if that's the way it works out. Dodds and Co are afraid to do this because of the risk and they are right. And actually, their projected 50k cost is way too low. Reasonable developers on the low-end of the market for this kind of app is going to put you in the 100k range easily. Maybe we can team up since I'm already ok with risking it lol.
That's insane. Did any of you take econ? With the estimated 27 million people (in 11/2011) the shark play is to get as many people of that pie, of get .ooo1% to fork over 50 bux.According to a new report from analytics firm Distimo, the average selling price for iPhone games has declined by 28% over the last year. However, the revenue generated by the most successful freemium games has increased by a factor of 10. The increase is due to the popularity of in-app purchases, which are now used in 35% of the 300 most popular games in the iPhone App Store.Average Selling Price for Games Drops on iTunesDistimo found that gaming is still a hugely popular category on iTunes, accounting for 72% of the downloads from the top 300 paid iPhone apps, and 56% of the top 300 free apps in June.Over the past year, the average selling price within this category of mobile application has declined from $2.01 in June 2010, down 28% to $1.44 as of last month.Freemium Games Now Generating RevenueOnly one year ago, freemium games were still somewhat of an experiment, generating just 8% of the total revenue. But by June 2011, 52% of all the revenue of the top grossing games is generated by freemium offerings. In addition, the revenue for the top 200 grossing games on iTunes has increased by 79% year-over-year, a tenfold increase from June 2010.