Opinions!!!! Article in forbes, opinions about this graphic
aitor010
Member Posts: 282
Hi, Yesterday I read an article of forbes, they say how much earn a average developer of Apple per user, now with only iAd is IMPOSSIBLE if you not stay in TOP 100, but can will be possible with chart boost and revmob? What is your opinion?
like Forbes $0.10 per user (more or less).
Regards!
like Forbes $0.10 per user (more or less).
Regards!
Comments
Again my opinion, if you want to make games you should make them because you love making and playing them, not because you expect to get rich.
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Agree added on Jamie.
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Comparing yourself to the average Apple developer is like comparing yourself to the average musician . . . . the average musician is just like the average developer . . . average . . . . if this is the world you are moving in, comparing yourself to the average, then - personally speaking - I'd do something else, something you excel at, rather than are average at.
That said, there can be money in this as well. A lot of times the difference between a good game and a great time is polish. I see a lot of games shared here that are really fun to play with, but could be made better by 'juicing' things a little. A little bit of an animation bounce when actors collide, or buttons being depressed when they're tapped etc.
Also, it's where you put your effort - there are so many games on iOS and android, but gamesalad supports exporting to other platforms where competition is so low. The reason why the early developers made so much money in the early days of mobile app development wasn't because they were better, but because there were so few other people doing it and so sold more through scarcity.
@aitor010 Like, agree, man. \m/
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
But if anyone expects to make top dollar from this, then they need their head tested. We do it, because its fun, and if we make some money on the side, it's always a bonus.
The payments for advertisements isnt surprising. This is why more and more developers are becoming more creative in how their adverts appear(forced to watch videos) etc etc.
I've never been a fan of adverts
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I do not work for example , in Spain 57% of young people under 30 do not have ANYTHING to work, no job even if you search . I think being so pessimistic not create a minimum of " Illusion " , I still think you can win at least 10-15 $ per game. It may not at all! but who work hard you can get it .
Who shares my opinion ? Or they'll tell me I 'm wrong in my theory ?
By the way, creative games not copies.
Whatever energy drink you're drinking, I'd like some!
Can you make $5-10 per game per month? Sure. I just don't see how you're going to sustain that kind of output. You do realize that's more than one new game EVERY DAY?
And what about pride of ownership? Personally, I couldn't publish that kind of -- excuse my language -- crap and feel good about my job. I'd rather make 2-3 good/great games per year and take my chances with how they are received.
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That said, I call bull$h*t on most of you. Don't act like the only reason you got into game development was because it is fun. I'm sure some of you might, but I'm willing to bet most of you saw dollar signs when you first got into it. Do you really think Rovio just made Angry Birds because it was fun? I'm sure they made it because they enjoyed it, but I bet anything they went in trying to earn money. If it was just about fun, then why market it? Why sell it? Why not just make your games completely free? You don't because you want to earn revenue and the "I just do it for fun" is an excuse until you make it big.
Anyways, I can vouch that ads are good revenue. In the good quarters I earn the equivalent in ad revenue what my paid versions make. It comes out pretty significant. The more popular your app the more money you make in ad revenue. Especially if you are strategic with placement. As far as whether someone hates putting them in their games because they don't "believe" in them... that is your own prerogative, but know that they do pay well. Keep in mind, the mass majority of users will never want to spend a penny. Ads are really the only way to monetize off those users.
Just sayin'.
QS =D
Dr. Sam Beckett never returned home...
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I think the chorus of "just do it for fun" comments are really about knowing that since you may not succeed with a blockbuster hit your first (or first 51, in the case of Rovio) time, you better like what you're doing and have a motive other than just profit if you want to be here for the long haul.
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@tatiang Yea I understand that. I was directing it more toward those who are only fooling themselves when they say they ONLY do it for fun and not for money. I completely agree that you better enjoy it. My first paragraph said just that. Refer to the video above... my sentiments exactly.
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Majority of the battle besides actually making a fun, original, appealing game is the marketing. Most indie developers lack that for various reasons. Paid Mobile games really only take off if they hit the top 10-20 of their genre, otherwise, they aren't known enough to the general populace who use mobile devices.
I truly believe part of the reason why Mobile profits are so low is A LOT of beginners try their luck at the App. lottery and typically fail because they slop together a game in a few weeks because they hear about these rare success stories and think it's a one and done process. Like any business, you have to approach it in a professional manner and make sure the total package is polished, looks and plays well, and is original/unique enough to compete in a flooded market. Typically the majority of Apps fail at this and go to the wayside. But I think if you are truly passionate about it, and work hard at goals with lots of testing, eventually you will become the next success story.
I know from my own experience it always takes a lot longer than I expect to make a game. My first app took me 60 hours to complete and I used public domain files for the artwork and most of the sounds. Would it take me 60 hours today? No, it might take me 15 hours but it's still a very simple and not very marketable game. For me to make Angry Birds... well, I'd need a team of people just like Rovio employs.
Of course, new ideas require more work. Building a clone is always going to be a little easier.
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Although it momentarily troubled the low end of the Malawi top 950 free apps, surprisingly for something that only took me 2 hours, it failed to capture the public's imagination ?