The iAds Test - Photics: Revisions "lite"

2»

Comments

  • PhoticsPhotics Member Posts: 4,172
    StusApps said:
    Why are you running this test in public on the forum if you are not going to share the results?

    I'm under the impression that it's not allowed.

    I'm posting here because, I think this is cool news and this is something of a successful test. We learned some new things here. According to the feedback on this thread, 1) The fill rate is improving. 2) Ads are not just exclusive to the United States.

    If this is accurate, that's very encouraging.

    There are two parts to this test - Technical and Financial. The first step is to see if the technology works. Fill Rate is still a concern of mine. I don't want to give away content. Without any advertisements showing, that's basically what I'm doing. Through this testing process, I learned about how the system works. From that knowledge, I created a house ads system. I think that's a pretty successful test. That knowledge is useful for both Xcode and GameSalad Pro developers.

    The financial aspect of the test is a bigger issue. Will this ultimately be a successful endeavor? It is true that my app's download rate is just too small for an accurate test. I think Arcade Action would be possible next step. That game was designed to run iAds.

    So, in that regards, this test does not answer the main question - Do I spend $1999 and go Pro?
  • StusAppsStusApps Member, PRO Posts: 1,352
    Photics said:
    I think Arcade Action would be possible next step. That game was designed to run iAds.

    Would that involve making arcade action free? I got the impression from your previous posts that I was the only purchaser of arcade action.
  • PhoticsPhotics Member Posts: 4,172
    StusApps said:
    Would that involve making arcade action free? I got the impression from your previous posts that I was the only purchaser of arcade action.

    Arcade Action would be available for free with iAds. That's the point. It would be an advertisement driven game. As a $1.99 game, it's weak. (There were some sales.) As a free game, I think a lot of people would like it. That's the whole point. Right now, I'm asking customers to do something that I wouldn't do myself - buy an app. For both the Android Market and the iTunes App Store, I only download free apps. I simply do not buy apps.

    I could also go back and create free versions of my other games.

    Right now, I'm making projections. What would make this successful? What's the goal? Just to pay back the cost of Pro, $5.50 in advertisements a day would do it. That seems quite possible with a few good apps.
  • chosenonestudioschosenonestudios Member Posts: 1,714
    Dude, post the results..... Everyone here posts results for their sales... Don't be such an anal nazi
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    @chosenone, There IS an NDA in place on iAds revenue...
  • chosenonestudioschosenonestudios Member Posts: 1,714
    James and fmg have posted on Aids sales, don't see what the big deal is, unless your worried about getting into Apple Heaven.
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    "Apple Heaven", where there's a free Mac Pro and 27" Apple display for everyone! lol... ;-)

    No, you're right. I guess it isn't that big a deal...
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Photics said:
    Arcade Action would be available for free with iAds. That's the point. It would be an advertisement driven game. As a $1.99 game, it's weak.

    So why not make it 99c?
  • PhoticsPhotics Member Posts: 4,172
    POLYGAMe said:
    So why not make it 99c?

    I don't think 99­­¢ would make a huge difference either.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Fair enough. I found I get about the same amount, dollar-wise.. be it 99c or $1.99. But I didn't test it for long enough for it to be totally conclusive...
Sign In or Register to comment.