#203: Divided by One.
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Hello and welcome to Developing Perspective.
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Developing Perspective is a podcast discussing news of note in iOS development, Apple and
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I'm your host, David Smith.
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I'm an independent iOS developer based in Herndon, Virginia.
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This is show number 203.
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Today is Friday, November 14th.
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Developing Perspective is no longer than 15 minutes, so let's get started.
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So yeah, so we're entering into kind of an interesting time in the, I guess, in the Apple
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news, Apple developer, this little ecosystem timeline, because we're kind of heading into
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a little bit of a lull in terms of news. I think Apple is, other than probably the release
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of WatchKit sometime, I guess now has to be sort of next week, because it's Thanksgiving
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the week after. Other than that, I don't expect to be, there'll be much news coming out, news
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of new things, things going on. I think things tend to very quickly start shutting down this
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time of year. And so, you know, as someone who's doing a show discussing news of note,
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that is a bit interesting. And so I'll probably over the next few weeks be starting to unpack
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a few of the topics and things that I have been thinking about, and have kind of have
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on my list of things for show topics, but haven't really gotten around to doing. And
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so they may be a bit more general and a bit less timely, which probably will work. And
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today's show, I'm wondering if it's a topic or I guess a train of thought maybe is a better
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way to say it is less than a topic even, that I've been thinking about for a while and that
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I thought would make an interesting show. And it's to try and unpack in some ways the
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differences and the advantages and some of the attributes of the difference between being
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a sole developer on something and making something all by yourself versus making it in a team,
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whether that be in a partnership, you know, one with you and one other person, maybe in
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and sort of a small team, three or four people, five people, and how different those are.
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And especially trying to unpack a little bit something that I observe that is a very strong
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difference by being by yourself and being with other people.
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And so at its first, something that was a lot of my experience recently is essentially
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working by myself.
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I have people who I employ to help me
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with various parts of my business,
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but the actual development, product design,
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physical design, most of those types of things,
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I'm just doing myself.
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And that has pros and cons, as I'll unpack.
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But it is something that I struggle with a lot,
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and I've struggled with in varying degrees over the years,
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about whether that's the right thing for me.
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Because working by yourself, you're not necessarily
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collaborating with somebody.
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You don't have the opportunity to have the rich experience
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that working with someone else can often lend,
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where the sum of the parts is greater than the whole.
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When I have an idea, someone else can come and refine it,
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and we can riff and bounce off each other
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and ultimately make something that's
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really cool as a result.
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When you're by yourself, you don't really
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have that opportunity, certainly not in quite the same way.
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And so it was something that I give a lot of thought to,
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of like, should I get a partner?
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Should I work with somebody else?
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Should I hire a developer?
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Should I go work for a bigger company?
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There's all kinds of things that I'll think about.
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But it's interesting from a development side,
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because the more I think about it,
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and the more I've unpacked it-- and I've
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had some experiences doing collaborations with people.
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But the more I think about it, the more
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I start to see that there's an interesting discontinuity
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in being one person and being anything
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other than one person for the development of a product.
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And I'm going to unpack a couple of different ways
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that that's the case.
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But it's something that I'm now fairly confident about.
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That you either kind of want to be-- it's like being one
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is so different than anything in any other situation.
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And the first-- and this is the one that
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is most interesting in some ways--
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is if you work by yourself, you completely
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own all the upside and the downside of what you're doing.
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And maybe that's less obvious.
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Yeah, if you make something and you sell it,
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and you get 100% of the revenue, of course, that's great.
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But what is interesting is if you start to think about it,
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and not to be like, get all math,
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but you add someone and say, for simplicity,
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you're all doing even splits.
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So you become a partnership.
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Hey, me and Joe are going to make an app,
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and we're going to go 50/50 split on it.
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So now, for me to make the same amount of revenue
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that I'm hoping for from this app-- say
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I wanted to make $100 from it.
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Now the app has to, rather than making $100, it has to make $200.
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And that's the double, because I added one person.
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And so then you get into, well, what happens if we do three?
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What if we get three people working on this?
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Say, hey, we get a designer and two developers working on it.
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Now I need to make three times the amount of revenue
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in order to end up at the same place.
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And I'm sure it's a fairly simple equation, right?
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You're going from one, and then you need two,
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and you need three times, and then four times, and then five
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And it gets out of control pretty quickly,
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because you start to think that the amount of revenue
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that you can get from an app is in some ways capped
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at some point.
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It's not that it just sort of scales
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with the amount of energy or effort that goes into something.
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And so it's just something that I kind of ended up with,
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is that in order for me to do what I do and make
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a living from it, I kind of have to do it by myself.
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Because I have no way that I'm going
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to be able to make twice or three times the revenue,
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more likely than not, from my applications.
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And on the flip side, you end up with a really kind
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of interesting other perspective of saying,
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like, going from one person to a two person job,
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you end up with a-- like, you're halving the-- I
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have to give up half of the revenue
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that I would have had otherwise.
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And so a half is a pretty big number.
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But going from a half to a--
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like from two people to three people,
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going from a half to a third, you only
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have to give up essentially, what is it, a sixth
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of the revenue?
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And then you go from three to four,
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you're giving up a 12th of the total revenue,
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because that's just the way math infractions work.
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And when you start to think about it in those terms,
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it starts to be a really weird deal
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when you start to think about, should I
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work with somebody else on this because you have to make double three times, four times.
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And the economics get really, really hard anytime your team grows beyond one.
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Because the smallest divider that you could ever do is one, and so it kind of works.
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But that's kind of sad in some ways.
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That's an economic reality that I've kind of settled with and become comfortable with,
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is that it is much easier to do this as a living
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if I do it by myself, because I don't
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have to make quite as much.
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But it's also kind of depressing,
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because I don't get to work with people.
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I build things just by myself.
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I have friends, and I have people who are beta testers,
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or people I can bounce ideas off of and things.
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But it's not the same.
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And in some ways, it's kind of crazy when I think about it's,
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for years now-- it's been years since I ever really shared
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a code base with anybody.
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That's kind of scary.
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I imagine my code is terrible and horribly ugly.
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I mean, empirically, one thing that I do know for sure
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is that my source control is terrible,
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because most of my commit messages
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are just smashing on the keyboard.
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It's like I'm a monkey typing and checking in code.
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I just select all the files that I did, bang on the keyboard
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a little bit, and hit commit, because no one's ever
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going to read it.
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I don't go back and read my old commit messages necessarily.
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I have a few that are obviously more interesting and noteworthy
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where I'll check in, like this was the submission I
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made to the App Store.
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But generally speaking, I'm just working by myself,
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and I only have to worry about myself.
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And so while I can divide by one on revenue,
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I can also only multiply by one on development.
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And that's kind of the sad part.
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That's not just the tragedy, but that's
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the thing that is most interesting,
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that you have this weird bargain that you're making.
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Like when I think about, hey, if I worked with somebody
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on something, could we have double the output?
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Could we, in that sense of, could we
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have twice as good of a product or a product that would generate
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twice as much revenue?
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I don't know.
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A lot of it seems, empirically, a lot
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of the best, the most successful products and companies
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in history, or even just in the history of the App Store,
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are often teams, are often partnerships, especially.
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I think of Supertop, the guys behind Castro and now Unread,
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or the Tapots guys.
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There's often you have these small teams
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of two, three people who can do really, really amazing things.
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You often especially have these great dynamics
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where you have a designer and a developer working
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kind of hand in hand to really get an incredibly polished result. And if you work by yourself,
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you don't have that. You kind of have to make do. And so I don't know if that made sense,
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but it's a thought process that I've been thinking about a lot, about the strange tension
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between on the one hand having this really powerful lack of divide or like dividing by
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one on revenue is incredibly powerful, not necessarily in an obvious way, but it is.
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Any money I make I can hold onto, and that's really powerful because dividing by two is
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really different than dividing by one, especially at the kind of level that we're talking about
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where I think most people who kind of make their living in the app store, it's not like
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you're dividing $10 million by two. Oh, no. Now you have $5 million. Okay, that wouldn't
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really matter.
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But the level of money that you're talking about for most people making just normal apps
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in the app store, it's not measured in those terms.
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Where dividing by two changes it in a pretty dramatic way from something that is like a
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good solid living to something that's much more problematic.
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And dividing by three, it's even crazier.
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And so that's on the one side.
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And then on the flip side, you have this awkward thing where it's like, well, you're just one
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I know what I'm making isn't as good as it could be as a result.
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But I suppose I could also argue that the advantage of being by yourself is that you
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can make all the decisions.
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You don't get stuck.
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You don't have to build things in place to keep, you know, like you don't have to have
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a committee or a meeting to talk about something and decide something.
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You just kind of go full steam ahead.
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And that's probably also worth pointing out.
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That's one of the things that has allowed me to develop so many products over the years
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is that when it's just me by myself, if I have an idea, I open up Xcode, I hit new project,
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I don't have to get permission.
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I don't have to have a conversation with somebody
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about whether it's a good idea, what they think about it,
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what direction they would take it in.
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And that creates a lot of efficiency.
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And that's a powerful thing.
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But it's a weird tension.
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And this is one of those episodes
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where I'm not sure there's necessarily a conclusion.
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It's just some interesting thoughts
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that I've had over the last couple of weeks and months
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about this strange tension about if you work by yourself,
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you're getting this really powerful thing
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on the business side, that your revenue can be so much lower
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than it would be in another context.
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But on the development and design side,
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you're also limiting yourself.
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You have this strange balance to strike.
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And in my case, and what I've found,
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is that it works pretty well.
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That being by yourself, if you want to make your own apps,
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work for yourself, be self-employed,
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it works pretty well to have this as your balance.
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Because the amount of revenue you have to make
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isn't quite as crazy, isn't this insane number
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that you need if you're trying to divide it by two or three.
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It's just divided by one.
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So whatever it is that you feel like you need to make
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a living on, that's your goal.
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And in general, that's a much more attainable thing.
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Then you always worry about what could be,
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what it would be like to work on a bigger team, what it would
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be like to have collaborators.
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And that's something I've explored, certainly.
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But I don't worry about it quite as much as I used to,
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where other than just kind of the emotional,
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oh, it's a little lonely part, which is somewhat easily fixed
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by just having friends and keeping in close contact
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with people on a regular basis, working by yourself
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could be kind of cool.
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So like I said, it's not really a conclusion.
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Unfortunately, hopefully that's not too dissatisfying
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as a listener to this.
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But it's something I've been thinking about.
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And that's it probably for today's show.
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So if you have any questions, comments, concerns,
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or complaints, you can find me @_DavidSmith on Twitter
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or email me, david@developingperspective.com.
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See, I'm trying to think.
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This next week's kind of exciting, because now that--
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next week, we'll probably get WatchKit.
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And I think there'll be some pretty cool things in it.
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So I'm pretty excited to get started.
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I did a post on my blog last week about expectations for it
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that I think kind of outlines a lot of the things
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that I think we're going to get next week.
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And I think it's going to be pretty fun.
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So I look forward to doing a few episodes about that
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and talking to you about it then.
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All right, have a good weekend.