#125: Invisible App Store Hands.
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Hello and welcome to Developing Perspective. Developing Perspective is a podcast discussing
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news of note and iOS development, Apple and the like. I'm your host, David Smith. I'm
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an independent iOS and Mac developer based in Virginia. This is show number 125 and today
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is Friday, May 17th. Developing Perspective is never longer than 15 minutes, so let's
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get started. First, I just want to apologize for my voice and potentially the sound quality
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of this. I have a cold and I'm at home rather than in my office. I'm recording this in a
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a slightly different microphone with a slightly coarse voice.
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So apologies, but hopefully you'll bear with me
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and we can have a good show.
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All right, so the topic I'm going to talk about today
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is really just about--
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it's like our semiannual discussion about pricing,
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about App Store, I guess, sales models and things,
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whether we should have trials, whether we
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should have update pricing.
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The prices are too low, too high.
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It seems like we have this sort of semiannual discussion.
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The thing that I was thinking about at this time that I thought was more interesting is
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I started wondering, kept thinking about why we keep having this discussion.
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I think that helped me think in some interesting and hopefully some useful sides to it that
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hopefully are picking up and be helpful to further the discussion, I suppose, or maybe
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put the discussion to bed.
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The first thing I wanted to say is that any discussion about pricing, about the way essentially
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the way that we make money in the App Store, at its core, is always going to have to start
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from a place of deciding who should win in some ways.
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And by that I mean, in order for, whenever you set up a store, whenever you set up a
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market, maybe is a better term for it in this case, you're always kind of trying to optimize
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for different things.
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And so, would you prefer for there to be, for example, a small number of very well paid
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developers, or would you rather have a large number of developers all making less money?
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And these are the kinds of questions that you kind of have to navigate as you think
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about how would you set up a store.
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And I think, generally speaking, the approach Apple is taking, which I think makes sense,
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is that they're generally trying to set up the store to distribute the income as fairly
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as possible.
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That's fairly, in some very vague sense of fairly, but in the sense that it's not creating
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monopolies or advantages for specific people as much as possible.
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Obviously there are things that aren't perfect about that, but generally speaking, that's
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what they're doing.
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The result of that, by having this broad, open, fair market in many ways, is that that
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has created tremendous competition.
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is the thing that most often drives pricing in any market.
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And I think software, there are some aspects of software pricing and some of the economics
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of making software applications that are unique to it, but for the most part they're the same
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as the economics of almost any commercial business, anything that you do.
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Your goal is to create a product and put it into the market and then sell it to recoup
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as much money as possible.
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the core of business is to create something for less money than you were able to bring
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in and the difference is the profit that you can live on.
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That's the core of business.
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And it's led to a market where in the app store specifically, on iOS, I think there's
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last time I checked, there was about 875,000 apps in that market.
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And competition is a funny thing because one of the more core, like this is where I started
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get into my economics, which I'm not an expert on by any means.
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But sometimes I try to wear that hat.
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It's the laws of supply and demand.
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That the more supply of something that there is for a constant demand, that the price will
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tend to fall.
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And I think that's part of why App Store prices go down, is that there's a tremendous amount
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of competition.
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If you make an app that does anything, it probably already exists in the App Store.
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There's probably more than one person who's already done almost the same thing in many
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With that many apps, there's very few new ideas.
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I'm not saying that there aren't any, but there are a lot of things that are more just
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novel takes or remixes of existing ideas.
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The other economic principle that comes into this a lot is the concept of marginal utility,
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which I think I'm abusing slightly there, probably it's that for most competitive markets
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the price of a product will tend towards its cost of production for the most recent unit.
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So that's to say, you know, if I'm making t-shirts and maybe the first t-shirt cost
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a lot of money to make because I had to get the machines and all the stuff, but after
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I've been doing this for a long time and I have all these economies of scale, you know,
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my last t-shirt will cost, is costing me $2 to make, then the price of that t-shirt is
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probably going to be heading towards $2.
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And this gets particularly interesting with digital products, software being included
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or ebooks or music, where the marginal cost becomes zero, essentially.
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Once I've built something and put it in the store, I have no additional costs in sort
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of to create and maintain that product, with the obvious exceptions of a few things like
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support and those types of things. But those are generally, the price gets low to a point that it
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becomes a kind of rounding error per unit. And so those two things together are making it that
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the price is always going to be pulled down. There is these external factors that are pushing
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on prices to make them as low as possible. And I think that's just the reality. I think that's,
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And it's driven by the fact that the marginal cost is zero and it's an incredibly competitive
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But it's also probably fair to say it's a competitive market on a global scale too.
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This is actually something that I ran into a couple of years ago.
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I was working on an app that was very similar to someone else in the store and we were working
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and we were both doing pretty well.
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We were kind of jockey back and forth for position, but we were sort of really very
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comparable revenues, very comparable positions in the store.
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I believe he was based in Hungary, if I remember the author of the competitive competing app.
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For the similar revenue that we were getting, I was supporting myself, one person in Virginia
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in the United States, a pretty expensive place to live.
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I believe he was supporting a team of four or five people.
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That is a complicated thing where you can say an app that makes whatever x dollars is
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unsustainable for you, for someone living in the US or in Western Europe or whatever.
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That may not be the case for someone who's living somewhere else in the world.
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They may look at an app that makes $5,000 a year and say that's great because they're
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able to take advantage and leverage lower cost of living, lower cost of variety of tax
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rates, whatever it is.
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And so it's just understanding that all these external factors are pushing on prices and
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pulling them down.
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So what do you do?
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And I think the first thing to understand is that if that's the case, there are very
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few things that Apple or anybody else could do that would raise the price of software
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in the store.
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And this is something a lot of people have been talking about recently with things like
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trials, where the trials would raise the price of apps in the store, make it easier to sell
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more expensive software.
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And I think maybe the latter, definitely not the first.
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I don't think trials would—what would increase the amount of revenue that most software developers
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make, if anything—and this is something I think Marco Armit was talking about in his
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His blog post about trials is that you'd lose a lot of money from the people who are trying
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an app and are willing to pay for that trial, for the experience of exploring it and consuming
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That can get into an interesting question of whether that's a good thing, if it's good
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to take money from people who don't ultimately use your software.
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That's more like an ethical question.
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But generally, I think for a lot of applications, you'd end up with actually a lot less revenue
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coming back from this.
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even just look at the Google Play Store, which has a trial system as well as I think the
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Windows Phone Store.
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They're not known for huge amounts of paid, high-cost software.
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There are certainly instances of that.
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I don't think it's trials that's driving that.
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Trials may help for very expensive software, things where you're spending $50, $60, $100,
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$200, $300, $500.
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Using those types of things without a trial becomes much more intimidating.
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But generally speaking, I don't think trials would address that, because now all of a sudden
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you just have the same external factors pushing on prices in a context where customers can
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essentially spend less money for the same experience.
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And so, if anything, it would potentially reduce the amount of revenue that you'd get,
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because if you lose the experiential sales, the people who are just trying it out, without
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being able to raise prices, which I really don't think you can because of all the things
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I was just talking about, you'd have less money available.
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So one thing that is tricky about that is the App Store as it is right now is doing
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And I think anybody who says that it isn't is kind of, you know, like I think they celebrated
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their 50 billionth app download and it's a market that's growing well.
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There's a lot of people who are making their living from it.
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generating a solid amount of revenue for developers.
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Every time, I'm sure in a couple weeks at WWDC they'll have a big check that says, "Hey,
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since the App Store just launched, we've given whatever, n billion dollars to developers."
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It's doing well.
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And any time you change fundamentally that model, you have no idea exactly how that's
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going to happen.
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There's going to be all kinds of unintended consequences.
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There are going to be all kinds of strange things that come out of that that we may not
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be able to predict or may not like.
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It could be good, but generally speaking, as somebody who makes my living, who is paying
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my mortgage based on making a living in the store, generally I'd rather not change it.
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I'm able to adapt and coordinate my efforts based on a market that is fairly well understood
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at this point.
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It's something that's fairly mature, fairly established, it's been going for four or five
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years now, and I can plan around that and give. If Apple comes out and starts radically
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changing the way that store works, it could be good or it could be terrible, and that
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makes me nervous.
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And so then lastly, I just had kind of the LeBron-a-thon, it's like, so what do you do
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then if you, for whatever reason, want to charge more for your software? If that's something
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that's important to you. And I'm saying that not necessarily in wanting to raise your revenue,
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In that, if for whatever reason you don't like making a living on 99 cents at a time.
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If there are people who just rather make their living on smaller sales of bigger numbers.
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That's totally cool.
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It's just a difference in how you approach it.
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What I tend to actually have done is I try and go for all sides of everything.
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I have some products that are expensive, some products that are cheap, some products that
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are free, and in aggregate it creates a sustainable and dependable income.
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But if you're not, if that's important to you, the only thing that I could think of
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is that the only way you can charge a premium in a competitive market with a lot of interchangeable
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products is to be viewed as a premium brand.
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And you can see this in a lot of areas where, in other markets, where there are clothes,
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cars, jewelry, whatever it is.
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There are brands who people pay more for, not necessarily because they're getting their
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money's worth extra, but because they enjoy or trust or like the brand that they are supporting.
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People who are buying an expensive car aren't necessarily getting something that gets them
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from A to B better.
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In some ways it does, but it gets very difficult to start justifying all of the increasing
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costs where what you're really buying is that experience, is the external parts of that.
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And so in order to do that, that's how you have to position yourself.
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I think the reality is if it's important for you to charge a lot of money, then that's
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the only way that you can really go at it is you have to be a premium brand, which means
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you need to be incredibly high quality, you need to be incredibly polished and refined
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in terms of messaging, in terms of support, in terms of customer experience, in terms
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of all the things that go around with that.
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Your design has to be 100 percent.
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You've got to have rock solid everything.
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And that's good, I suppose.
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But it's also not necessarily for everybody.
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There's a lot of effort and time that it takes, and the risk you take in doing that is also
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much higher.
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In order to create a premium product, it takes a premium amount of time, energy, and effort,
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which if you have the resources to do is great, but if you are someone who is independent,
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if you're someone who's smaller and starting out, that may not be a great or a sustainable
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path for you necessarily.
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You may pull out of time and effort into something and have it fall flat, which you fear too.
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So that's just kind of some rambling thoughts I had about pricing and about the economics
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of being in the store.
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And generally, like I think I've said many times, my approach right now, and the thing
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that I think is the most sustainable and dependable way to make a living in the app store right
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now is through diversity.
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Is to make your living on averages.
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That you have a variety of things that are solid products that you put out that aggregate
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can make a solid living for you.
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That's what I do and that's what I've been doing for years and it seems to work pretty
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Alright that's it for today's show.
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As always if you have questions, comments, concerns or complaints I'm on Twitter @_davidsmith,
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I'm on AppNet @davidsmith.
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And otherwise, we'll be happy to have you guys, have a great weekend, happy coding,
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and I will talk to you next week.