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Filed under: Analysis / Opinion, Gaming, Developer, iPhone, App Store, iPod touch

Updating doesn't help your iPhone app, but price drops do

Here are two different insights from Pocket Gamer about how developers can grow the profile of their iPhone apps. The first comes to us from the wisdom of Peggle, that game that I just can't stop playing. Apparently, they've coined the term "Peggling," which means lowering the price of your app, and seeing a huge benefit from it. Whenever a game drops its price down to 99 cents, much as Peggle did soon after release, it sees a significant bump in the charts. I'm sure there are many other factors at play here -- Peggle was a great game, so you can't sell more of a crappy game just by selling it for cheaper, and I saw a lot of Twitter and blog attention when the price dropped, so it pays to have people watching the price in the first place. But under the right circumstances, dropping the price can do a lot for a game that's already selling pretty well.

But an update, apparently, won't. That's what the makers of Zen Bound told Pocket Gamer -- they say that when they released an update with new levels and new features, it didn't make a difference in their sale numbers at all. Games like Pocket God have made a reputation for themselves by providing regular and solid updates, and certainly it seems like those updates have at least spurred sales, if not made them blow up, but the Zen Bound guys say that singular updates on major products probably won't kick sales into gear.

Interesting. We're at least a few generations into App Store sales at this point, and we're started to see trends and consumer behavior in better relief; developers are getting better and better ideas every day about how to price and service their apps and customers.

Filed under: Analysis / Opinion, Humor, iLife, Multimedia, Software, Odds and ends

Sting, Sarah McLachlan are hiding in your Garage(band)

Apple has added new "Learn to Play" lessons to the latest version of GarageBand, including two lessons by Sting and the first one by Sarah McLachlan. Gordon Sumner (a.k.a. Sting, so named by his friends when he wore a shirt with black and yellow stripes) will teach you how to play "Message in a Bottle" and "Fragile" (in my humble opinion, one of the lesser-known but more amazing Sting songs), and Sarah McLachlan, who really likes ice cream, will teach you how to play her "Angel." I miss Sarah McLachlan -- it's hard to believe we had someone that was even more bland than Norah Jones.

But excuse my musical snobbery -- all three lessons are now available in the GarageBand Lesson Store for the low low price of $4.99. And lest you think I am anti-McLachlan in any way, think again: I too owned a copy of Surfacing. If you wanted to hang out with girls in my high school, you pretty much had to have a copy around at any given time. That, and Crash. Ah, how young we were.

Filed under: Apple Corporate, Apple Professional, Apple

The Economist on Apple's journey as a lesson to other companies

The Economist has published an article that explores some of the lessons other companies can learn from Apple's journey through the industry, as well as it's unique practices towards product design and customer relations. Specifically, the article outlines four lessons other companies should take notes on, including the fact that some of Apple's innovation comes both from without and within, highlighting the fact that some of its strongest products like Mac OS X and the iPod are either built on the foundation from open source (Mac OS X's BSD Unix core), or originally conceived by an outside consultant (like the iPod). Another great lesson the article mentions is an ability to not listen to customers or the market when one's instincts say otherwise. Both the iPod and Nintendo's Wii are cited here: while the iPod was originally criticized for being too expensive of a gadget, the market has clearly spoken otherwise. In the case of Nintendo's wildly successful Wii, the company was criticized for betting on a portion of the market that was more or less completely ignored by the other video game manufacturers: non-gamers who haven't picked up a console yet.

It's a good read that takes a realistic approach while spotlighting some of the lessons that companies can learn from Apple's wild success in recent years.

Thanks Adam

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