Patchworkz HD Review
iPad Only App - Designed for the iPadA unique puzzle that combines textiles and colors for challenging gameplay.
Read The Full Review »
Posts Tagged in appPatchworkz HD ReviewiPad Only App - Designed for the iPadA unique puzzle that combines textiles and colors for challenging gameplay. Read The Full Review »
I get a lot of e-mails daily, most of them the usual snore-worthy PR mailshots from the App Store big boys .. and of course (well, at least most of the time), these are about upcoming games and apps for the iPhone itself. So, it was refreshing this morning to receive the heads up on a new completely open-source project from iPhone development studios Edovia and FutureTap. Originally a Canadian-German co-production between both firms, InAppSettingsKit is an open-source project which allows iPhone developers to place settings in-app, as opposed to hiding them away in the iPhone OS Settings.app. Edovia and FutureTap admit there has been extensive discussion among the iPhone community about which option is better. Do you oust your app’s settings to Settings.app and hope the user finds them successfully, or do you opt for the in-app route and risk cluttering your once streamline app with a bunch of settings most would only use on the rare occasion? According to Edovia and FutureTap, there are quite a few reasons in-app settings should be considered.
Sure, in-app settings are popular. After all, What’s better than to be able to edit the global settings of an app, without having to leave the actual app? We’ve seen a slurry of the big name apps take this approach. Including the likes of Twitterrific, AIM and more recently, Tweetie 2 .. among others. What’s interesting about this project is, as a developer, instead of having to choose one route and ultimately having to accept the consequences via user feedback, it proposes a new outlook on settings for iPhone OS. Dubbed ‘Hybrid Settings’ the settings are place in Settings.app sure, but they’re also available in-app too, providing the best of both worlds – and don’t worry about visual consistency of your settings either, using the kit your in-app settings will look just like as if they were pulled straight from Settings.app.
Developers can find out more about the project at InAppSettingsKit.com – and if you have an app and you’ve recently added the InAppSettingsKit to it, the guys at Edovia and FutureTap want to know. Add yourself to the list at: inappsettingskit.com/apps.
We talked to a few users and a few developers to get their take on what this could mean for the future of the iPhone App Store. This new app type, free but with In-App Purchasing has quickly been nicknamed free+. There are some really great things about it, and some really bad things about it. Let’s break this down into what’s good and what’s bad for developers and consumers. Good for DevelopersThere are lots of really good things to like about this decision for developers and they are almost uniformly happy with the decision. We asked Kyu Lee of Gamevil for his thoughts, “In-app purchasing for free apps is a huge step for Apple, and it really shows how much they are willing to adjust to the developers/publishers needs. Apple was first to adopt in-app purchases, and now first to adopt in-app purchases for free games. We strongly believe the next steps would be introducing microtransactions that are lower than 99c or the ability to use an intermediate currency within the game. We believe that Apple should provide as many options available to the developer/publisher as possible as long as it enhances the customer’s experience, and we’re very excited about what the tracks they’ve been following so far.” For some types of apps it makes the developers job a lot easier and potentially more profitable. Then there’s the added bonus of making piracy much harder with apps that include in-app purchasing. More Income Options With in-app purchasing there are many more income possibilities for developers. Not only can they sell expansions to their app from within the app, but they can also sell subscriptions, upgrades, and virtual goods (think MMO apps). Doing in-app purchasing allows for the impulse buy. For example, the recently detailed Eliminate from ngmoco:) will feature a certain amount of time you can play per day while advancing your stats. If you are really getting into the game and you run out of time you are pretty likely to drop a buck and buy more time. Maybe just once, maybe a few times. Depends on how compelling the app is. Think of this as the candy racks at the grocery store checkout. You are standing there looking at it, a certain number of people will decide to buy. In addition to more options, income opportunity is spread out for a much longer time. The way it is now most apps that make it to the top 100 do so quickly, then fall off quickly. This little spike represents a very high percentage of their sales. Sales after that are usually tied to an upgrade, press, or other such promotion. IAP allows for longer term income opportunities for developers as they can add content to the app and charge for it over a longer period of time. In addition, you can continue to get money from the dedicated users more than just once like most current apps. |