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5 Years and Counting - The App Store Then and Now

Posted by Rob Rich on July 12th, 2013

Over one million apps have made their way onto the App Store during its five years of existence. A million. That's a pretty miraculous number when you think about it. However it's not the amount of apps we have to pick from that I find so fascinating, but rather just how much things have changed since 2008. Pickings were comparatively slim at first, and many developers were just starting to dip a toe in the waters of Apple's new smartphone.

On top of that, the technology itself has changed tremendously in a relatively small amount of time. It makes me wonder if anyone from 2008 would even recognize current iOS devices, and by extension the App Store. Would a newer Apple initiate have any idea what they were looking at if they somehow managed to take a trip to five years ago? I think it warrants a look at how the hardware, the App Store, and the apps contained within it have evolved.

2008 - The Beginning of the Beginning

The App Store's first year was a rough but promising one. The iPhone 3G rolled out to coincide with Apple’s new software venue and the original iPhone was still viable. The iPod touch was also present and accounted for, while the second generation appeared closer to the end of the year. Even at this point many developers were eager to push these early iOS devices to their limits, to make them more than just a phone or an .mp3 player with a fancy screen.

Handy apps like Pandora Radio, Last.FM, Facebook, and Yelp were to be expected, but that didn't make them any less impressive to have on a handheld platform. Others such as the intuitive personal organizer Evernote, the eerily accurate song-identifying app Shazam, eWallet’s convenient and secure account password management, and MLB At Bat with its extensive baseball coverage further capitalized on the particulars of the hardware and its general portability. Of course there were also some pretty unnecessary options out there, too. Flashlight kind of served a purpose but was also fairly pointless. It wasn't as bad as stuff like More Cowbell!, though.

At the same time, the games available on the App Store were beginning to show people that "mobile" didn't have to equal "mediocre." Sure there were a few simple ports of the odd classic such as Ms. PAC-MAN, Vay, and Scrabble, but there were also some impressive iOS renditions of popular console games like Super Monkey Ball coming out. Potential mobile gamers also had a few really special titles such as Galcon and Fieldrunners to tide them over. When all was said and done there were over 7,500 apps on the App Store by the end of the year, with more being added every day.

2009 - Moving Right Along

The following year saw even more impressive releases as Apple's digital marketplace began to expand. The second generation of iPod Touch was the bright and shiny new toy at the time, but it was followed shortly by the iPhone 3GS in June while the latest and greatest third generation Touch closed out the year in September. It all meant better processors, better CPUs, more advanced operating systems, and so on. All stuff that developers needed to acclimate to, but also stuff that meant they could push their boundaries even further. There was no loss of steam when it came to content, either: the App Store finished off 2009 with well over 100,000 apps available.

Many of the basic smartphone necessities were covered, but there was room for so much more. Especially while the technology was improving. Plenty of people used their iPhones as phones, sure, but with the addition of Skype they were able to enjoy the added functionality of instant messaging and voice chat without cutting into their data plans (so long as a wifi connection was present). Big companies were really starting to take notice as well. That same year Starbucks and many other big businesses threw their virtual hats into the ring with their own apps designed to make life a little bit easier for their iOS-using customers. Practicality was also becoming an even bigger focus. The Kindle app gave iOS users a practical e-reading option, and Dropbox was there being Dropbox. By which I mean "an awesome and super-convenient way to transfer files between multiple platforms." And this same level of refinement could be seen creeping into the games as well.

So many of the App Store's most notable games and franchises came out around this time. It was almost a mobile rennaisence of a sort. This was the year Real Racing first blew mobile gamers' minds, even causing some of them to question the legitimacy of in-game video footage until they were able to see the finished product for themselves. Zenonia was just a fledgling action RPG at the time, and while a lot of people liked it I doubt they knew just how many sequels it would spawn. The same goes for Pocket God, although with updates rather than multiple releases. Flight Control began to eat away at peoples' free time, Angry Birds and Doodle Jump hit it big (like, super big), and Myst and The Sims 3 further displayed the potential for major releases on mobile platforms. Oh, and Canabalt almost single-handedly invented and popularized a genre.

iPad App Prices -- what can we expect? We ask the app developers.

Posted by Jeff Scott on March 26th, 2010

There has been very little information available about what we can expect to see for iPad app prices and their method of publishing. With the increased size of the screen, many are calling for greatly increased prices noting that the iPad is more like a laptop computer than it is a mobile device. Others believe that since the operating system and development environment are pretty much duplicates of the iPhone that app prices will fall in a similar range. We did a quick survey of some developers to see what their plans are for how they are going to release their iPad apps and what we can expect in iPad app prices.

In addition to the price question, how will applications be released? Apple has made available to developers two different ways to create applications for the iPad. In addition there are various forms of those two methods developers are looking to use as well.

Univeral or HD/XL?

The first method of iPad app creation is to create a unique application, an app with a new name and a unique bundle id. These iPad only apps, while they may share the same functions of their iPhone versions, will be unique and require customers to purchase the iPad version even if they have already purchased the iPhone version. We will also likely see some applications as iPad only that are unique to the iPad in that they just wouldn't work on the iPhone with a small screen.

The second method to create an iPad application is to release what is designated by Apple as a Universal build app. These are apps that work both on the iPhone and the iPad. The apps have functionality built in that will recognize if they are running on an iPad and show the proper iPad controls and display full screen on the device. For the customer, this is the obvious preference. If you have already bought the iPhone version, the iPad version is just an update away, at no additional cost.

In our survey of developers, a slight majority (52%) indicated that they will be developing Universal builds for their iPad applications over iPad specific (48%) versions.

Since Apple has indicated that Universal builds that are updates to existing apps should not yet be submitted to the App Store, this leaves the developer of universal builds at a little bit of a disadvantage as it's likely they will not be available for the device launch on 4/3.

Read on for more results of our developer survey, and have your say in our consumer survey.