You Are Here:

Community: Blogs

Gabor Torok's Forum Nokia Blog

The $1 business model

tote_b5 | 23 March, 2009 02:08

There are two kinds of developers: those who want to sell their programs and those who write software for fun and/or for fame. The latter type is happy with writing freeware, most probably open source software. This article is about the former.

Of course, most developers want to get paid for their programs. As much as possible. The wiser usually analyses the market first:
  • Would people be interested in the program?
  • Would they be willing to pay for it?
  • How much will they think the program is worth?
  • What about competition, would our program fill a gap or it would just be one of the many?
  • How can I sell my program, what distribution channels are available, what is the revenue share, etc?
  • How much do I need to invest in writing the program financially, in terms of effort, etc.?
And the list is not over yet. But it contains the most important question from this article's point of view: how much is a program worth, how much can we ask for it? Note: the answers to these questions are not necessarily the same.

It is very difficult to foretell how much a program is worth for the users. The answer depends on so many factors, such as target group, their spending habitstype of software (e.g. leisure vs professional), what other programs with similar feature-set cost, etc. Naturally, price calculation is so often affected by that how much a developer appreciates his/her own software ("I put so many hours in creating it that it can't be cheap!") - and the expectations and the reality are not always in balance.

The available distribution channels also influence the final price: what they demand from the developer, what they offer to him, their revenue sharing model, etc. As to the latter, for example, although the 70-30 revenue share wasn't typical 1-2 years ago it is now becoming a standard. Apple's App Store, OHA's Android Market, Nokia's soon-to-be-opened Ovi Store all offer 70% off the revenue to the developer. Revenue share is not everything, though: for example, App Store is such a place where it's not uncommon to hear success stories and big earnings, whereas Android Market's community prefers free software. If you follow the news, you might have heard of the coming BlackBerry App World. I found it very interesting that they set the minimum price for a paid-for application to be $3. They said any software that is not worth this amount shall be freeware. I think it's ridiculous: these guys are not aware of how many developer they will alienate from themselves with this approach. Do they really want developers to sell BB apps or not?

The typical revenue models for developers are as follows:
  • Release free application first with limited features and make it paid when it really gets traction (thousands, tens of thousand downloads per month). The application is available either for free or as paid-for (exclusive OR). Question: won't people turn away from your application once they have to pay for it?
  • Write an always paid program, which means that your application must be really cool and advertised so well that despite the price (i.e. that it costs money) people buy it. Question: can you compete with free programs with similar features?
  • Make a Lite and Pro version of your program, Lite being free and Pro paid. The free version supports a subset of Pro's features making it compelling enough to purchase the paid version. It is a very typical approach among developers. Notes: increased maintenance efforts + separation of free and paid-for features must be well thought-out.
  • Free program with adsNotes:
    • Not all people like ads
    • You need to find a good ad provider
    • It is challenging to implement a good advertising solution on mobile devices, and there is no good framework available.
  • Change model dynamically on an experimental basis: see if you can make it with paid version, if not then make it free, then make it paid again when it becomes popular (this is the path iStrip followed, actually). Question: when will people get bored with this behavior?
Please note that I did not include that model in the above list, where the client program is free, but it is essentially a light-weight interface to a server solution, which is exactly what your customers are paying for. Opera Mini's business model is based on this, for example: Opera Mini, the application, is available for anyone as a free download, however, it's Opera's customers (i.e network operators), who pay the price. This article is simply not about this model.

It's also worth noting how important user ratings have become recently. Some developers faced that ratings can kill: unhappy-uneducated users gave low ratings just because "game was too short", they "expected more", "it was free not too long ago", etc. Perhaps these users are not aware of how much power they have in their hands when they rate. Applications written for Android platform and distributed on Android Market are especially vulnerable to this effect. 

Finally, getting closer to the point: how much can we ask for a program? Even though this habit is changing, it's still quite typical from people that they think that "cheap cannot be good" or "if it's good it can't be cheap". However, App Store's success stories have proven right the opposite: developers claimed that their revenue had become much higher when they lowered the price to $0.99. You know, this is such a low price that basically anyone can afford around the world even for the silliest programDevelopers are now facing the fact that unless they sell their software at the lowest price there will be others who ask less than them. This basically forces them to sell their apps for $1 from the beginning.

Is it the final price, though? Can a $1 hit be sold for $2, too? No-one knows. It's all about making experiments. If I were to sell my app that I think is worth more than being distributed as a freeware, I would ask $1 for it. If people don't buy it at this low price, then I saved the hassle of price calibration. If it gets successful and my program is (one of) the best(s) in its category, then I would increase the price gradually until the download rate gets stabilized and I couldn't expect more revenue from making it even more expensive.

And actually this is what I call the $1 business model.

Looking forwad to your comments,

Tote

RSSComments

Some Comments..

wizard.hac | 23/03/2009, 06:22

Sir, I have discussed few points,
http://hacwiz.blogspot.com/2009/03/discussing-1-business-model.html

The 'Lite and Pro' model is still valid

tote_b5 | 23/03/2009, 10:19

tote_b5

Hi,

Let me disagree with your statement that no-one would buy the Pro version. As I wrote, separation must be well thought-out: if you can't do it in a clever way, then obviously this model is not for you.

But let me give you a good example: I was involved in the development of a communications software, which enabled users to talk to each other in a secure way (even operators couldn't listen to what parties were talking about). The solution worked only between two client applications. The Lite version allowed the user to accept incoming calls, whereas you could give a call only with the Pro version. I think it's a great example of good separation of free and paid features.

Re:The 'Lite and Pro' model is still valid

wizard.hac | 23/03/2009, 11:22

Thanks for the reply sir.

I now see the point but separation should neatly be done, indeed. How many would buy LCG's Xplore version? (if it is available)

My company has a product - call recorder - the lighter version with beep - full version without beep - Guess how many operators bought it? Oh yes and the trial full version for 7 days - actually the trial worked more successfully in our case :P

You must login to post comments. Login
 

Rate This

 
 
Bookmark this page: DeliciousDiggFacebookGoogleYahooStumbleUponRedditDiigoTechnocratiTwitter  Share this page Share this page Print this Page Print this page Invite a friend Invite a friend
京ICP备05048969号    Email Newsletters Press Terms & Conditions Privacy Policy Sitemap Contact Us © 2009 Nokia 
RDF Facets: qdcZdescriptionQSxAE20softwareE20engineerE20livingE20inE20VancouverE2cE20CanadaE20E2dE20httpE3aE2fE2fwwwE2eantonypranataE2ecomE2fE20antonyprE20E7cE2012E20JulyE2cE202007E2023E3a02E20NokiaE20togetherE20withE20someE20otherE20highE2dprofileE20companiesE20announcedE20theE20secondE20annualE20competitionE20forE20mobileE20developersE20andE20entrepreneursE2eE20ItE20isE20calledE20E22MobileE20E52ulesE20E2708E22E2eE20WhatE20isE20itE20allE20aboutE3fE20ItE20isE20aE20competitionE20toE20developE20newE20applicationsE20orE20servicesE20forE20theE20mobileE20lifestyleE2eE20ThereE20areE20twoE20tracksE20ofE20theE20competitionE3aE20MobileE20applicationsE2eE20ItE20includesE20fourE20categoriesE2cE20iE2eeE2eE20multiE20playerE2fconnE2eE2eE2eX qdcZidentifierQSxhttpE3aE2fE2fblogsE2eforumE2enokiaE2ecomE2fblogE2fantonyE2dpranatasE2dforumE2dnokiaE2dblogE2f2007E2f07E2f12E2ftheE2dkingE2dofE2dmobileE2drulesE2d08X qdcZpublisherQUxhttpE3aE2fE2fswE2enokiaE2ecomE2fidE2fc764fd1cE2d8b06E2d499aE2d9a6aE2d17c3903d5a65E2fforumE5fnokiaE5fcrawlerE5fagentX qdcZtitleQSxAntonyE20PranataE27sE20ForumE20NokiaE20BlogE20E7cE20TheE20KingE20ofE20E26E2334E3bMobileE20E52ulesE20E2708E26E2334E3bX qdcZtypeQUqfnZE45E78cludedFromGeneralE4cistingsQ qdcZtypeQUqfntypeZBlogContentQ qdcZtypeQUqfntypeZBlogE45ntryQ qdcZtypeQUqfntypeZCommunityContentQ qdcZtypeQUqfntypeZE52esourceQ qdcZtypeQUqfntypeZWebpageQ qdcZtypeQUqmarsZManagedE52esourceQ qdcZtypeQUqwebZInformationE52esourceQ qdcZtypeQUqwebZPageQ qdcZtypeQUqwebZE52esourceQ qdcZtypeQUqrdfsZE52esourceQ qrssZdescriptionQSxAE20softwareE20engineerE20livingE20inE20VancouverE2cE20CanadaE20E2dE20httpE3aE2fE2fwwwE2eantonypranataE2ecomE2fE20antonyprE20E7cE2012E20JulyE2cE202007E2023E3a02E20NokiaE20togetherE20withE20someE20otherE20highE2dprofileE20companiesE20announcedE20theE20secondE20annualE20competitionE20forE20mobileE20developersE20andE20entrepreneursE2eE20ItE20isE20calledE20E22MobileE20E52ulesE20E2708E22E2eE20WhatE20isE20itE20allE20aboutE3fE20ItE20isE20aE20competitionE20toE20developE20newE20applicationsE20orE20servicesE20forE20theE20mobileE20lifestyleE2eE20ThereE20areE20twoE20tracksE20ofE20theE20competitionE3aE20MobileE20applicationsE2eE20ItE20includesE20fourE20categoriesE2cE20iE2eeE2eE20multiE20playerE2fconnE2eE2eE2eX qfnZdistributionQUxhttpE3aE2fE2fblogsE2eforumE2enokiaE2ecomE2fX qfnZtopicQUqfnTopicZbusinessE5fopportunitiesE5fservicesQRqdcZtypeQUqrdfsZE52esourceQRqmarsZrelevanceQNx100X qfnZtopicQUqfnTopicZbusinessE5ftechnicalE5fservicesQRqmarsZrelevanceQNx100X qfnZtypeQUqfntypeZBlogContentQ qfnZtypeQUqfntypeZBlogE45ntryQ qfnZtypeQUqfntypeZCommunityContentQ qfnZtypeQUqfntypeZE52esourceQ qfnZtypeQUqfntypeZWebpageQ qfnZupdatedQDx2007E2d07E2d12X qfnZuserE5ftagQSxbusinessE2dopportunitiesE2fservicesX qfnZuserE5ftagQSxbusinessE2ftechnicalE2dservicesX qmarsZdescriptionQSxAE20softwareE20engineerE20livingE20inE20VancouverE2cE20CanadaE20E2dE20httpE3aE2fE2fwwwE2eantonypranataE2ecomE2fE20antonyprE20E7cE2012E20JulyE2cE202007E2023E3a02E20NokiaE20togetherE20withE20someE20otherE20highE2dprofileE20companiesE20announcedE20theE20secondE20annualE20competitionE20forE20mobileE20developersE20andE20entrepreneursE2eE20ItE20isE20calledE20E22MobileE20E52ulesE20E2708E22E2eE20WhatE20isE20itE20allE20aboutE3fE20ItE20isE20aE20competitionE20toE20developE20newE20applicationsE20orE20servicesE20forE20theE20mobileE20lifestyleE2eE20ThereE20areE20twoE20tracksE20ofE20theE20competitionE3aE20MobileE20applicationsE2eE20ItE20includesE20fourE20categoriesE2cE20iE2eeE2eE20multiE20playerE2fconnE2eE2eE2eX qmarsZlanguageQUxhttpE3aE2fE2fswE2enokiaE2ecomE2flanguageE2d1E2fenX qrdfZtypeQUqfnZE45E78cludedFromGeneralE4cistingsQ qrdfZtypeQUqfntypeZBlogContentQ qrdfZtypeQUqfntypeZBlogE45ntryQ qrdfZtypeQUqfntypeZCommunityContentQ qrdfZtypeQUqfntypeZE52esourceQ qrdfZtypeQUqfntypeZWebpageQ qrdfZtypeQUqmarsZManagedE52esourceQ qrdfZtypeQUqwebZInformationE52esourceQ qrdfZtypeQUqwebZPageQ qrdfZtypeQUqwebZE52esourceQ qrdfZtypeQUqrdfsZE52esourceQ