Shut Up About Pricing And Build Cool Stuff

One of the recurring themes while I’ve been here at 360iDev has also been a long recurring theme on Twitter, casual conversation amongst developers and possibly even written on a few bathroom stalls: App Store pricing.

As someone who makes his living selling software online, I am fully aware of the importance of selling enough products to fund my lifestyle, but I can’t help but feel that the conversation has turned into a vicious circle of those who want to play to the Wal Mart crowd arguing with those who are tackling the Target shoppers of the App world.

It doesn’t matter. Developers can make a living in both markets and it’s entirely a personal choice. There isn’t a single pricing metric that works for every developer on earth. Further, each application is different. While Elements ships as a $5 application, I just released Shareables as a free, ad supported product. Could I have charged for Shareables? Absolutely. It just didn’t feel right for this product.

What I do know is that I didn’t toil over it for more than a few minutes because it’s something that you can change.

With the Mac App Store on the horizon, more than anything else, Mac developers are talking about the ‘race to the bottom’ and how its going to affect their sales. Stop worrying about it. You aren’t going to be out of business in 90 days. You’re not going to be out of business a year from now1. Instead of putting all of that time and energy into worrying about a pricing scheme for a new distribution system that isn’t even available yet, put that effort into improving your Mac app so that it is a home run on day one of the store’s launch.

You will sell a lot more of your product no matter the price if it’s a quality product rather than if you ship something subpar that is cheaper than the other guy.

  1. I hope