But it kinda strayed off course, with people suggesting advertising as
a good way to make money. It may well work, but I think many
developers might want to get paid for their apps instead of relying on
ad revenue.
I read this in the Android Market Business and Program Policies:
2. Android Market Business Policies
Returns: You have 24 hours from the time of purchase (not download) to
return any applications purchased from Android Market for a full
refund of any applicable fees. The option to return an application
within this timeframe will be made available to you through the
Android Market user interface. You may not return any Products other
than applications.
Upgrades: Android Market does not provide upgrade functionality for
any Products. If a Product offers free or paid upgrades, those
upgrades must be obtained directly from the Developer responsible for
the Product.
Reinstalls: You are allowed an unlimited number of reinstalls of each
application obtained via the Market.
So basically, anyone can download an app, then return it within 24
hours for a refund.
I could see a 2-4 hour turn-around, but not 24 hours. A user should
know if an app is bad in the first 15 to 30 minutes of using it. I
know it only takes me about 30 seconds. :)
As mentioned in the other thread, this could have serious
repercussions for games. Imagine a game, like an RPG, that has about
4-8 hours of game play for $2.99 (example). A user could play it,
beat it, then return it.
This isn't just games, but other fun apps as well. What about someone
buying it, showing it off to people, then returning it. Then they
turn around at a later date and do it all over again when they want to
show someone else! It's like renting for free!
I'm considering an alternative solution. However, I don't know if it
will violate Google policy.
I am thinking of limiting functionality until after 24 hours has
passed since the time of purchase, checking the time via a web
server. This way, a user has to wait to be able to complete the game
or use all the features of the app.
I think of it this way. If I go to the movies and spend $7-10, I get
around 2 hours of entertainment. If someone plays a game for 2-4
hours, for only a couple buck, shouldn't the same fee apply?
> But it kinda strayed off course, with people suggesting advertising as
> a good way to make money. It may well work, but I think many
> developers might want to get paid for their apps instead of relying on
> ad revenue.
> I read this in the Android Market Business and Program Policies:
> 2. Android Market Business Policies
> Returns: You have 24 hours from the time of purchase (not download) to
> return any applications purchased from Android Market for a full
> refund of any applicable fees. The option to return an application
> within this timeframe will be made available to you through the
> Android Market user interface. You may not return any Products other
> than applications.
> Upgrades: Android Market does not provide upgrade functionality for
> any Products. If a Product offers free or paid upgrades, those
> upgrades must be obtained directly from the Developer responsible for
> the Product.
> Reinstalls: You are allowed an unlimited number of reinstalls of each
> application obtained via the Market.
> So basically, anyone can download an app, then return it within 24
> hours for a refund.
> I could see a 2-4 hour turn-around, but not 24 hours. A user should
> know if an app is bad in the first 15 to 30 minutes of using it. I
> know it only takes me about 30 seconds. :)
> As mentioned in the other thread, this could have serious
> repercussions for games. Imagine a game, like an RPG, that has about
> 4-8 hours of game play for $2.99 (example). A user could play it,
> beat it, then return it.
> This isn't just games, but other fun apps as well. What about someone
> buying it, showing it off to people, then returning it. Then they
> turn around at a later date and do it all over again when they want to
> show someone else! It's like renting for free!
> I'm considering an alternative solution. However, I don't know if it
> will violate Google policy.
> I am thinking of limiting functionality until after 24 hours has
> passed since the time of purchase, checking the time via a web
> server. This way, a user has to wait to be able to complete the game
> or use all the features of the app.
> I think of it this way. If I go to the movies and spend $7-10, I get
> around 2 hours of entertainment. If someone plays a game for 2-4
> hours, for only a couple buck, shouldn't the same fee apply?
> Any thoughts?
-- ======
Funky Android Limited is registered in England & Wales with the company number 6741909. The registered head office is Kemp House, 152-160 City Road, London, EC1V 2NX, UK.
The views expressed in this email are those of the author and not necessarily those of Funky Android Limited, it's associates, or it's subsidiaries.
No doubt this will make the market a tough sell. I'm actually a little
taken back because the one man team that I am, my little puzzle games
might annoy somebody to get rid of it yet could have great replay
value, and hard work into it.
Its going to be very interesting how this plays out..
> But it kinda strayed off course, with people suggesting advertising as
> a good way to make money. It may well work, but I think many
> developers might want to get paid for their apps instead of relying on
> ad revenue.
> I read this in the Android Market Business and Program Policies:
> 2. Android Market Business Policies
> Returns: You have 24 hours from the time of purchase (not download) to
> return any applications purchased from Android Market for a full
> refund of any applicable fees. The option to return an application
> within this timeframe will be made available to you through the
> Android Market user interface. You may not return any Products other
> than applications.
> Upgrades: Android Market does not provide upgrade functionality for
> any Products. If a Product offers free or paid upgrades, those
> upgrades must be obtained directly from the Developer responsible for
> the Product.
> Reinstalls: You are allowed an unlimited number of reinstalls of each
> application obtained via the Market.
> So basically, anyone can download an app, then return it within 24
> hours for a refund.
> I could see a 2-4 hour turn-around, but not 24 hours. A user should
> know if an app is bad in the first 15 to 30 minutes of using it. I
> know it only takes me about 30 seconds. :)
> As mentioned in the other thread, this could have serious
> repercussions for games. Imagine a game, like an RPG, that has about
> 4-8 hours of game play for $2.99 (example). A user could play it,
> beat it, then return it.
> This isn't just games, but other fun apps as well. What about someone
> buying it, showing it off to people, then returning it. Then they
> turn around at a later date and do it all over again when they want to
> show someone else! It's like renting for free!
> I'm considering an alternative solution. However, I don't know if it
> will violate Google policy.
> I am thinking of limiting functionality until after 24 hours has
> passed since the time of purchase, checking the time via a web
> server. This way, a user has to wait to be able to complete the game
> or use all the features of the app.
> I think of it this way. If I go to the movies and spend $7-10, I get
> around 2 hours of entertainment. If someone plays a game for 2-4
> hours, for only a couple buck, shouldn't the same fee apply?
But it kinda strayed off course, with people suggesting advertising as
a good way to make money. It may well work, but I think many
developers might want to get paid for their apps instead of relying on
ad revenue.
I read this in the Android Market Business and Program Policies:
2. Android Market Business Policies
Returns: You have 24 hours from the time of purchase (not download) to
return any applications purchased from Android Market for a full
refund of any applicable fees. The option to return an application
within this timeframe will be made available to you through the
Android Market user interface. You may not return any Products other
than applications.
Upgrades: Android Market does not provide upgrade functionality for
any Products. If a Product offers free or paid upgrades, those
upgrades must be obtained directly from the Developer responsible for
the Product.
Reinstalls: You are allowed an unlimited number of reinstalls of each
application obtained via the Market.
So basically, anyone can download an app, then return it within 24
hours for a refund.
I could see a 2-4 hour turn-around, but not 24 hours. A user should
know if an app is bad in the first 15 to 30 minutes of using it. I
know it only takes me about 30 seconds. :)
As mentioned in the other thread, this could have serious
repercussions for games. Imagine a game, like an RPG, that has about
4-8 hours of game play for $2.99 (example). A user could play it,
beat it, then return it.
This isn't just games, but other fun apps as well. What about someone
buying it, showing it off to people, then returning it. Then they
turn around at a later date and do it all over again when they want to
show someone else! It's like renting for free!
I'm considering an alternative solution. However, I don't know if it
will violate Google policy.
I am thinking of limiting functionality until after 24 hours has
passed since the time of purchase, checking the time via a web
server. This way, a user has to wait to be able to complete the game
or use all the features of the app.
I think of it this way. If I go to the movies and spend $7-10, I get
around 2 hours of entertainment. If someone plays a game for 2-4
hours, for only a couple buck, shouldn't the same fee apply?
I think refunds are great as long as we developers don't have to
process refund requests. It has to be an automatic thing, at no time
or charge for the developer. In addition there should be analytics in
the market so authors can see how many returns there were and why.
Sure there's a potential for abuse but the lack of refunds is one of
the big complaints users have about the Apple App store. The other
being a lack of a trial version. In a way this is like a 24 hour
trial.
For example recently I bought a $2.99 twitter app for my iPhone. The
screenshots looked good, but there was no free/limited/trial/ad-
supported version so I had to pay just to try it. I used it for a few
hours and it turns out I didn't like it. As a user I would have liked
to return it and get something else. But the way things are now, I'm
stuck with it and I'm slightly less happy with Apple and even less
happy with the author of the program.
If people keep returning and repurchasing the same app over and over,
then maybe there should be a clause in there that spells out that
behavior is a violation of the terms of service.
> But it kinda strayed off course, with people suggesting advertising as
> a good way to make money. It may well work, but I think many
> developers might want to get paid for their apps instead of relying on
> ad revenue.
I'm all for having a trial version of software! I think it's great to
try a demo first, to see what your paying for. I agree that this is a
much needed feature on the iPhone app store.
On the other hand, think about a high-quality game you might buy for
an Xbox or PC. It may well have a solid 20-30 hours of game play
until the game is beaten. The game costs about $50-60 USD. What if
you could play it, beat it, then return it within 48 hours? TONS of
Xbox games would be returned!
Now imagine a mobile phone developer, who can maybe make a game that
has about 4-6 hours of content, maybe even 8 hours. It's hard to make
more content than that, especially when the game sells for $1-10
dollars. I think many people will return a game when they've beaten/
finished it.
Certain games, like repetitive games or puzzle games (like Sudoku)
will have 'replay' value already, but what about RPG's and level-based
games?
I am seriously thinking of making my app a 'demo' until 24 hours after
purchase, then unlock it completely. Does this sound fair?
madcoder wrote:
> I'm all for having a trial version of software! I think it's great to
> try a demo first, to see what your paying for. I agree that this is a
> much needed feature on the iPhone app store.
> On the other hand, think about a high-quality game you might buy for
> an Xbox or PC. It may well have a solid 20-30 hours of game play
> until the game is beaten. The game costs about $50-60 USD. What if
> you could play it, beat it, then return it within 48 hours? TONS of
> Xbox games would be returned!
> Now imagine a mobile phone developer, who can maybe make a game that
> has about 4-6 hours of content, maybe even 8 hours. It's hard to make
> more content than that, especially when the game sells for $1-10
> dollars. I think many people will return a game when they've beaten/
> finished it.
> Certain games, like repetitive games or puzzle games (like Sudoku)
> will have 'replay' value already, but what about RPG's and level-based
> games?
> I am seriously thinking of making my app a 'demo' until 24 hours after
> purchase, then unlock it completely. Does this sound fair?
-- ======
Funky Android Limited is registered in England & Wales with the company number 6741909. The registered head office is Kemp House, 152-160 City Road, London, EC1V 2NX, UK.
The views expressed in this email are those of the author and not necessarily those of Funky Android Limited, it's associates, or it's subsidiaries.
At SlideME, we made the same decision on refunds. The reasoning is that
anyone can call their credit card company and say that the app didn't work
and then do a chargeback. This costs the developer $10 and there is no way
you can prove that the app worked. If you have some type of refund policy,
you can avoid these types of charges, which comes out far better for the
developer in the end.
On Thu, Feb 5, 2009 at 6:42 AM, Al Sutton <a...@funkyandroid.com> wrote:
> I think you'll get far more complaints by selling a time locked demo
> than by selling short-interest products.
> There is also the issue of how are you going to know when the purchase
> was made and be 100% confident when 24 hours is up?
> Al.
> madcoder wrote:
> > I'm all for having a trial version of software! I think it's great to
> > try a demo first, to see what your paying for. I agree that this is a
> > much needed feature on the iPhone app store.
> > On the other hand, think about a high-quality game you might buy for
> > an Xbox or PC. It may well have a solid 20-30 hours of game play
> > until the game is beaten. The game costs about $50-60 USD. What if
> > you could play it, beat it, then return it within 48 hours? TONS of
> > Xbox games would be returned!
> > Now imagine a mobile phone developer, who can maybe make a game that
> > has about 4-6 hours of content, maybe even 8 hours. It's hard to make
> > more content than that, especially when the game sells for $1-10
> > dollars. I think many people will return a game when they've beaten/
> > finished it.
> > Certain games, like repetitive games or puzzle games (like Sudoku)
> > will have 'replay' value already, but what about RPG's and level-based
> > games?
> > I am seriously thinking of making my app a 'demo' until 24 hours after
> > purchase, then unlock it completely. Does this sound fair?
> --
> ======
> Funky Android Limited is registered in England & Wales with the
> company number 6741909. The registered head office is Kemp House,
> 152-160 City Road, London, EC1V 2NX, UK.
> The views expressed in this email are those of the author and not
> necessarily those of Funky Android Limited, it's associates, or it's
> subsidiaries.
You can tell if an app is garbage in just a few minutes. It doesn't
take 24 hours to know if an app only makes fart noises or is a 'hello
world' app. Thats ridiculous. It should only be a couple hours or
how about this: Make the return window proportional to how much the
app costs starting from an hour. Maybe for every $1 the app costs it
adds an hour to the return period or something like that. 24 hours
should be the maximum. This would make more sense and protect game
makers like OP was describing as well as protect customers from buying
shoddy apps for too much money and not being able to return it.
On Feb 5, 3:32 am, Muthu Ramadoss <muthu.ramad...@gmail.com> wrote:
> > But it kinda strayed off course, with people suggesting advertising as
> > a good way to make money. It may well work, but I think many
> > developers might want to get paid for their apps instead of relying on
> > ad revenue.
> > I read this in the Android Market Business and Program Policies:
> > 2. Android Market Business Policies
> > Returns: You have 24 hours from the time of purchase (not download) to
> > return any applications purchased from Android Market for a full
> > refund of any applicable fees. The option to return an application
> > within this timeframe will be made available to you through the
> > Android Market user interface. You may not return any Products other
> > than applications.
> > Upgrades: Android Market does not provide upgrade functionality for
> > any Products. If a Product offers free or paid upgrades, those
> > upgrades must be obtained directly from the Developer responsible for
> > the Product.
> > Reinstalls: You are allowed an unlimited number of reinstalls of each
> > application obtained via the Market.
> > So basically, anyone can download an app, then return it within 24
> > hours for a refund.
> > I could see a 2-4 hour turn-around, but not 24 hours. A user should
> > know if an app is bad in the first 15 to 30 minutes of using it. I
> > know it only takes me about 30 seconds. :)
> > As mentioned in the other thread, this could have serious
> > repercussions for games. Imagine a game, like an RPG, that has about
> > 4-8 hours of game play for $2.99 (example). A user could play it,
> > beat it, then return it.
> > This isn't just games, but other fun apps as well. What about someone
> > buying it, showing it off to people, then returning it. Then they
> > turn around at a later date and do it all over again when they want to
> > show someone else! It's like renting for free!
> > I'm considering an alternative solution. However, I don't know if it
> > will violate Google policy.
> > I am thinking of limiting functionality until after 24 hours has
> > passed since the time of purchase, checking the time via a web
> > server. This way, a user has to wait to be able to complete the game
> > or use all the features of the app.
> > I think of it this way. If I go to the movies and spend $7-10, I get
> > around 2 hours of entertainment. If someone plays a game for 2-4
> > hours, for only a couple buck, shouldn't the same fee apply?
On Feb 4, 10:40 am, madcoder <paperga...@gmail.com> wrote:
> So basically, anyone can download an app, then return it within 24
> hours for a refund.
> I could see a 2-4 hour turn-around, but not 24 hours. A user should
> know if an app is bad in the first 15 to 30 minutes of using it. I
> know it only takes me about 30 seconds. :)
> As mentioned in the other thread, this could have serious
> repercussions for games. Imagine a game, like an RPG, that has about
> 4-8 hours of game play for $2.99 (example). A user could play it,
> beat it, then return it.
I think you are confusing someone who is so cheap or hard-up for cash
that they buy-play-return as someone who'd buy your app if the return
window was shorter. I don't think this is the case.
Worse, if the window was shorter and someone was so short on cash, yet
wanted to play your app really badly, they'd do a chargeback (as
someone mentioned here). Which is even more costly.
I think most people will be honest about it and let the purchase
stand, even if they finish the game within the return window.
The young *cashless* gamer guys who might buy-play-return aren't going
to be easy to sell to, anyway.
> This isn't just games, but other fun apps as well. What about someone
> buying it, showing it off to people, then returning it. Then they
> turn around at a later date and do it all over again when they want to
> show someone else! It's like renting for free!
Shortening the window to 4 hours won't fix that.
In addition, the someone in your example is actually advertising your
app for you! For free!
You aren't the first person I've seen make the incorrect assumption
that just because someone violates your copyright that they would have
been a customer if only the rules were more draconian.
> I think of it this way. If I go to the movies and spend $7-10, I get
> around 2 hours of entertainment. If someone plays a game for 2-4
> hours, for only a couple buck, shouldn't the same fee apply?
I think a better analogy would be someone buying a book, reading it,
and returning it. I'm sure it happens sometimes, but not very often.
As I said, people are generally honest.
Your best bet is to give your apps such personality that people think,
"Gosh, I couldn't rip off this app...it's so {cute|happy|friendly|
awesome|...}"
Maybe have a 12 hour refund time, but everytime it is downloaded is
added onto the original time -
so for example person A downloads the game/app, to try it - they don't
like it, but no it's an attention drawer. They uninstall the app after
1 hour, then when person A wants to show it off, they re-download it,
but now they only have 11 hours of use before they can get a refund.
And so on, this doesn't stop the "download, beat, refund" but it stops
the free rental problem, and hey - how many people out there are going
to be downloading a game just to beat it in 24 hours and get there
money back - surely if its a decent app they'll enjoy it so much/find
it so useful they cant uninstall it...
mckenzie wrote:
> Maybe have a 12 hour refund time, but everytime it is downloaded is
> added onto the original time -
> so for example person A downloads the game/app, to try it - they don't
> like it, but no it's an attention drawer. They uninstall the app after
> 1 hour, then when person A wants to show it off, they re-download it,
> but now they only have 11 hours of use before they can get a refund.
> And so on, this doesn't stop the "download, beat, refund" but it stops
> the free rental problem, and hey - how many people out there are going
> to be downloading a game just to beat it in 24 hours and get there
> money back - surely if its a decent app they'll enjoy it so much/find
> it so useful they cant uninstall it...
Folks
Is this clause/policy thats being debated here one thats always been
there or has it just been added? Has the Market opened for paid
appsyet? I havent received any notification to that effect (I'm a
developer with a published app).
I agree refunds are a good thing. Perhaps 12 hours rather than 24 hour
would have been better; satisfied the throwaway game developers and
kept customers coming. But given that iphones and itunes Appstore have
a huge headstart in device and app volumes, I can understand Google
doing whatever they can to attract customers to this new watering
hole.
>>Upgrades: Android Market does not provide upgrade functionality for any Products
I am confused by this. At the moment the free market DOES support
upgrades, rather nicely with the data preserved. Is that going away?
Download of a new version will be deemed a new purchase? Personally as
a developer I'd like to be able to give one of two options to my
customers:
- once purchased, upgrades are free for x time, like 6 months or a
year
OR
- upgrades with the same major release number are free. So if you
purchased 1.x.x then all 1.*.* releases are free for you. You have to
pay to get on 2.x
I don't have any experience to draw on, to judge beforehand whether
this policy is necessary or desirable, but as an individual who plans
to sell an Android app at some time in the near future, I am
interested in its implications.
I anticipate that novelty apps and perhaps casual games will suffer
from people enjoying them and then returning them within 24hrs. I
think there is a problem of psychology here for games.
It's my experience that people often persist at a game for a period of
time (whether they are enjoying it or not) based on the value they
place on it. No one buys a £50 game, plays it for 2 minutes and
decides they've had enough, but this often happens with online flash
games, even very good ones. With the return policy proposed for the
Android market, it actually creates a disincentive to keep playing:
give up playing within 24 hrs and you get your money back.
I suspect the impact of this policy will depend on how straightforward
it is for people to return the app. I also think Shane's point is an
extremely important one - the policy might not be great for
developers, but it might be better than the alternatives.
On Feb 4, 3:40 pm, madcoder <paperga...@gmail.com> wrote:
> But it kinda strayed off course, with people suggesting advertising as
> a good way to make money. It may well work, but I think many
> developers might want to get paid for their apps instead of relying on
> ad revenue.
> I read this in the Android Market Business and Program Policies:
> 2. Android Market Business Policies
> Returns: You have 24 hours from the time of purchase (not download) to
> return any applications purchased from Android Market for a full
> refund of any applicable fees. The option to return an application
> within this timeframe will be made available to you through the
> Android Market user interface. You may not return any Products other
> than applications.
> Upgrades: Android Market does not provide upgrade functionality for
> any Products. If a Product offers free or paid upgrades, those
> upgrades must be obtained directly from the Developer responsible for
> the Product.
> Reinstalls: You are allowed an unlimited number of reinstalls of each
> application obtained via the Market.
> So basically, anyone can download an app, then return it within 24
> hours for a refund.
> I could see a 2-4 hour turn-around, but not 24 hours. A user should
> know if an app is bad in the first 15 to 30 minutes of using it. I
> know it only takes me about 30 seconds. :)
> As mentioned in the other thread, this could have serious
> repercussions for games. Imagine a game, like an RPG, that has about
> 4-8 hours of game play for $2.99 (example). A user could play it,
> beat it, then return it.
> This isn't just games, but other fun apps as well. What about someone
> buying it, showing it off to people, then returning it. Then they
> turn around at a later date and do it all over again when they want to
> show someone else! It's like renting for free!
> I'm considering an alternative solution. However, I don't know if it
> will violate Google policy.
> I am thinking of limiting functionality until after 24 hours has
> passed since the time of purchase, checking the time via a web
> server. This way, a user has to wait to be able to complete the game
> or use all the features of the app.
> I think of it this way. If I go to the movies and spend $7-10, I get
> around 2 hours of entertainment. If someone plays a game for 2-4
> hours, for only a couple buck, shouldn't the same fee apply?
I suppose if there is a huge flood of returns on games, there won't be
as many developers making games for Android. Even now, I am learning
other platforms, iPhone and Blackberry - just in case.
I hope it will all work out in the end and that people will, for the
most part, keep apps they like, even if they grow bored of them in a
few hours or finish a game within 24 hours.
On Feb 6, 7:37 pm, tomgibara <m...@tomgibara.com> wrote:
> I don't have any experience to draw on, to judge beforehand whether
> this policy is necessary or desirable, but as an individual who plans
> to sell an Android app at some time in the near future, I am
> interested in its implications.
> I anticipate that novelty apps and perhaps casual games will suffer
> from people enjoying them and then returning them within 24hrs. I
> think there is a problem of psychology here for games.
> It's my experience that people often persist at a game for a period of
> time (whether they are enjoying it or not) based on the value they
> place on it. No one buys a £50 game, plays it for 2 minutes and
> decides they've had enough, but this often happens with online flash
> games, even very good ones. With the return policy proposed for the
> Android market, it actually creates a disincentive to keep playing:
> give up playing within 24 hrs and you get your money back.
> I suspect the impact of this policy will depend on how straightforward
> it is for people to return the app. I also think Shane's point is an
> extremely important one - the policy might not be great for
> developers, but it might be better than the alternatives.
> On Feb 4, 3:40 pm, madcoder <paperga...@gmail.com> wrote:
> > But it kinda strayed off course, with people suggesting advertising as
> > a good way to make money. It may well work, but I think many
> > developers might want to get paid for their apps instead of relying on
> > ad revenue.
> > I read this in the Android Market Business and Program Policies:
> > 2. Android Market Business Policies
> > Returns: You have 24 hours from the time of purchase (not download) to
> > return any applications purchased from Android Market for a full
> > refund of any applicable fees. The option to return an application
> > within this timeframe will be made available to you through the
> > Android Market user interface. You may not return any Products other
> > than applications.
> > Upgrades: Android Market does not provide upgrade functionality for
> > any Products. If a Product offers free or paid upgrades, those
> > upgrades must be obtained directly from the Developer responsible for
> > the Product.
> > Reinstalls: You are allowed an unlimited number of reinstalls of each
> > application obtained via the Market.
> > So basically, anyone can download an app, then return it within 24
> > hours for a refund.
> > I could see a 2-4 hour turn-around, but not 24 hours. A user should
> > know if an app is bad in the first 15 to 30 minutes of using it. I
> > know it only takes me about 30 seconds. :)
> > As mentioned in the other thread, this could have serious
> > repercussions for games. Imagine a game, like an RPG, that has about
> > 4-8 hours of game play for $2.99 (example). A user could play it,
> > beat it, then return it.
> > This isn't just games, but other fun apps as well. What about someone
> > buying it, showing it off to people, then returning it. Then they
> > turn around at a later date and do it all over again when they want to
> > show someone else! It's like renting for free!
> > I'm considering an alternative solution. However, I don't know if it
> > will violate Google policy.
> > I am thinking of limiting functionality until after 24 hours has
> > passed since the time of purchase, checking the time via a web
> > server. This way, a user has to wait to be able to complete the game
> > or use all the features of the app.
> > I think of it this way. If I go to the movies and spend $7-10, I get
> > around 2 hours of entertainment. If someone plays a game for 2-4
> > hours, for only a couple buck, shouldn't the same fee apply?
"... Upgrades: Android Market does not provideupgradefunctionality for
any Products
I am confused by this. ..."
Me too
- Does google mean you can't set complex upgrade rules? Maybe if you
upgrade your application's APK, upgrades are automatically free?
- This would mean that if you want to charge for a major upgrade,
you'd have to upload it as a new application and pull the old one.
- I guess upgrade-discounts are out of the question, then (unless you
do a big part of the fullfillment yourself).
On Feb 6, 6:34 am, Jay-andro <jayan...@gmail.com> wrote:
> Folks
> Is this clause/policythats being debated here one thats always been
> there or has it just been added? Has the Market opened for paid
> appsyet? I havent received any notification to that effect (I'm a
> developer with a published app).
> I agree refunds are a good thing. Perhaps 12 hours rather than 24 hour
> would have been better; satisfied the throwaway game developers and
> kept customers coming. But given that iphones and itunes Appstore have
> a huge headstart in device and app volumes, I can understand Google
> doing whatever they can to attract customers to this new watering
> hole.
> >>Upgrades: Android Market does not provideupgradefunctionality for any Products
> I am confused by this. At the moment the free market DOES support
> upgrades, rather nicely with the data preserved. Is that going away?
> Download of a new version will be deemed a new purchase? Personally as
> a developer I'd like to be able to give one of two options to my
> customers:
> - once purchased, upgrades are free for x time, like 6 months or a
> year
> OR
> - upgrades with the same major release number are free. So if you
> purchased 1.x.x then all 1.*.* releases are free for you. You have to
> pay to get on 2.x