If you look close enough, you might notice a theme.
There is another way. Adventurate is working to bring integrity and transparency back to the App Store by only selling apps with a one-time purchase price.
Adventurate refuses to have subscriptions, ads, or in-app purchases in our products because we want to create the best experience possible. Part of the experience of an app is in the purchasing process itself, and having no hidden fees is part of that. Selling paid apps instead of free apps is also good for business. It means more reliable revenue, happier customers, and even increased profit.
Similarly, Adventurate doesn’t sell people’s data. People don’t actively want to sacrifice their deeply personal information just for some convenience. Everything being ready right out of the box, no strings attached, is the most fair method.
In Adventurate’s industry of productivity apps, we haven’t even had to look into how other apps go about creatively charging their customers. Our happy users, who switch from other apps, inform us of the wacky business models found elsewhere. With SwiftCall - our sales auto-dialer and lead management app - we’ve heard about similar apps that require an in-app purchase for each CSV import, have a lead limit, or set a weekly call limit. Of course, these companies say, all the troubles can go away if people just buy the premium subscription.
Wouldn’t it be nice if apps were premium right upon download? In a sense, premium then becomes less of a trick, and more of an overall standard of good quality. That standard should be more common.
One of my favorite examples of a pure, unfiltered, monetization tactic from a game that has seen better days
Why Our Apps Have No Subscriptions, Ads, Or In-App Purchases
“Steal the user’s time and then sell it back to them.” This adage among app publishers for monetizing apps summarizes a big problem in the App Store. Look at the apps stuffing their screens with advertisements and then requiring an upgrade to remove them. Or check out the apps that advertise a major feature and then require purchasing that functionality after downloading. My personal favorite for the slimiest method are games where after losing a life, you could get it back if you watched an ad.
These are all symptoms of the “race-to-the-bottom” in app prices, where many developers forfeited charging fair prices for their apps due to the downward pressure on prices. As a result, developers masterfully created subscriptions and in-app purchases within every nook and cranny of their apps. This has made many apps more expensive than they otherwise would be with an upfront purchase.
Of course, there have been users who benefitted from the dramatic lowering in app prices. For students or people who can barely afford their iPhone in the first place, a mediocre app with some needed feature may beat having no app at all. Even so, it has a cost. The advertisements have a cost on your attention. The necessary features that are sold separately take a toll on your wallet. The data mining has a cost on your privacy. These techniques are making apps more miserable.