From this comment from NLog developer:

It is not about in-app-purchases, but the lack of paid upgrades. It is simply not working to deliver lifetime free upgrades for a few bucks app. The result is that 95% of all apps I bought (and I bought many many) never saw a serious upgrade. The bizz model of the App Store is only supporting one-hit-wonders. Fire and forget. I would have given all NLog classic users a crossgrade option to NLog MIDI, but Apple does not allow this. At the end indie developers will only be able to continue their work, if people are willing to pay from time to time some money which is in most places less than a drink. Paid upgrades would be best, but who is able to direct Apple?

GB – although a quite disappointing app compared to the abilities Apple has – will put even more pressure on indie app developers. And they copied a lot of features from indie dev apps. Further Apple does not care about providing a plug-in model. Although: They have all technology in place. The full Audio Unit stuff is already in iOS and we are using it daily.

Fortunately Google is not doing music apps – yet. But Android still has too much fragmentation.

I have no bet where the community will be in 6 or 12 months. But the Audanika story is not very encouraging.

At the end it all depends if we are finding enough creativity and energy to develop music apps which user are willing to pay for. It is in our hands, but Apple is not always helpful.

If it isn’t already, then pricing is going to become a big issue for developers and not just music devs, but lots of others too. Personally I’d be more than happy to pay for upgrades so long as you can opt to skip them if you wish, and I accept that not all updates work as in-app purchases. Clip to Evernote


  1. But cant an app be removed from the store by the dev
    when a new one is going to replace it soon?

    But yeah I would pay for updates that keep an app alive.
    if its a really good app even donate money

  2. Crapple actually copied Studio.HD in Garage Band. Lol.

    I feel what the dev is saying, but check this.

    Back in the days when software was released it had to be complete because it was released on CD!

    Today I feel like some devs in the AppStore release incomplete apps from the get go and then want to charge extra money for a finished app.

    Just charge me upfront for a complete app and we have no problems.

    When you nickel and dime me for unfinished goods,then we have a serious problem.

  3. @temporubato

    “Further Apple does not care about providing a plug-in model. Although: They have all technology in place. The full Audio Unit stuff is already in iOS and we are using it daily.”

    They may have most if not all of the CoreAudio technology in place (except UI), but they don't have other critical pieces of the technology they would need to support a plug-in model in place. And implementing them is far from trivial.

    In order to implement plug-ins Apple would need to do at least the following:
    – enable support for dynamic libraries in iOS 3rd party apps.
    – change their app distribution, provisioning and security models to support 3rd parties to add libraries to a separately provisioned and sandboxed app. This would require changes to the SDK and development tools, changes to iTunes, changes to the iOS IT management tools, changes to the App Store app, checkout, in-app-purchase, backup, compatibility and compliance testing.

    Any way, the changes required for such a seemingly minor thing as allowing plug-ins ripple throughout the entire iOS ecosystem and touch just about everything.

    Now that we've thought about the costs, think about what sort of benefit is there are for Apple to do this work. Who is the market? How big is it? Bottom-line: does it sell more iPads?

    Then do the math.

  4. I suspect something like ReWire or Jack along with more support in iOS for more diverse kinds of multitasking is more likely than plug-ins. But I'm not very hopeful of GB implementing the former or iOS implementing the latter.

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