People forget that there were phones before the iPhone decided all phones would be rectangles with touchscreens.
Those phones ran apps and games, and you downloaded them from app stores... there was in fact a cambrian explosion of app stores, when you made software you had to publish it to hundreds of them.
I can't remember the %, but it seems unlikely, in the fact of all that competition that it was as high as 30%.
> I can't remember the %, but it seems unlikely, in the fact of all that competition that it was as high as 30%.
Many of the J2ME etc app stores prior to Apple were run by network carriers, and their cuts were considerably higher than 30% - upwards of 50%, even more for things like direct carrier billing (the app would be charged to your phone bill).
Wouldn't Palm, Windows CE and Newton be a better analogue than dumbphones? The original iPhone had more in common with PDAs and the first wave of smartphones (Nokia N800 et al) than with little Motorola flip phones.
There were not really any public app stores like the Apple one. And cuts were, in general, much higher. Apple's app store took off so well because it offered a much better deal than the competition.
"App stores" were run by telcos back then. Usually a storefront selling J2ME apps via WAP and charging money to your phone bill. To be fair the most popular content was ringtones (of the MIDI type).
I think the BREW ecosystem had some solution to set up a store of this kind that they used to supply to carriers?
I have to give credit to Apple for taking power away from the telcos. They wanted to nickel and dime you for every app and feature. Getting even a dumb feature phone out the door required months of certification and the OS might get an update once in the device lifetime if at all.
Sometimes it takes an 800 lb gorilla (with fresh iPod $$$$$) to take on the other 800 lb gorillas, even if it mostly meant we spent the first 8 years or so paying ridiculous 2-year contracts for "subsidized" $700 phones.
You didn't get them from an app store open to the public like the Apple one, though, and neither did their developer get to keep a full 70% of the price.
> Vodafone is pleased to annouce the Vodafone Java(tm) Games Challenge 2003 - a competition for J2ME games developers. The top three winners will receive: - A Sharp-GX20 - The new Vodafone live! handset with QVGA screen resolution - A commercial contract with Vodafone to deploy the winning games onto Vodafone live! in several countries Vodafone live! currently attracts 1.5 million customers across 13 countries. Register at www.via.vodafone.com and submit your games by August, 1st !
And while they had lots of trash, the gatekeeping kept it lower than current store offerings full of copy-cats.
Apple's App Store didn't really have competition. The iPhone was pretty much an entirely new class of smartphone. The sheer volume of users compared to early smartphones meant you could sell an app for $1.99 and make loads of money, compared to Palm/WinMo apps that were more like $10+.
It took off because it was a good experience (one stop shopping) and because of the popularity of the iPhone. And of course it doesn't hurt that it was the only App Store for iOS.
People forget that there were phones before the iPhone decided all phones would be rectangles with touchscreens.
Those phones ran apps and games, and you downloaded them from app stores... there was in fact a cambrian explosion of app stores, when you made software you had to publish it to hundreds of them.
I can't remember the %, but it seems unlikely, in the fact of all that competition that it was as high as 30%.