The idea of me getting an iPhone is inherently silly. Considering how many features I would end up using on a daily basis, it'd become the equivalent of paying a monthly fee to use a digital camera. Which is not to say I
wouldn't love to have one: If someone walked up to me off the street giving away an iPhones with a free 2-year-plan, I wouldn't be saying no (who would?).
But I've been considering for a few months whether producing nonoriddles for the iPhone would be economically feasible. I was thinking along the lines of developing a free interface and then offer a $1 monthly/$10 yearly/$15 biyearly subscription for a packet of 10-15 puzzles per month. The drawback (well, not the only) is the fee to get listed. Could I sell enough puzzles to make it worth it to pay the it?
Since the SDK is free, I figured what the heck. I could mess around and if I thought it might be worth it, then I could go ahead and pay the $99 fee. Added bonus: It'd give me a chance to learn
Cocoa.
I registered as an iPhone developer and I downloaded the SDK. Problem is, I didn't read the fine print, which was kind of important: It's for Macs only. I don't have a Mac. I don't have access to a Mac. I don't know anyone who has a Mac, apart from my brother in Long Beach, and he's not running 10.5.
That adds another $1500 or so to my start-up costs. How many customers would I have to have to break even? Apple takes 30% of all that's sold, so let's say I net $10 for each biyearly subscription. That's about 160 bi-yearly customers I would need to cover costs. Right now, I think I have about 15 regular visitors to nonoriddle.com, so I'd need a ten-fold increase and they would have to be interested enough to pay for
two years up front.
Something tells me it's unlikely.
Labels: iPhone, programming