Apple lowers the boom on apps with offer walls

  
 
(3)
By Joel Brodie
Apr 22, 2011, 11:38am

When Apple de-emphasized the impact on downloads in its AppStore ranking algorithm this past week, they also reportedly decided to clamp down on incentivized download programs, such as Tapjoy, W3i, and Flurry.

Based on numerous reports (see sources at the end of this article for more details), Apple is rejecting developers who submit apps with offers walls and incentivized offer programs, on the grounds that they are violating section 3.10 of the developer guidelines, which basically states that you can’t “game” the system.

For good or naught, these changes are creating ripple effects on multi-million dollar incentivized apps market, discovery, and the entire eco-system around developing freemium games for the iOS platform.

Here’s why.

With thousands of games and apps being released weekly on iOS devices, it’s hard for gamers to discover games and for games to be discovered.

The best way for a game to be discovered and make money is to get on the AppStore’s Top Rankings Lists. The higher you are on the list, the more games you will sell. Essentially, getting your game on the Top List is equivalent to getting your physical product sold on Walmart’s retail shelf. It’s literally the difference between making millions of dollars or making nothing.

The problem is because there are so many games being released and the fact that Apple doesn’t make it easy to be discovered, it’s almost impossible to get on the Top Lists unless you create a game with a cute bird in it (ha ha).

Enter incentivized offer programs such as Tapjoy, Flurry, W3i, and many others. These companies provide offer walls within games where users can earn points within a game if they click on an “offer” to download an app.

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Developers win in that if they are willing to pony up the money (and it can run between $50 – 100,000 per campaign!), they can guarantee that their app will launch in the AppStore’s Top Rankings and use that momentum to stay there. They can offer earn revenues if they place the offer wall in their game. And, of course, companies like Tapjoy win in that they are making millions of dollars in app discovery promotion, so much so that they recently announced that they raised $21 million from investors.

Alas, it’s an epic win no more. 3.10 of Apples terms states:

3.10 Developers who attempt to manipulate or cheat the user reviews or chart ranking in the App Store with fake or paid reviews, or any other inappropriate methods will be removed from the iOS Developer Program.

Apparently, as of this week, Apple considers offer wall incentivized programs as manipulating the system.

If this all sounds like déjà vu, it is because that it is. Last year, Facebook kicked off all offer walls and incentivized offer programs. It’s literally the same scenario, but with a different cast of characters.

There are some who suggest that Apple has put the kibosh on offer walls because they were not making any money in the transaction. When you look at it in the context of Facebook banning offer walls last year, however, it could just be that they truly believe that offer walls game the system and they want to level the playing field. The fact is, Apple owns the AppStore so they can interpret their terms any which way they want.

Whether you are a fan of Apple’s move to ban offers walls from its AppStore, the repercussions of this change are huge:

  • The biggest losers obviously are offer wall companies such as Tapjoy, Flurry, W3i, and online ad networks with similar programs. This was a multi-million dollar business for them, and if its true that Apple is removing all apps with offer walls, this means the logic behind their business is gone overnight. Don’t cry for any of these companies. They have all gotten rich, are run by incredibly sharp folks, and have other promotional gaming programs in their arsenal (for example, see our recent interview with Tapjoy). Still, sucks to be them. There is always Android, of course, but it’s only a matter of time before Google removes offer walls as well (100% chance of that happening).
  • App developers are both winners and losers in this move. For those developers who were not paying for installs, this does make it a more fair playing field. However, for app developers who are designing games around an offer wall component, this creates a big problem, especially for social mobile companies. The biggest trend in gaming this year is freemium, social mobile games. Every Facebook game developer is now creating games for iOS and Android devices and I have spoken to literally 10 start ups in the past couple months with plans of releasing social mobile games this year. The problem is that part of the business equation to invest money in developing games for iOS devices is that they expected to market their games and make money through offer wall programs. Without offer walls programs, there is now a big hole in how they will market and monetize their games. The fact is that many investors and developers factored in offer walls into their investment equation when they decided to developer mobile social games, which can often require 6 – 12 months in development. Whether offers walls are scammy or not, changing the business rules overnight is not a fair business practice. It’s completely understandable and all’s fair in business, it just means a lot of hard working people could lose a lot of money and their jobs.

  • Apple could solve this problem by making app discovery and promotion easier in the AppStore. They made one small move in this direction, changing their App Rankings from Top 50 to Top 300. Yet, everyone knows the rankings is a 80-20 rule, being number 1 is exponentially bigger than being number 10. And Apple’s ad marketplace, iAds, is priced so high, only big brands with millions of marketing dollars can buy into it. That’s why it’s a failure so far and why it’s meaningless to the average game developer.

Apple needs to figure out a way to make it easier to promote great games on its platform, and do it fast, because it’s a huge hole in their ecosystem.

I have seen some awesome mobile social games in development that are coming out later this year. If there is no way for these games to be discovered or for the game companies to make money, some of these game may never see the light of day.

And if this happens, a big loser in all this may be gamers.

Sources: VentureBeat, Techcrunch, CNET, Inside Mobile Apps

Read more: Tapjoy, Apple, Flurry, Offer Walls, Android

 

Comments (3)

katy12250's picture
katy12250
Apr 23, 2011, 9:36am
Being the new owner of an iPad, I keep going to iTunes to look for games. I hated iTunes when I was trying to get apps for the iPhone & still hate it trying to get apps of any type for the iPad. I don't know what Apple does & does not allow in advertising, but with the current setup at iTunes the only way I see a game (or app of any kind) to be discovered is by reviews, with an actual link to the app on iTunes. You certainly can't find it on iTunes on your own. I've gone to iTunes specifically looking for a particular app, armed with the name of the app & even the name of the developer & been unable to find it. iTunes was set up for music & (to me) it looks like Apple has never bothered to update it to match the expectations of people used to looking for games on a user friendly game portal. Yes, it would require a lot of effort to redo the site to make it user friendly. The upside is that their app sales would probably double from what they are now. How many people give up & go back to the PC to get a new game for the iPad when they really want it on their new iPad? If it wasn't for review sites like Gamezebo that link directly to the app page, I wouldn't have any games on my iPad. Sure, not having the games on the iPad is no fun for me, but it's even less fun for the developers & Apple. Apple needs to take a serious look at how much money casual gamers spend on games. Then they need to make it easy to have those gamers spend the money on iTunes.
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cakefordinner's picture
cakefordinner
Apr 23, 2011, 11:36am
The "wall offer" issue doesn't really affect me, one way or another (I don't DO social), but there's lots more to complain about, that negatively impacts devs and customers, alike...so I will. I've been an iPhone owner for 3 years now, got an iPad, iPod nano and a Mac last year and haven't seen any changes in how the iTunes' search engine functions, in all that time (the only thing iTunes actually works great for is my iPod, because I'm only searching for music). The only other thing that's sort of easy to search (simply because there aren't that many offerings) is the MacAppStore. It's nigh impossible to find anything new, especially in gaming, if you try to search for a specific genre (in my case Adventure, specifically point and click) in iTunes. If I use "adventure" for my search criterion, I get everything, but. Well, that's not strictly true, but the chance of me finding what I'm actually looking for is slim to none, and Slim just left town. I don't know who's putting the tags on all the games (Apple or the game devs), but they're doing a rotten job of it. When I'm looking for an "adventure" game, I don't want to have to click through through 50+ pages of mainly HOG, FPS, RPG, platformers, etc. to find an adventure game. It's so bad, I don't even bother any longer. This has led to a definite, and very large, reduction in my AppStore purchases. Someone needs to revamp the game genres (expand them) and disallow (if game devs are the culprits) adding bad tags to games (you CAN'T put an "adventure" tag on your FPS). The only way I'll purchase an iOS game I might like, is if I hear mention of it at some place like Gamezebo. Also, Apple's rating system is majorly broken. No clue if some idiots low rate, with a "this game is gay" review, just because they can (I'd be willing to bet they do), but it severely affects my ability to find something decent in the first 50 pages of ratings. I love my Apple products, but I HATE using iTunes. Even figuring out how to add/remove things, stop it from opening when I only want to charge my device, adjusting my authorized "computers," etc., was a major pain in my keister...thankfully, I don't have to do that again. Personally, I think a separate AppStore (separate from iTunes) would help a lot. Rant over, LOL.
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Leighmahlo's picture
Leighmahlo
Apr 25, 2011, 12:29pm
If I understand this correctly the in app offers by which the gamer also benefits by earning "free" an amount of the games monetary bucks, crystals, gems, whatever to use in the game and help lessen the real money costs to full game access is going to disappear? If that is the case then they are missing another huge impact and that would be anyone bothering with these games period whether or not they can find them. The already outrageous expense to the gamer to play any of these games is reprehensible no matter how anyone, developer or not is trying to defend this by it being a "choice" not required to purchase in game monies, however in order to play with full access and opportunity these are necessary. If it isn't clear to someone they just need to read thru the endless reviews and blogs of the numerous games this pertains to. Therefore if the opportunity to earn these free in whatever way is no longer available, has anyone considered the impact of the likely significant drop in numbers of players period. Reviews and blogs clearly indicate now the number of gamers on the verge of stopping play due to this. Even new users will note this as a deterrent by a first review, and it doesn't get better. Funny how Apple is seeing this as "gaming the system" yet those using the system see this as the only provision offered to counter the real cost of playing. I only hope I really do not understand this and it is different than what I am interpreting. Apple and all Developers PAY ATTENTION to the ones who fund your bottom line revenue and make sure they stay on board, as I cant see anyone successful without them, can you?
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