A developer can't make an iOS synth like Zebra for 20 bucks unless they have other products to compensate for the loss. I don't think the iOS plugin market is big enough to sell 10x as many licenses as the desktop market.chk071 wrote:What's the problem then? Just go for it.fluffy_little_something wrote: Well, people want to buy stuff, so they might not want to wait and hope that what they want might go on sale god knows when.
No. There are also iOS exclusive synths. Also, it takes modifications to make them run on iOS. iOS is a different market. When you sell 10 times as many plugins, you can just take 1/10 of the price as well. Regardless of other reasons, like, staying competetive on a market whwere prices are much lower, or the advertising factor.fluffy_little_something wrote: As far as I can tell, iOS stuff is usually just a variation of the main desktop plugins.
Again, that is just incorrect. It reflects the price the developers thinks is feasible for the market. If you take KV331 Audio, for example, they offer a 180 € synth for 99 €, with frequent 40 or more % off discounts. It's a different strategy, creating more sales, and it seems to work for them. It's a good example to show how different prices can lead to similar results. After all, we're talking about software, not a physical product, which also has to cash in production costs, for the hardware part.fluffy_little_something wrote: And yes, a good desktop synth usually is $xxx. And that's no arbitrary price, but kind of reflects the cost plus a little profit.
Synthmaster stuff is cheap because that guy is from Turkey, which has a lower cost of living than cities in the West.
Anyway, I think the percentage is decisive. A sale at about 70% of the regular price is accepted by most people, below that people start to feel cheated on.


