So they gave the game to Android for free, WITH advertising on the game screen. I personally didn't bother to download a cracked version that had no advertising as it wasn't a big issue for me, and so didn't most Android users too. The end result? Rovio reaped in almost the same amount of revenue from Android users (via ad clicks) that they made from iOS users who paid for the app. A win-win-win situation for everyone (Rovio got the moolah, Android users didn’t pay any moolah, and iPhone users didn’t give a $hit about 1 dollar).
I know there had been a lot of discussions about how developers prefer iOS over Android because most Android users expect free games or end up pirating or downloading a cracked version of the .apk file blah blah blah, so the developers don't make enough money... Flurry reported that - “For every dollar of iOS revenue, developers only get 24 cents from Android.” Fair enough. I may be a pirate sometimes (we all are, deep down inside), but working in the creative field, I totally understand how much it sucks not to get credited or paid for an idea I came up with or something I really worked my ass off for.
Peter Farago, VP of Marketing at Flurry even stated the reasons why Android developers don't get paid and how that is killing the platform. And that is true because today, there are still more apps for iOS than Android, definitely better apps, in spite of the fact that Android overtook iOS in Apps Download in UK, Germany and Russia in Feb, 2012, and soon followed by USA where Android bagged 50% of the US Smartphone market while iOS was reduced to just 30% in April 2012.
Yet, developers still prefer iOS. In fact, according to Flurry Analytics, the first quarter of 2012, 69% of app projects were started on iOS, while Android saw 31% of apps start life on its platform.
But if one really needs to develop a successful Android app, I honestly feel it's important to accept the Android situation instead of avoiding the Platform altogether and do what Rovio did, or what TinyCo did by developing a gaming model that tackled this situation. TinyCo cleverly customized the gameplay of their Android-iOS game “Tiny Village” by targeting players with special offers and incentives at the times they were most statistically likely to drop off. The end result? Android retention and average revenue per paying user was 25 to 40 percent higher than on iOS! [source]
TinyCo’s revenue sheet puts a dent to the popular “myth” that Android users are less likely to pay for in-game features than iOS users. Yes, Android users will definitely pay too if we feel it is really worth it. TinyCo’s monetization method was so effective that Google highlighted TinyCo’s practices in two of their I/O sessions this month and encouraged other developers to follow TinyCo’s lead.
See? TinyCo didn’t complain about how Android users end up pirating their games. They knew about this fact. That is why when I read articles like the one below, I just go, "Seriously? You really didn't see this coming????"
Madfinger: Android piracy forced Dead Trigger to go from paid to free model
Developer Madfinger Games explained today that its game Dead Trigger recently went from $0.99 to free because of the “unbelievably high piracy” it had encountered on Android.
Madfinger explained that they didn’t launch the game as free to play because they don’t have experience with that model, but that the piracy rates were so high even at $0.99 that they finally decided to give Dead Trigger away for free.