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Mobile App Portal - some design questions about payments

PostPosted: May 17, 2004 @ 3:00am
by j.edwards

PostPosted: May 17, 2004 @ 7:15am
by Conan

PostPosted: May 17, 2004 @ 7:56am
by j.edwards

PostPosted: May 17, 2004 @ 8:10am
by Conan

PostPosted: May 17, 2004 @ 8:44am
by j.edwards

PostPosted: May 17, 2004 @ 10:54am
by Conan

PostPosted: May 17, 2004 @ 11:09am
by Jinks

PostPosted: May 17, 2004 @ 2:12pm
by j.edwards

PostPosted: May 17, 2004 @ 2:41pm
by Jinks

PostPosted: May 18, 2004 @ 12:55am
by j.edwards

PostPosted: May 18, 2004 @ 2:21am
by Jinks

PostPosted: May 18, 2004 @ 3:10am
by j.edwards

PostPosted: May 18, 2004 @ 9:36am
by Jinks

PostPosted: May 18, 2004 @ 11:24am
by j.edwards

PostPosted: May 18, 2004 @ 12:31pm
by Jinks
Could you unleash this word doc of ideas and comments, it seems to be now or never for the ideas. So I don't think you lose by making them public.

I would love a programmer community place to sell. And direct gamers to something to keep them downloading quality. But that does not advertise un-equally. To that end I'd like some kind of active element banner for my websites directing to a such a shop.

The only bit I don't see is why go to all the risk of making it a reseller. The only thing Handango and PocketGear offer is foot-fall. I'm not really convinced I want any more than a site I give a percentage of my sales to that raises standards. I think it is more secure that way, setting up instant payment systems isn't hard. Anyone having trouble could be given a hand as happens around here.

I'm thinking you can't offer cut royalties and pay yourself enough to justify your time and effort with a site, and not go under if credit card fraud gets worse or just go under anyway as most business do. A quality games site based on banners on programmers home pages involves much less work. Less work less cost. About one new game a week.