A start. Now they need to shrink in-app purchases.<p>Seriously, I see games with over a dozen kinds of in-app purchases that total well over $100 (sometimes individually that high), and many listed purchases seem to be for repeatable things like gem bags. How much money can you possibly spend on a game!? It should be completely against the rules for heaps of purchases like these to even be an <i>option</i>. Basically, your app should have a hard limit on the number of items, a <i>lifetime</i> limit on dollars spent in total, and this theoretical maximum spend should be displayed in giant print next to the price when you download it. Furthermore, on every single app update, if any in-app purchases are changed, the new total dollar amount should be displayed in large text next to the updating button and such apps should not be possible to install via auto-update on a device.
About time they cleaned it up a bit. I find the app store a bit of a mess and finding a good quality app for a particular task is rather difficult at times. The best app is rarely the most "discoverable" so the more noise they remove the better.
>Those are pretty interesting numbers. There’s actually a common misconception that more and more apps are being developed using non-native tools so they can be deployed to multiple platforms easily.<p>>According to our data, that’s not the case.<p>Well that's interesting.
A lot of it is also their new policy of removing old Apps that haven't received an update in a long time, of which from last year they started removing my earliest Apps.
I've also read somewhere and it send true for me that users typically engage with only a small number of non-OS apps regularly (maybe 3-5?). I know when considering launching a business, apps seem more like swinging for a home run.