Delayed updates — I've been in a situation before where a critical app in my workflow had a crashing bug that was affecting me. The developer fixed the issue and released the update immediately, but Mac App Store customers had to wait for 2 weeks for the fix (yes, I believe they requested an expedited review). For apps that are on and off the Mac App Store, developers sometimes delay their web release until they know the Mac App Store app has been approved. Doing so means web version customers suffer.
Yes, that's a very real problem. It's very risky for a developer to release a buggy version since one buggy (crashing) update can ruin your customer-rating forever. That's why I dramatically decreased the number of Updates. That's why I had even small Updates many weeks in closed beta tests.
Sandboxing — Many tools I rely on have been crippled due to sandboxing. Most have now left the Mac App Store, which is good news, because features that are not possible with sandboxing can be added or re-enabled. For apps that are on and off the Mac App Store, sandboxing can mean web version customers suffer.
Sandboxing is a true nightmare. Cheetah3D 6 wasn't sandboxed but sandboxing would have become mandatory for Cheetah3D 7. The OS X sandbox has some serious technical limitations when it comes to project file formats (file formats which link to external resources, like a .jas file which links to a external texture). I even talked with an Apple engineer about that problem and he was honest enough to recommended me to distribute Cheetah3D outside the MAS using Gatekeeper.
It would have been possible to cripple Cheetah3D in a way that it would fit into the sandbox and sell an unlimited/Pro version via my webpage page. But I would have had serious problems to sell a app in the MAS I personally didn't want to use anymore.
So I really respect those developers who leave the MAS just that they don't have to cripple their app. And during the last months quite some AAA applications left.
Distraction — Building a Mac App Store version means writing code, making decisions, testing and designing for things like sandboxing, delayed upgrades and other factors. Every second spent on that is time not spent improving other aspects of Cheetah 3D.
Absolutely true. I wasted lots of time with maintaining the two versions, the review processes, the massively extended testing period for even tiny bug fix updates, etc.
That's one of the reasons why I wouldn't consider the last four years as especially productive.
Exposure — I don't believe the Mac App Store does much to increase exposure for an app like Cheetah 3D, especially coupled with the fact there are no trials on the Mac App Store. $100 apps aren't impulse purchases.
The MAS generates pretty close to no exposure if you are not featured on the main page of the MAS regularly.
There are almost 20000 apps in the MAS. 99.9% have same same dull light grey sales page with an icon and five screenshots. Nothing to catch attraction. And the search field of the MAS is pretty useless too.
Profitability — I like Cheetah 3D and I would like to see its continued development. As a customer, it's good that Martin doesn't need to give Apple 30% of every sale.
If Apple promotes your application regularly on the MAS mainpage then the 30% are a no-brainer. If Apple just hides your application in the darkest corner of the MAS it's ridiculously expensive. Because then the MAS is not much more than a payment processor and you still have to run marketing campaigns outside the MAS with your remaining 70%.
Bye
Martin