Re: Some of these people should have done maths and not engineering
This thread is retarded. It doesn't take 5 developers to develop an iPhone app, nor does it take a year. You can do most games with a programmer and an artist in 3 months, and some can be done with a programmer and a few OTS art resources in a few weeks. Around £60K PA including costs, or £15K for the whole thing. £15K / 66p = 23,000 sales to break even. The 1-month project costs more like £5K, so 7,500 sales to break even. This is assuming up-front cost pricing model, which no one is using any more, since you can get 100,000 downloads of a free app and monetize that to £15K a lot easier than you can get to £15K on upfront purchases.
Current app in development: art budget £5K, programmer budget £2K. So you can go even lower than the above figures if you think hard about it.
People are typically making a few hundred quid per month per title; over the lifetime of a title (say 2 years) that's going to get you within the right ballpark. One in ten titles will do 10x better, though, and once you get one of those you're in profit overall. Other titles do 100x to 10,000x better, which is the obvious attraction of iPhone development. There is a power law at work; about 1/N of titles will make Nx the typical figure.
The idea that iPhone software development isn't a viable business is obvious bullshit given the size of the industry. It's a marginally profitable enterprise with the possibility of huge returns if you strike the right note in just the right way.