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What Adobe’s new pricing for Flash means for social game developers

brianrue.wordpress.com

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Re: What Adobe’s new pricing for Flash means for social game developers

#51

Earlier quoted context omitted.

Flash isn't harder to program for or distribute on. It's so easy to build in kids make games, and it's so easy to distribute since they're a single self-contained file that those kids can make games that get country-sized volumes of traffic playing them.

I said programming & distribution on the PS/3 are harder than Flash.

It looks like you're using the PS/3 as an analogy for Flash in your post.

Re: What Adobe’s new pricing for Flash means for social game developers

#53
post #29

Earlier quoted context omitted.

"The Unity Web Player is not currently compatible with the operating system that you appear to be using." Linux (Mint 12 / Ubuntu 11.10)

Frankly, even if the plugin is available, IMO the GPU drivers are so unreliable that it would be a hell to support and work around all the different bugs for such a limited audience, and I'm writing that on OpenSUSE 12.1 developing in gVim and experiencing random Gnome Shell crashes every 30-60 minutes (shell just shows background image then comes up in 2-3 secs) on ATI drivers. Opensource drivers are stable but have…

It's Unix. Write better drivers yourself.

Re: What Adobe’s new pricing for Flash means for social game developers

#54

IE 10 touch and iOS won't work with Flash anyway, so I would hope social game developers are at least looking at HTML5 for their next projects. I sometimes wonder why their isn't a cross platform "game browser"? It seems one of the cross platform game engines could do a much better job than flash. Adoption is a problem, but people seem to be able to download a lot of apps these days.

A big reason that Flash still wins for game development is that audio support sucks in HTML5 and silent games are no fun. An example - Mobile Safari only lets you play sound on one channel.

Develop for the platform. Move on. Clearly you are not a pro at this.

Re: What Adobe’s new pricing for Flash means for social game developers

#56
post #27
post #17

Earlier quoted context omitted.

This is not particularly enlightening. Any number of things are possible. It was possible for Adobe to institute unreasonable pricing terms before this announcement too. EDIT: Uh-oh, somebody downvoted this. Quite worrisome, because right now it only applies to my comment, but tomorrow, it may not. Right? Because apparently one data point constitutes a trend.

well, now there's less doubt about it for one thing.

Exactly. They could ask for all tech to be covered, not just the two in question.

Re: What Adobe’s new pricing for Flash means for social game developers

#57
post #18

IE 10 touch and iOS won't work with Flash anyway, so I would hope social game developers are at least looking at HTML5 for their next projects. I sometimes wonder why their isn't a cross platform "game browser"? It seems one of the cross platform game engines could do a much better job than flash. Adoption is a problem, but people seem to be able to download a lot of apps these days.

You cannot possibly put HTML5, mostly three.js at this time (thank you Mr Doob, you rock Sir), at the same level as what Flash is able to do on a browser or what Flex is able to do on mobile. It is also not supported in some present browsers. Neither targets "social gaming" at all. Adobe is doing HD specs at 60 fps, full GPU render support. What other cross plat does this in the browser at this point and what other c…

>What other cross plat does this in the browser

Unity, and it does a far better job at it.

Re: What Adobe’s new pricing for Flash means for social game developers

#58
post #18

Earlier quoted context omitted.

You cannot possibly put HTML5, mostly three.js at this time (thank you Mr Doob, you rock Sir), at the same level as what Flash is able to do on a browser or what Flex is able to do on mobile. It is also not supported in some present browsers. Neither targets "social gaming" at all. Adobe is doing HD specs at 60 fps, full GPU render support. What other cross plat does this in the browser at this point and what other c…

>What other cross plat does this in the browser Unity, and it does a far better job at it.

You do post from Unity to Flash now and starting a game with Flash and making the Unity plugin a must download for the rest of the game is the sort of thing that Adobe wants to secure a profit in. Unity posts to Flash. Sure, why not. Unity is a great tool but Flash is better at end file size, user penetration and web site integration.

Re: What Adobe’s new pricing for Flash means for social game developers

#59
post #56
post #27

Earlier quoted context omitted.

well, now there's less doubt about it for one thing.

Exactly. They could ask for all tech to be covered, not just the two in question.

They could have done it five years ago too. And you could shoot your grandmother tomorrow. We can play the "So-and-so could potentially do X" game forever. There is an almost infinite range of possibilities in the universe. Pointing out mere possibility is uninteresting at best and deceptive at worst.

Re: What Adobe’s new pricing for Flash means for social game developers

#60
post #49

while this move by Adobe looks bizarre, I'm worried about the random numbers thrown up in the paragraph about revenue. He's claiming it takes $2.50 to acquire a user, leaving $0.50 for everything else (development, support, hosting, etc). Am I missing something, or does he really spend 5/6ths of his income on marketing his product?

How else could a software developer like Zynga with record revenue (up 59% to $311M) take a loss?

http://techcrunch.com/2012/02/14/zynga-earnings/

Reading statements like this

"And average daily bookings per average DAU increased from $0.055 in the fourth quarter of 2010 to $0.061 in the fourth quarter of 2011, up 11%

makes the new 9% of net demanded by Adobe sound absolutely outrageous.

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