Earlier quoted context omitted.
The problem isn't that it's popular. The problem is that it's not designed to it's current popularity. 5000apps added every day yet no way for developers to build meaningful relationships with their customers or creating trials make it a very irrational platform to be on. Its nothing like how Google deals with popularity and quality. It's a huge problem Apple will have to solve. On the mac app store they completely g…
Apple doesn't necessarily want to solve that problem. Apple is working hard to commoditize the complements to their hardware [0]; namely the software, games and media that make their hardware useful. Software in the app store is a viciously competitive low-margin market; just like most other commodity markets. Which is why you need to treat it skeptically and work on building a name outside the app store before you a…
Why We Are No Longer Developing for the iPad
151–160 of 509 posts
Re: Why We Are No Longer Developing for the iPad
#152Earlier quoted context omitted.
> to be discoverable one has to pay the advertisement dollars to be displayed in the top spots That's not how the iOS App Store works. You cannot pay Apple to be featured. The closest approximation you could do is pay one of those companies that try and game the ranking system by getting "fake" downloads (e.g. paying people to "buy" the game, etc) in order to get placed highly on the top charts, but that's not the sa…
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Every "featured app" on the App Store was chosen by Apple. Nobody can pay to be featured. Apple decides what apps they want to feature on their own.
Re: Why We Are No Longer Developing for the iPad
#153Earlier quoted context omitted.
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"Clash of Clans is Supercell which is a foreign company that can afford to pay their developers less money in a foreign market. Any US or EU company would have a hard time competing with them." This really isn't true, as the costs of personnel are usually dwarfed by the costs of marketing.
Re: Why We Are No Longer Developing for the iPad
#154> My brain no longer has the time and energy to deal with Apple forcing me to relearn how to program every few years. Is this just kind of how developing software works on every platform?
Well, compared to Windows, which up until Windows 7 let you run a bunch of very old games (and even then you could still get some of them to work in compatibility mode), I'd say no. And that's a software platform that has to run on a bunch of different hardware. Also, your Xbox 360 games will all still work on your Xbox 360, as long as you have the hardware around. AFAIK all the Xbox 360 software updates never broke…
Barring that, you still have the option of spinning up a VM running an older version of Windows to play those really old games.
I actually have to use a VM to play some recent games (in my particular case, Street Fighter X Tekken, Skullgirls, Blazblue Calamity Trigger), because NVidia's Optimus tech seems to prevent some games from running on my Lenovo Y50.
Fortunately VMWare virtualizes the GPU workload quite well. I was surprised that I could easily get >60FPS at 1080p with Street Fighter X Tekken inside a VM.
Re: Why We Are No Longer Developing for the iPad
#155Earlier quoted context omitted.
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I don't know what you mean. Every "featured app" on the App Store was chosen by Apple. Nobody can pay to be featured. Apple decides what apps they want to feature on their own.
Re: Why We Are No Longer Developing for the iPad
#156The app stores need what Steam has added a touch of lately, other lists curated by anyone that highlight good games. The Appstore top lists are full of bad games and ones I am tired of seeing. You can't hide them and they still show even if you bought them. Places like Touch Arcade and other curations also highlight lots of great games. There needs to be the ability to make curated lists like a mall within the app st…
All of the bullshit f2p apps out there generate incredible revenue for Apple. Clash of clans alone generates 1M/day. That's 300k/day Apple gets for doing nothing.
Apple would have to give up that free cash.... Not happenimg.
Re: Why We Are No Longer Developing for the iPad
#157Earlier quoted context omitted.
The problem isn't that it's popular. The problem is that it's not designed to it's current popularity. 5000apps added every day yet no way for developers to build meaningful relationships with their customers or creating trials make it a very irrational platform to be on. Its nothing like how Google deals with popularity and quality. It's a huge problem Apple will have to solve. On the mac app store they completely g…
Apple doesn't necessarily want to solve that problem. Apple is working hard to commoditize the complements to their hardware [0]; namely the software, games and media that make their hardware useful. Software in the app store is a viciously competitive low-margin market; just like most other commodity markets. Which is why you need to treat it skeptically and work on building a name outside the app store before you a…
I've heard this argument before, and if it's true, it's suicidal. Apple will have failed to learn a critical lesson from Microsoft's dominance of the early PC era: it's the apps that matter. Even once there was a significant potential market of would-be platform "switchers" who wanted something beyond what Windows was offering, these switchers remained on Windows because the critical apps in their day-to-day usage (be that Office, CAD software, or whatever) only ran on Windows.
If Apple's view is truly so narrow that they kill the ability of their "complements" to make good money, then Apple is pushing hard to kill the goose that lays the golden eggs. Even if Apple had unquestionably the very best manufacturing processes, hardware design, and platform software design, it would all be worthless if no one other than Apple can afford to write and support high-quality software for that platform.
Now, I'll agree that from Apple's publicly observable positions with its App Stores that they (incredibly) don't seem to understand the need and necessity for maintaining a virtuous cycle between developers and their platforms.
A wild-a-guess: This may stem from a deep misunderstanding of the nature of software. Sure, a random tapping game or timer app or whatever is essentially a replaceable one-off, a fungible commodity. But software that's a fungible commodity fundamentally doesn't create any platform stickyness. If it's really so easy to recreate, it can and will trivially show up on a new platform. This is especially true in a world where many software organizations really are getting better at delivering on multiple platforms.
Beyond the fungible stuff, there's the important category of software that I increasingly view as a "living" thing rather than a static artifact. Such software requires ongoing maintenance and care. This allows it a lifespan across the changes of its underlying platform(s), and to absorb and embody deep problem domains. I pose that these apps, no matter the genre (games, "creative", technical, etc.) are the ones that can create platform stickyness. This, in turn, implies that humans must be able to make a living supporting that software. Undermining this is like cutting off the "oxygen" to a vital part of a platform's ecosystem.
Re: Why We Are No Longer Developing for the iPad
#158Earlier quoted context omitted.
> This is a curious argument to make. The platform is too popular? Would it have made any sense at all if anyone made the same claim about, say, Windows game development? I'll make the explicit argument: iOS games are at the decline point of the hype cycle. Irrational amounts of effort have been expended on developing iOS games, both by individual developers bamboozled by a few success stories stories and hoping to s…
> remember the great videogame crash? No. What are you referring to? I've been playing games all my life and I have no idea what you mean by "the great videogame crash". > Maybe, but the number of developers has kept going up. And so have the number of users. And nearly all developers are focused on cheap / F2P games. I would wager that the proportion of high-quality/more-than-a-cup-of-coffee apps has actually gone d…
Probably when the market was flooded with garbage quality games and the bottom fell out of it[0].
Fun fact - the reason the NES looked like a nondescript square box in the US with the weird spring loading cartridge (meant to resemble the mechanism of a VCR) as opposed to looking like the Famicom, was fear that after the crash, Americans wouldn't spend money on a 'videogame console' but they might buy something presented as an 'entertainment system' that just happened to play video games.
[0] https://en.wikipedia.org/wiki/North_American_video_game_cras...
Re: Why We Are No Longer Developing for the iPad
#159Earlier quoted context omitted.
> It is fascinating how much the "micro-transaction" model on the iOS platform continues to bury everything else. It's not only iOS, it's exactly the same thing on Android. Some companies also tried it on Vita and PS3 with games like Rainbow Moon and Destiny of Spirits, but ultimately failed. Interestingly i've also been able to get people to completely drop free-to-pay games by getting them other hardware like PS Vi…
Are we pretending PC isnt a platform?
Re: Why We Are No Longer Developing for the iPad
#160I think that becoming the most profitable company in the world has negatively impacted Apple, at least how I view them. I wrote the chess program given away free with the early Apple IIs, made some good money on a Mac app in 1984, and until recently favored Mac laptops: a fan boy. That is changing. I bought an incredibly cheap and underpowered Windows 8.1 laptop in January (HP Stream 11) for $199 and like it quite a…
For general consumers, Microsoft is catching up. But Apple never really gained marketshare there because of its high prices. For Professionals, (especially software developers), I don't think so. OS X is still very superior to Windows. And the apps on OS X makes it worthwhile.
The thing I really notice is how everybody with a mac has a machine that is newer than two years. Those who are hitting the two year mark are experiencing hardware issues, particularly lighting, which is needed for dexternal montitors, but it seems trackpad longevity is also an issue.
For most of us, the apps on OS X are also available on other platforms. The only thing I can't get on Windows that mac devs get is Sketch, but the designers post on invision anyway, so it isn't a huge loss.