Why We Are No Longer Developing for the iPad
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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 lot. I plan on getting either a Surface 3 or Surface 3 Pro soon, and will put my old MB Air on the shelf next to my Linux laptop to be used just as needed.
Microsoft seems to be heading in a good direction, Apple less so. Things like living in a web browser and a platform neutral IDE (I use IntelliJ for Clojure, Java, Python, PHP, and Ruby) make OS platform less impactful on using a computer. I am looking at Surface 3 Pros and Surface 3s, price and feature wise, vs. Apple products and I find Apple losing ground. The comparison is especially bad for Apple re: cloud services: Office 365 is such a good deal for $100/year compared to iCloud, with way more and better services.
As software engineers, money for hardware, software, and cloud services might not mean much, but I think it is good to look at what the general public will be using.
I wasn't 100% sold on the price/value ratio when I bought it, but now am totally happy I did. Great machine.
My only problem was an incompatibility with a specific virtualisation technology in the Surface to reduce boot time and Intel HAXM.
There's also a problem with bluetooth lag/packet loss when maxing out the WiFi.
I'm running an Apple Bluetooth keyboard and generic bluetooth mouse when I work from home, Type cover on the go. The Type cover is terrible for the price, but it's an OK keyboard. The touchpad leaves much to be desired.
Obviously I'd never be able to give up OSX for work purposes. Pretty much every piece of software I use is tied to OSX only.
The best I've found is DBeaver (or SQuirrel). IntelliJ is working on a thing called 0xDBE, but it feels even worse.
I could easily rattle off a handful of other applications that just feel better, even if slightly, on OS X. DaisyDisk and Transmit come to mind right away.
For an IDE nothing beats the sheer joy of Visual Studio and ReSharper. I use NetBeans for Java (I prefer it over Eclipse and IntelliJ). For MySQL I use Sequel Pro on the Mac but prefer HeidiSQL on Windows. For Linux dev work I'll spin up a VM on Fusion on the Mac or VirtualBox on either.
My point? There's nothing you listed that requires you to use a Mac. I completely understand if you choose to, but there's no need to discount Windows in the process...it's a great development environment for anything but Swift and Objective-C.
I've moved the opposite way (Windows => OS X) and have used SQLYog Ultimate Edition [0] on Windows and like it a lot -- but find Sequel Pro underpowered and slower to use, and wish there was a better alternative.
- Sketch
- Pixate
- Framer Studio
- iTerm
- Fluid
- Keynote
- Pages
- Quick cast
- Cloud App
Granted I haven't looked into a lot of these to see if they've picked up Linux or Window's support. However I doubt any of the one's I've listed are all on Linux, which I'd for sure need to do any development work.
Some of these I'm sure have alternatives but the one app I just can't do without is Sketch. Gimp doesn't compare and wine + photoshop hackery on Linux is a nightmare.
I used Xcode a few years back and it was a nightmare with the limited things it allowed me to do when compared to Visual Studio.
...however, if you're developing iOS and OSX apps you need Xcode. So I'm not sure what your point is.
- Only for a few apps, like Evernote. - Laptops on battery.
For Visual Studio I'd bet on VMs over Wine, but then I probably wouldn't be using Linux.
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.
Everyone in my department at the university who switched to a Mac has had good longevity, most lasting about 4-5 years until they decide they want a new machine (but the Mac still works). I had two Mac Minis in the lab, one a G4 Mac Mini from 2002 and the other a first-gen Intel Mac Mini (it came with 10.4, I don't recall the year). I used the Intel Mac Mini until I graduated in 2013 and had no problems at all.
So, anecdotes are just that. My department consistently has been moving to OS X. Probably about half the professors have switched when there was just 1 professor who used it in 2007. Even my supervisor didn't switch until about 2010. He's still using the same iMac he bought then. The labs mostly use Windows because of the data acquisition software only runs on it as they tend to have specialized equipment that only wrote Windows drivers.
I don't think this should count as a counterexample. You have switched laptops in 2013, and while there could be many valid reasons for that (battery life, more power for development, your old laptop does not support a new OS) it made you old laptop inadequate -- and hence the switch.
Having worked at a company with +50 MacBooks used for 3-4 years, it was really uncommon to see hardware failures besides batteries or power supplies. So I guess we can't generalize out of one experience.
Yeah, no. I have 10 year old Mac (damn, 15 year old) that still work perfectly, as well as 7, and 4 year old. Not to mention that Macs, in general, retain their aftersale value better, so that they commonly "experience hardware issues" does not play well.
The reason some people get newer machines every couple or years or so is that the Mac ecosystem favors newer anyway -- you get quite updated specs etc every two iterations (usually the first iteration is speed bump upgrade), and sometimes things work only with the newer models (e.g. a feature that needs the later bluetooth chipset and wont work on the previous bluetooth generation, etc.).
I have been using Windows religiously for 15 years. I moved to OS X last August and it's way "too" superior to windows/linux.
You misspelled 'personal preference' there.
Osx just seems to have a lot of problems with very basic stuff like beach balling various system dialogs, failing with external displays etc.
The hardware is nice, especially the trackpads are way better than the stuff for example Lenovo puts out. Though I have to admit that I really don't like aluminium as laptop material.
If you want your Unix toolchains for development, you could still have them. The Surface Pro is powerful enough to run Linux in Vagrant or another virtualization engine. So you could just run a virtual dev environment. Virtual environments are sometimes better anyway, since you can replicate your operational infrastructure.
Windows 10 is looking good. If it gets really, really good they might close the gap with Apple for professional users. Their glastnost/perestroika trend of opening up and embracing the dev community isn't hurting their reputation either. I really think Satya Nadella is turning the company around.
I usually buy windows machines because of price/performance, and, to be honest, because I know how to make windows work for me and don't want to learn mac idioms.
However, the first thing I do is install git for windows, which gives me bash to navigate the filesystem, and then vagrant/virtualbox/ubuntu for development.
Choco install git.install /GitAndUnixToolsOnPath Choco upgrade git.install
It is a beautiful world with and my slashes work both ways!
The touch screen even works with Gnome. Even rdp remoting into my Surface from my desktop to use the Linux guest has also been the best performing Windows to Linux remote control that I've used for the amount of setup time. On a gigabit network, it's really nice.
I use it on OS X to do linux-only stuff (such as loop-mounting an ext4 image).
I'm also spoiled by the App Store concept. Windows needs to force it on developers. One tap installs on Android and great dependency tools like homebrew or Leiningen have made me never want to download stuff manually ever again.
The general public really isn't using Office 365 or Surface 3 though.
I recently started using the Windows Chocolately package manager, strange name, but works great and makes setting up a new machine and maintaining utilities much more simple.
To build my work environment on a brand new install all I have to do is Start -> Run -> https://boxstarter.org/package/nr/url?https://raw.githubuser... as administrator.
See the following repo for more information https://github.com/ghuntley/dotfiles-windows/blob/master/des...
Really? I'd think this would make the remaining things matter more. Things like:
- International text input: in OS X, out of the box, é is opt+e, e (or the now even easier: hold down e and choose é from the menu). In Windows, é is alt+0233 or something, or change your keyboard layout and relearn how to type apostrophes. Everything else related to international text input is also much nicer in OS X.
- Trackpad quality: I've yet to find a trackpad as nice as the ones that come on Mac laptops
- emacs keybindings in every text box! Anyone? ...Anyone? Maybe it's just me.
http://www.cultofmac.com/247681/use-these-emacs-legacy-keybo...
On a related note, I like the command key being solely responsible for most GUI application commands (so it doesn't conflict with the above), and would probably also want to incorporate that into an ideal Linux setup. I wonder if someone makes a Linux distro with this sort of thing preconfigured.
I don't prefer it, but it works.
With Linux and Gnome, you can have several keyboard layouts, which are very easy to switch between (much like multiple languages on a phone keyboard). Usually I use the English International layout, one quick change (accessible from the global bar) and I've got all my accents (also speak and write in French) easily accessible. A bonus is that there's different international layouts if one doesn't suit you. é is simply ' + e. ç is alt , + c. And so on... Éïôàç
I'm sure OSX is a nice operating system, but Linux has very usable desktop options these days too. Windows, not so sure...
> - emacs keybindings in every text box! Anyone? ...Anyone? Maybe it's just me.
I think this one is only you...
I love the (limited) Emacs bindings. C-k is probably my all-time favorite.
No, but as a non-American, I'm glad that free software has us covered...
It's the same on Windows
Trackpads are OK, but I like my vertical mouse and touch-screens for Windows.
I also don't think there's an app to make every textbox behave in a standard way in Windows or Linux. If only it were that easy.
The trackpad is sadly only nice in OS X; the Windows drivers are mediocre and nothing special. Still, though, I think it speaks volumes that Windows users want to use mice all the time while Mac trackpads are so nice that there was enough demand for Apple to release one for their desktops.
No Windows trackpad has even come close.
There is a nice parallel here. Take advanced Mechanical CAD applications. Pro Engineer, Solidworks, Siemens NX, etc...
Back in the 90's, there was a lot of basic UX work being done on view manipulation. It's a hard problem in some respects. Modes, focus, picks, and a complicated thing to spin around and get into.
A company called SDRC spent a bunch of money on UX research. They ended up using a few of the function keys to trigger view manipulation. And it worked no matter what mode, pick, dialog, or anything else was going on. Most importantly, it only required mouse movement. No holding one button down while moving the thing. No finger fatigue after a lot of view manipulation.
Other companies didn't do this work, and their view commands were modal, or required complex mouse button hold + move operations.
A little company making 3D input devices grew a nice, profitable business out of poor UX design. Funny, their sales to SDRC people were nothing compared to the sales for most Mechanical CAD programs...
So, getting back to that track pad on Apple and UX in general. The Apple OS + track pad has it down cold. It's functional in nearly every use case, and it's low fatigue, and it's fairly discoverable as well as usable.
In Windows land, we get better mice to improve on poor UX. We get touch screens to improve on poor UX. And we get other things to improve on poor things...
People may not agree with all of what Apple sees as a value add. Totally get that. I personally won't touch the closed down iPad and iPhone. They aren't useful to me.
But, the UX on those is very solid.
I do the vast majority of my writing, coding and other non Windows specific work on a Mac Pro, and it's because that UX is there, and I don't need anything but the machine and a nice place to work.
When I go to power up on my Windows machine, out comes the mouse, and the utilities, and, and, and...
Not the same experience at all.
All that said, touch on the Surface does provide some options, but I personally don't find extending my hand any where near optimal compared to a quick gesture on the trackpad that is always right there, and that always does the same thing for the same gestures...
Android and Microsoft phones and tablets' touch sensitivity is great, so it's not some secret of Apple's.
On the topic of trackpads - maybe you could help me understand - when you use the keyboard and trackpad that's built-into the laptop, is it because you're forced to (in a plane) or because you prefer it? I imagine all Mac users who say they can't ever leave the Apple trackpad are environmentally limited to using whatever is built-in to the laptop.
In other words - when I work, I prefer 2 or 3 monitors that are situated about 2 feet from my face and a full size keyboard with numpad (Microsoft Natural). So, I just could never see myself reaching all the way over to the laptop that is driving all of this in order to use a touch pad. But even so, I find all touch pads including Apple's to be imprecise compared to my 5 button vertical mouse. I also have auto-scrolling on Windows which OS X doesn't really do (this is where you push the middle mouse button down and then as you move the entire mouse, things scroll, until you release the button).
I tried using an Apple wireless trackpad (magic trackpad?). Maybe you use one of those with your work setup?
- International text input: I can't remember the last time I had to use accents or special characters not in my native language; a few greek letters for formulae, and generally I can use '/alpha' instead of α. Isn't having to use chars not in your language pretty uncommon?
- Trackpad quality: yes, I love using Macbook trackpads, but I use the mouse/trackpad very little anyway, and isn't something I find useful enough to miss much.
- emacs keybindings: sounds fantastic, but a) not many people use them and b) don't know if they'd be that great for Vim-ers like me.
Even if there are a lot of things that Mac might do better than Windows and Linux, I agree that the popularity of so many cross-platform tools and the web have nullfied a huge part of it.
I only use keyboards with the english international layout although I'm from Austria and the german layout would be the natural one. Therefore the keyboard layout in the OS is also set to english international. I do this because I program.
And still I'm very happy about the easy access for special characters, because in literally every email I have to use one of ß, ä, ö or ü.
Really? I guess it might be different with the german keyboards, but I've had no difficulties programming on a Swedish keyboard.
(I didn’t mention metakey access to typing typographically correct characters: –, “, ”, ‘, ’, … etc)
They are: I am addicted to vim, and I use bash/zsh in emacs mode, so having the consistency is incredible.
Also having cmd+C for the GUI and ctrl+C for the command line is awesome. This last feature is one of the few things that kills Linux for me (ended up hacking on GTK, which turns out to have both an undocumented setting and an obscure compile time constant somewhere that ends up not working. And no, remapping every single app shortcut is not an option — I tried).
EDIT: C-f, C-b work as well.
Are there any others?
Actually, I can tell you for a fact, I've hit M-b (∫) many times and been disappointed by it. I get why, but I'm still disappointed.
"^w" = (selectWord:);
into '~/Library/KeyBindings/DefaultKeyBinding.dict'. There's a load of information online about the customisation that can be put in this file. Here's a comment of mine with some links in it: https://news.ycombinator.com/item?id=6718604Annoyingly, Xcode stopped paying attention to this file at some point around version 4, so now you have to maintain a separate version for that.
C-t works though, and that's awesome to correct typos.
It's a NextStep thing. You can find the complete list in /System/Library/Frameworks/AppKit.framework/Resources/StandardKeyBinding.dict. You can customize them in ~/Library/KeyBindings/DefaultKeyBinding.dict. The Cocoa API documentation has the details (https://developer.apple.com/library/mac/documentation/Cocoa/...). There's a graphical editor for the DefaultKeyBinding dictionary (http://www.cocoabits.com/KeyBindingsEditor/), but I've never used it.
So if you just apply automatic spell-correction, you have to proof read it afterwords, which is more of a hassle than accenting it manually -because it's a more cognitive work.
Correct accents in greek matter a lot. Reading incorrectly accented words make comprehending quite a bit painful and slow, my guess is because the brain expects something, receives something else and then tries automatically to make sense of what is trained to know it's wrong, slowing the whole process down.
è: option/r-alt+`
ê: option/r-alt+i
ë: option/r-alt+u
(for example, option+` followed by e will do è)
i mostly use us-mac because i'm used to using option to type accents and because i can keep my en keyboard and type on pt-br without problems.
Compose, ", e => ë
Compose, ', e => é
Compose, ^, e => ê
I so wish this system was available more universally.
Apple's consistent use of the "optional" characters is a lot like the old C-64 with the graphical extras available at the push of two buttons.
Those are all covered:
I had to try a few things for the degree symbol, but I guessed it on my third try (it's "compose-o-o"). Once I knew that, my first guess for ¿ was "compose-?-?", which also turned out to be correct.
But as the other reply said, you can always look them up if necessary, which you'd almost certainly have to do with the Mac's system of "option + some arbitrarily selected key".
Just press the key for ´ and then e and then you have é. Tada!
In Windows too, English International uses the same key layout and activates the additional keystrokes for accents and non english characters (i.e Alt+e is é, or Alt+n for ñ)
[0] http://www.wsj.com/articles/the-two-day-laptop-battery-is-he...
o_O
Was the whole post in a sarcastic tone, or just this part? Serious question.
You can get the 5 pack on amazon for $70. I personally think that's way better than iCloud although I mainly bought it for storage, because if you need more than 1TB that becomes by far the cheapest available option.
Not sure how the extra services from iCloud and office365 compare, don't use either all that much, but both seem kinda equal and lacking compared to google or dropbox.
So I'd certainly call that a nice deal.
Updating has previously killed my dedicated graphics card, which turned out to be a driver issue. With Intel providing 2 nearly identical drivers one of which kills it.
A while ago the fingerprint reader just stopped working after a restart. After a full hour of debugging and restarting I gave up. The next day I figured I'd try one of my debugging steps again and it started working again.
On my Mac, the worst that ever happened was a corrupted HDD. Booted into recovery, used disk utility to find and fix the problem and never had issues again.
Also, dat touchpad, nothing competes...
While Windows does have problems, latest Apple software is mostly worse bug and update-wise.
Solved it by buying a top-of-the-line machine, which I'm sure Apple is loving.
I have the feeling my old machine is using a bit of VRAM when WindowServer starts getting too heavy.
It was nothing you could see, and other than a jerky in-game mouse you did not notice it. And after an hour of playing, dying cmd+tabbing out to Safari to surf while waiting for respawn, WindowServer core dumped, logging out all users in an instant.
This is fixed in 10.10.3. The jerky mouse pointer problem still remains. I don't use f.lux anymore.
And it was easily solved! Apparently Apple (the rumor is Jobs ordered this, but who knows) didn't want the fans spinning too fast, which caused noise. So they governed the speed on those, too. Solved with SMC Fan Control.
I wasn't too happy about being somewhat deceived by their specs for my equipment, even if they thought their intentions were "good".
That's strange. I'm now sitting in front of a Windows box that had W7 installed on it 3 years ago. I've upgraded to W8, then swapped the SSD in it (restored to the new SSD from image), resized the system partition many times (it's a Windows-Linux dual boot box), then upgraded to W8.1, then Windows 10. Oh, this is the 3rd GPU in the machine. I have never, ever had any problems with Windows itself throughout the 3 years. (I had problems with Linux though.)
I have an EUR 2500 Macbook Pro as well from 2013, and the Windows box has always been more responsive/usable.
Anecdotal, I know.
(I have actually upgraded to 8.1 CTP I think, then continued all the way to 10)
I run the opposite on my home PC, Windows host and linux guest. Been through multiple video cards and even an intel to amd switch. Also still running like a champ.
Anecdata :)
Googling: http://tipsandtricksforum.com/thread-154.html
"If you connected a second drive or any external drive to your PC (a SSD or HDD) the upgrade will fail if the second (original) drive is not disconnected."
Ok, I have a second internal drive but it's internal and I can't disconnect it easily. I must take my notebook in to update Windows?
Now I'm being badgered every week to update. This is not the user experience I'm looking for.
As for the driver issues, that is cause windows releases the software and then the hardware is provided by several companies which is up to them to not screw up there drivers. For apple they release one laptop and that is it. They only have to cater for that device which makes it a hell of a lot easier.
Windows 8, has made huge progress in every hardware aspect of the machine.
The reason I don't blame MS entirely for this is because it's clearly a trade-off. In return for the risk of unreliability, they got a vast increase in the number of hardware manufacturers willing to play in their ecosystem, precisely because MS can be fairly hands-off. This drives prices down, and increases the size of the market-place.
Where I do take issue with MS directly is that despite consciously being in the driving seat of an ecosystem like this for so long, it's taken them years to successfully isolate the user from buggy drivers. They control the OS, so they control the ability of a manufacturer's bug to affect the user. It's not a foregone conclusion that a screwed-up driver must inevitably lead to a bluescreen, or anything like it.
They then faced the upgrade problem: at any point, restrictive control over drivers would mean that hardware that ran Windows N-1 would not run Windows N.
There is also the antitrust argument: control over the OEMs restricts the possibilities for competing software.
And there's a limit to what they can do. My latest driver/hardware bug was discovering that my Crucial MX100 has some horrible interaction with write caching and link power management such that it can vanish from underneath the operating system.
...
> There is also the antitrust argument: control over the OEMs restricts the possibilities for competing software.
Which of these arguments would you like to keep? You can't have both; or at least, they don't refer to overlapping time periods. And I'd take issue with either: in the first case, MS always had the option early on of carving a controlled niche rather than trying for wide appeal. That's exactly what early Apple did, and I'd argue that MS could have done precisely the same on PC hardware, if they'd chosen to. As regards the anti-trust argument, why don't we see that being levelled at Apple? An MS which chose to drive a more closed ecosystem probably wouldn't have been so utterly dominant as to run the risk of antitrust accusations, and again, that was their choice.
> They then faced the upgrade problem: at any point, restrictive control over drivers would mean that hardware that ran Windows N-1 would not run Windows N.
Again, that was their choice.
> And there's a limit to what they can do. My latest driver/hardware bug was discovering that my Crucial MX100 has some horrible interaction with write caching and link power management such that it can vanish from underneath the operating system.
I'd argue that this sort of problem affects either sort of ecosystem.
Ugh, kernel drivers will always have bugs and that cannot be isolated from the user all the time. As you stated, the decisions Microsoft took got them to their throne.
I've switched to OSX but i still use Windows 10 on my other laptop and Windows 8.1 on my gaming PC and haven't had a bluescreen since Vista. I literally have never seen it for years. I was shocked to see it changed appearance in a screenshot in an article about Windows 8. And the "upgrade" to Yosemite has completely destroyed my wifi stability, made the system sluggish (Safari even decides to stop smooth scrolling after a few hours), boot time has pretty much doubled with the same amount of apps installed (SSD too).
I can reproducibly blue screen Windows 8.1 with the latest ATI drivers (as well as every driver for the last year and a half) by watching hardware accelerated Flash movies on an ATI HD 7770 GHz Edition. Swapping the card to a different ATI card fixes it. Swapping the card to an nVidia card fixes it. Swapping the 7770 GHz for another 7770 GHz does not fix it.
This only happens in Windows. It does not happen with the ATI drivers in Linux.
And MS are in control of how much of a driver needs to be in the kernel. It's not a foregone conclusion that a driver bug cannot be isolated from the user. The techniques involved aren't new. Hell, I don't think they were new when Windows 95 was being written. Again, it's a trade-off; it's easier to write an OS where a driver lives by default in kernel space (certainly with reasonable performance), and where to draw that dividing line is a choice which Microsoft made. They've introduced user-mode drivers for some things, and this is a very good thing.
I don't have a dog in the OS X/Windows reliability pissing match, but part of the reason you won't have seen a bluescreen in years is because Windows 7 (apart from being more reliable from having more man-hours thrown at it, along with an updated driver model from Vista) changed the default behaviour: what would have caused a BSOD in Vista causes a reboot in 7, so you never actually see the error.
(Ctrl-Up flips the screen).
Trackpoint. Makes it very hard for me to switch from Thinkpads.
Also, I'm growing quite fond of having a touch screen and a pen for my laptop.
My iPhone 4S had broken WiFi just after warranty expired. All cables from Mac and iPhone are in terrible state.
I don't really think that Apple hardware is better than others. Not worse than others, but not perfect. Choice is between OS X and Windows or iOS and Android. Otherwise there are many comparable machines.
Yeah, I'm acutely reminded of this every time someone brings up Windows 7's predecessor. Apparently I'm the only person who ever lived on this planet who had absolutely zero problems with Windows Vista, and even liked it quite a bit.
I also have a similar feeling when somebody tells me that Windows 8 was only good for touch devices (I enjoyed it in a HP 8710w and didn't miss the touchscreen at all)
...but with Win8 I've learned just how many people never stopped doing things the old way. Does a full-screen Start make sense? Not particularly. But if you're just hitting the Windows key and typing the name of what you're looking for, you only see it for a few seconds. And while you're looking at the search results, you aren't really working actively on what's in your other running apps. Otherwise, you never really see it if you don't want to use it.
I'm glad 10 has shrunk Start back down because my minor complaint has always been that the full screen Start was just a little "jarring" but that's about it. If nothing else, it will make the old school Start menu die hards (read: the faculty I deal with) happier I guess.
Which I'm probably not doing if I'm going from one program with a WIMP-optimized interface to another program with a WIMP-optimized interface; context-switching to keyboard-driven mode is a bigger UX loss than the start screen is there.
Windows Vista on 768 MB of memory is not a happy thing.
I'm not sure why such things happen. Selling a product where the hardware is below minimum reasonable specs for the software it needs should be banned, or something.
Vista seemed like it was built to leverage the current hardware of the time rather than run nicely on weaker systems that companies were still selling because they could passably run WinXP (slow CPUs, 256-512MB RAM, integrated GPU). It made sense because both OSX and Linux were capable of GPU acceleration of desktop windowing, aggressive use of caching things in RAM, etc. but too many users were still purchasing the absolute cheapest thing they could find that would still boot.
Then you had all of the hardware issues caused by companies not bothering to write new drivers for old peripherals and the software issues from applications that just assumed you were running as root/admin. I didn't have any old scanners or printers or anything that needed driver updates and very few of my important applications weren't updated to work under the new UAC setup.
In many ways, I feel like most of Vista's problems came from 98SE and then XP being "good enough" for so long that a lot of companies and users weren't used to needing to choose software and hardware more carefully.
I never ever had any issues with any of my 3 desktop PCs or with mit X200 in the last 5 years. With my recent Thinkpad X1 carbon I had to boot only once into safe mode after upgrading some Lenovo provided driver after almost 2 years of use.
That's funny because …
I just surrendered my MacBook Pro to an Apple Store for service yesterday because the external display mysteriously stopped working and the system won't fully boot. The on-site service tech was super competent but totally baffled and sent the machine away for Apple to replace components until things start working again.
And today Apple just released OS X 10.10.3 Supplemental Update which has description "The OS X Yosemite 10.10.3 Supplemental Update fixes a video driver issue that may prevent your Mac from starting up when running certain apps that capture video."
Hmmmmmmm.
Apple insist on charging a premium. In addition they prefer to play the above median range of the market. Apart from first-to-market "freebies" they don't play for dominant market share. They insist on that premium, at the expense of market share and other trade-offs.
They don't play for check box ticking. They don't adjust to appeal to mobile service companies, IT purchasing departments or other buyers that make decisions about what other people will use. IE, it's not corporate sales departments dictating strategy according based on short term sales.
In order to get their premium they make stuff appealing enough to a subset of people that they are willing to spend their own money, pay that premium and get the thing that they decided they want for themselves. To make a stretched, contrived and over-complimentary analogy.. It's like a politician who wants to convince the voting public to join him in his position vs a politician that checks the polls to find out what his positions are.
Like I said, I don't have that much loyalty to Apple. I don't buy iphones because androids @ half the price are pretty good. I'd be interested if Apple puts out a laptop with a sub €500 price, but I'm not cranky if they don't have one. When they do happen to have a product that I buy for whatever reason, I'm usually on the fence mostly because of price but fairly well impressed once if I buy it.
But….I suspect the €1000+ laptop market is going to keep shrinking, and it's getting harder to justify buying a macbook. I still expect to get years out of the one I have, but I wouldn't be surprised if I opt for a €200 something when the time comes. Unless… Apple happens to be making something I'm willing to pay extra for at the time.
Possibly, But the high end laptop mark is eating into the workstation market from the bottom now that 32GB and and decent Quadro cards are common in laptops. At work basically all our CAD and 3D modelling people use laptops, whereas a few years ago they all had workstations. Same seems to be happening with video and music production. Even more and more of the gamers I know are option for laptops over desktop computers.
More expensive and less powerful GPU.
My home is desktop free since 2003 and as you say, Apple does not fulfill such market.
Recently I challenged myself to learn more about USB, HID devices and kernel development, so I partially reverse engineered and wrote a driver for the Xbox One controller. This is great and all, but it needs to be signed for people to use it without lowering a level of defense. Turns out you don't just need to be an Apple Developer, you also need to make a special request and regenerate your certificate, which needs to have a special extension, else it'll be rejected by the kernel signing system. Not the least worried I pony up 99€ (not a dev), submit a request, and an automated mail tells me I'll have a reply under 7-10 business days. So I wait 2 months, and, slightly worried since I have no reply yet, I submit again. That was 13 days ago[0].
I used to think that GateKeeper was great technology and that things will be okay. Now I have doubts: does Apple really care about its developers? How long before the kext-dev-mode boot arg disappears and kernel space becomes inaccessible to mortals?
Stallman was prescient.
https://en.wikipedia.org/wiki/Unified_Extensible_Firmware_In...
(+1 for the RMS reference)
Yes, of course, or you wouldn't have the ability to do it at all. But Apple cares more about it's users and the experiences they users have, and things like GateKeeper help them sell users on a safer, walled experience. As an Apple developer (in that I've paid for a license, not Apple-employed) with parents and a grandparent who have a Mac, I much prefer simply telling them to only install stuff from the App Store and not worrying about downloading and running anything from the general Internet.
Same would apply to most modern programming stacks that come with batteries.
Given that I used to like Windows, before getting into the UNIX world. As it was huge improvement over plain *-DOS for someone with Amiga envy.
Going back wasn't a big deal specially given the Windows office requirements.
I enjoy playing with Macs since the LC days at the university, but always was put off by the hardware combination that was given at their price range.
For me the GPU/CPU combo is quite important.
Just have a look at the enormous amount of open research available at http://research.microsoft.com and try to find the equivalent of Apple. That tells me enough.
To keep this on the rails, I have to wonder exactly how much Apple has paid out to developers on the iOS platform vs Microsoft on their mobile platform. The very first reason the author of the linked article cited for his decision to pull out was competition, which combined with having the largest payouts by a large margin speaks to the health of the platform imho. Native vs. web apps has been debated endlessly, but the doomsday scenario for Apple's approach has which has been trumpeted for many years now has conclusively not come to pass. I suppose if you extend the time horizon out to some Nth degree that may change, but what has Apple been doing in the meantime? Making a ton of money and paying a ton of money to developers.
Spiderweb throwing in the towel I would guess has a lot more to do with their #1 point "Competition on the App Store has risen to a frenzied level." than the others.
The top two grossing games - Clash of Clans and Game of War - receive metacritic scores of 74 and 67 respectively.
Whereas the most recent SpiderWeb release I can find - Avernum 2: Crystal Souls - sits at 81
The organic discovery issue is only a small component of the problem when you look at the sheer amount of money that the micro guys can afford to dump into the mobile-advertising economy.
And as anybody who's spent 5 mins on app-store "optimization" knows - the better your paid, the better your organic - by a right mile.
I hate ending comments like this without a solution but the best context we have is watching Zynga get eroded / replaced on FB at some point.
But their death blow was the rise of FB's platform selling ads to the mobile OS guys mentioned above who essentially just out-zynga'd Zynga.
When you create an app economy that provides outsized rewards to the vultures, of course they'll control the board, wonder where this winds up.
(1) http://www.metacritic.com/game/ios/clash-of-clans, http://www.metacritic.com/game/ios/game-of-war---fire-age, http://www.metacritic.com/game/pc/avernum-2-crystal-souls
Sorry, I guess my English is bad. I do not understand this sentence. Could you explain?
I interpreted it as meaning the higher your app is ranked in the 'paid' category (preferrably in the top 20 or higher), the better your organic acquisition rate is going to be (logically because you'll get all the "free" advertising for being featured on the front page of the "Top Paid".
It's a self-reinforcing cycle...more customers, higher ranking, more customers...if you can swing it.
So (as others have rightfully pointed out) many app developers solve this issue in their early days by using paid ads...mainly FB ads, as their conversion rate analysis is so ridiculously well engineered. Which means you can theoretically turn off paid search/discovery and rely on on your high position on the Top Paid charts to drive you more even traffic. (Note - Many of them do not turn off paid acquisition channels as they are still highly lucrative anyway)
This is a natural result of paid advertising driving installs which the app store uses to rank games in their categories or create recommendations for their landing pages.
Source: I worked at a f2p mobile company.
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 Vita or Nintendo 3DS.
So basically the only platforms where this happens are the two primary cellphone platforms.
Also, afaik LOL, TF2 and Dota2 sell content as micro transactions, not consumable cheats. I don't know if the same is true for Hearthstone, and i know this is true for WoT, but its lunch is being eaten by War Thunder, which also only sells content.
First off, i need to clarify how the two work, since they work substantially different to one another:
LOL boosts come in two variants, but the net effect is the same: XP income per time unit played is doubled. You can spend more money to have them apply to more time units played, but you can't increase the effects of the boosts. They do nothing else. (I assume rising in level also pushes one into higher level matches against stronger players.)
Meanwhile CoC gems do a multitude of things: They permit access to items that are otherwise inaccessible and increase competitiveness. They are very powerful multiplicators in allowing constructions times (that i assume to span days in the extreme) to be entirely removed. Lastly, they allow the player to ... play more by restoring heroes.
So, the practical effects are:
LOL XP boosts do not increase competetiveness of the player. In fact, they can detrimentally affect it by pushing a player into high level matches before they themselves earned the necessary experience to function well in them. Further, players are discouraged actively from spending too much on them, since they may be stockpiled, but not increased in power and past a certain amount of stockpiling it's senseless to buy more.
CoC gems increase competitiveness fo players massively, in some cases (build times) applying literally infinitely large multipliers compared to the x2 multiplied of LoL xp. Further they also serve lock the player out of playing the game unless the player spends real money to buy and spend them on healing their hero.
TL;DR:
LoL xp boosts are fixed subscription fees with a maximum cap.
CoC gems are literally consumable cheat codes designed to encourage unlimited spending.
You say flatly that 'LOL boosts do not increase competitiveness' but this is frankly completely false. An identical clone of myself playing on an account after $300 worth of xp and IP boosts will simply be much stronger than I am with f2p account. Eventually I may catch up but 'eventually' happens in clash of clans too.
Then again, you haven't discussed in good faith from the get go (which is funny, since I primarily game on pc), so I expect you don't actually want to grok these differences.
The South Park episode about freemium game is very good at explaining how the freemium market model is based on addiction.
Right, xp/ip boosts are just hats. New characters you buy are just hats. No in game effect, LoL.
IP boost allows you to buy runes quickly, this happens outside the game. Runes have in-game effects, but the difference between T2 (which are extremely easy to buy without spending a dime) and T3 are minor.
I played LoL for years without spending a single penny in it, and I never were under the impression that the game was purposely made boring to force me to buy in-game items.
Freemiums game feels that way. At first, everyting is fun, and they even give you some 'free' currency to hook you on spending, and after a few hour, if you don't pay, the game becomes boring as fuck, because everything take hours.
It is there for convenience sake but Riot certainly goes out of its way to make creating a viable alternate account rather inconvenient. Being F2P I guess they have to have diverse revenue sources.
All this talk about "cheat" or "increasing competitiveness" is just nonsense.
I wouldn't say it's pay-to-win, but players aren't on equal footing from day 1 like in Dota2.
In some cases, you can 'unlock' these weapons by earning in game credits, but often the amount of grinding required to get there equates to months of game time.
In DOTA2, LOL, and TF2 the micro-transactions are generally restricted to cosmetic / vanity items. These items offer zero competitive advantage.
There are 2 classes of f2p games:
free2play, which sell game content in small units. Characters to use, classes and equipment to unlock, etc. and they also make it possible to gain all of those things in a reasonable manner by simply playing.
free2pay games intentionally abuse the human psyche and subtly push people towards buying things that are at the core consumable cheat codes, and which are not available reasonably through normal gameplay. (They also tune the difficulty curve so this becomes only visible after the player has invested a lot of time into the game.)
Also searching the web, I got no relevant result; is this some term you came up with, or are there more info somewhere?
Especially when it comes to levels; there's nothing at all manipulative about selling level packs.
The more important distinction is between "unlocks more game" and "consumable boost". Keep the message focused.
The infrastructure apple provides however forces demos to live in the same category as microtransaction games, and as a result, the best games either get lost in the sea of free stuff, or completely forgo a demo and just list in the paid section. Quality content doesn't stand a chance.
Of course they have, otherwise they would have long ago provided ways for paid apps to offer demos. There are lots of quality apps that would be rescued from the freemium category if Apple provided this as a distribution feature.
It's not Hollywoods fault we got Transformers 3, it's the 50 million people who bought tickets to Transformers 2.
Keep in mind that via Spotify's subscription model it's only something like 20% of the what users listen to thats chart music. The rest is outside the normal popular genres.
So it's a chicken and an egg discussion.
Thats how the movie industry still works that how the music industry used to work.
I bet you Netflix show the same tendency of having more people see non-chart movies than if they had to pay for it.
Which is why I really wished down votes came with a requirement to quality why you are being down voted.
Here I though I was making an argument that when people where given the freedom to choose without it having financial implications they would in fact choose differently than when they have to pay for it and a "mistake" means more.
Discoverability is what the person is talking about, and it would indeed improve discoverability.
Just because something has IAP doesn't make it bad. One has to look at how the app uses IAP instead.
Like LITE version and Pro version of an app? Yeah, Why don't aht exist? Oh wait, it does. The devs just choose to make a free app and then have the pro version as in app purchase.
But I guess the devs doing it that way is also Apples fault. Somehow everything is Apples fault according to you people.
The solution is very simple: ban buying gems, virtual dollars and all that crap.
I don't play Clash of Clans or Game of War but I do play Boom Beach from Supercell and I can tell you with zero spent in over a year its far and away better than any other mobile game I've seen and I've bought almost every 4.5 star or better Toucharcade game for iOS.
I was hoping that iOS could become a premium platform for games, with titles like Broken sword, The orient express and others. There are a few gems here and there, but most of it is IAP-infested, pay to win. Even if I could in theory play those few good games, I've decided to give up on the iPad, as ultimately those companies won't be able to support themselves and I expect fewer and fewer quality games.
It's an old-school 2D party-based rpg, it looks dated and they recycle the engine year after year to release more games, as their loyal fanbase is more interested in the new storylines and quests than they are in gameplay updates.
I love spiderweb games, but you could spend millions marketing them and they would still be niche, I don't think the discovery issue is the only challenge here; casual management games are the Call of Duty of mobile gaming.
Actually the only thing I need a keyboard for is if I have selected a magic spell and want to cancel casting it. Then I need to pair my Bluetooth keyboard just to hit the escape key.
So, Jeff, let the world know that your games run un-altered on x86-based Windows tablets, even quite old ones. You don't even need to change any of your development processes to target the platform. It's already Windows.
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 stores just like Steam or the actual internet.
The markets and stores should always be open to developer submissions, they should always have top lists of different types and categories, but they also need curated lists of games that you can browse and find within the store. This alone would put more quality games in the top lists that actually have gameplay and are worth it.
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.
The App Store generates such an insubstantial amount of cash (for Apple, as compared to their other platforms and products) that it would be completely insane for them not to focus on the long-term quality of the store — which would be a driver for their hardware sales.
I am absolutely certain that they realise this, but it just happens to be an incredibly difficult problem to solve without basically rejecting 90% of the apps that get submitted.
Where by nothing you mean "run the App Store".
I think the closest we've seen to curated lists is the "Indie Spotlight" that Apple has done for the past few months, where they feature an indie dev and list that dev's own games and the dev's favorite games to play. But this list refreshes every month, isn't archived, and seems to be sporadically featured on the main tab of the App Store.
If Apple were to open that ability to a select few approved groups (like Touch Arcade), that would be a huge step forward for Apple, and it would still be nowhere near what Valve has done with Steam's curated lists.
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 suspect what this really means is "there are more games than ever, and the iOS App Store is becoming increasingly difficult to rely on as a discovery mechanism, thus requiring advertising to users with other mediums", but that's kind of always been true, and it's certainly been true of all desktop platforms. Which makes me wonder why iOS can't simply be treated the same way non-mobile platforms are and rely on more traditional marketing channels?
The only other way to interpret this that I can think of is "it's becoming increasingly difficult to justify a >$5 price for a game", but I haven't seen any sign of that being true. iOS has had a "race to the bottom" mentality for prices since the app store first opened. There's always been a ton of free or $0.99 games, and a relatively low number of pricer-but-higher-quality games. I don't think this has changed in years, with perhaps the only real difference being that game developers are becoming increasingly sophisticated about how they apply F2P techniques. And as a bit of anecdata, the most impressive game I've seen on iOS in a while is a brand new one called Implosion that costs $9.99 and, at the time of this comment, has a solid 5-star rating with 311 reviews.
In Windows game development you've have a long history of many ways to distribute your wares, with different pros and cons. Not so much for Androids or iOS. Note that similar complaints have been levelled at Steam, which is the closest thing to the iOS model.
The only other interpretation I can think of is "Apple doesn't let you respond to reviews on the app store", but the ability to respond to reviews is not an industry-wide expectation. I can't think of anywhere before the rise of mobile gaming that anyone considered the idea that a game developer should be able to respond to reviews.
Edit: I recognize that it's not particularly common for developers to try and encourage users to sign up for some sort of marketing. But I think that's just because developers haven't really considered it to be an acceptable thing to ask users of their games for, rather than any actual difficulty in doing so.
As a buyer on Steam actually I didn't feel I had a direct relationship with jblow as the developer, but I would have been very happy to receive his marketing material, especially if it was programming tips!
http://www.quora.com/What-are-the-5-tips-of-a-productive-dev...
(...looking forward to The Witness)
The original post here was on Spiderweb Software's forums, which have been around in some incarnation or another for over a decade and hosts a community that has built up around their games. This is a company that has always relied on a close relationship with its customers.
iD/John Carmack, David Braben, Sid Meier, Rockstar, Volition, Gearbox Software... I could keep rattling off names and developers, but those are all examples of companies and individuals who have dedicated followings who follow them from game to game or platform to platform.
Games on PCs, Valve's best efforts notwithstanding, are not yet so reduced.
There are a lot of people who like having tons of new games available to try for a few minutes or hours or days, and then throw them away. But the existence of those people / that market does not mean that there isn't also a market for games that people stick with for a long time, and that are sold and maintained for a long time.
iD and Bungie both have a long history of heavy interaction with their customers. That's rolled off for iD, but Bungie's back-and-forward seems as lively as ever.
Given you're fighting with actual, successful game developers as well as adopting a take-em-all-on style with everyone else I'm not sure you want to be clear.
Yes, of course you can go out of your way to get connected to the people making a game. But it's just harder to do that on iOS than on Windows, and this has consequences in terms of the viability of these platforms for small developers. (It is by no means the only factor. The race-to-zero pricing on iOS is probably a bigger factor.)
My comment does not address the rest of what you're saying (in particular, I don't care at all about iOS games or their app store), only that one point.
When you buy an app, you are basically looking at sales sheets from people you don't know making claims you can't verify. The only way out is to go find reviews about the apps from blogs you can't trust.
Now think about buying an iPhone. I've owned an iPhone for 8 years. I know intimately the support experience. I know intimately the build quality. Software quality. Product lifecycle. When a new iPhone comes out I have basically all the information I need to make a purchasing decision, without ever laying eyes on the actual product. People who don't have that information can go to a retail store where they can try the product and talk with knowledgeable and friendly people about it, and many of them turn into me in 8 years.
I want to be able to create that kind of experience with my products. Because if smartphones were sold the way that apps are today I don't think many people would buy them.
It was common many years ago. And some indie developers still engage their fans, solicit advice, etc...
It is impossible on the AppStore ...
It was a major distribution medium until fairly recently, even if not primary. Heck, you can still go into lots of retailers and buy physical media for PC games.
You have 1 yellow marble, 5 blue marbles, and 10 people. 5 people want a yellow marble, and five want a blue marble. Blue and yellow marbles are just as popular, but the competition for yellow marbles is much more intense.
Even if we assume the App store today had the exact same number of consumers, there's many more apps competing for those users. The marketplace is very competitive, and the percentage of available users is less per app (on average).
My guess is that the reality is that the App store has many more consumers (or consumer dollars which is what we care about), but the number of apps has increased much more rapidly than consumer spending (e.g. supply increased much faster than demand).
How many flashlight apps were available 6 years ago? How many are available now? How has the average price changed? Given roughly equivalent ratings, how much research does the user have to do to figure out if one is better for their needs than another? How likely are they to do this? Are the per year proceeds of the average flashlight app higher now or back then? Even if we limit it to apps with a high ratings, how does it look? Are there other app store segments where the outcome is better or worse?
That said, here's something to think about: I myself have paid real money for a flashlight application for my smartphone. Why? Because I wanted a flashlight app that didn't take three screens and button presses to get to light, and I also was a little leery of what the ad supported apps were really using the network for, so I wanted one that didn't require network access. This was a few years back and on Android, but I think the point is applicable, what you think you know about a market on a cursory review may not turn out the be correct upon deeper inspection. Some people made money on these apps, either through advertising or through the initial app price.
Flashlight apps may have been a poor choice on my part, but I think the original point stands. How does the market for tower defense games look? What about platform games? Do you think the average developer in these markets markets makes as much as they did 5-6 years ago? Do you think the advertising cost is the same?
As for your original point, I'll grant that you have a point, but I don't necessarily agree with it. I'm finding it hard to speculate about markets where I have no actual data, but my hunch is that the market for tower defense games is larger today than it was 5-6 years ago (i.e. I think the genre has grown more popular). I don't know whether that correlates with increased revenue for developers of tower defense games, or whether the number of games has outstripped the demand for them. Although I think it's fair to expect that there are a few developers making lots of money, and bunch of developers making a moderate amount of money (that may or may not offset the cost), and a bunch of developers making very little money. It turns out the App Store in general has a very steep revenue curve, with most of the money going to relatively few developers. But I think it's always had that curve, we just didn't used to have the data available to see it as well as we do today.
I think the more important question with regards to the App Store is not "how much money are developers making?", but "how easy is it for a new entrant to make money?". And I don't know the answer to this either, but I would be interested to find out.
Besides, if you've ever read his blog, you know hes been self ridiculing his own marketing skills for over a decade, and has a charming way of not caring.
> hes been self ridiculing his own marketing skills for over a decade
There's a difference between "haha I'm not good at marketing, I'm glad people are still buying my stuff" and "haha I'm not good at marketing, therefore I'll stop developing for probably the fastest-growing gaming platform ever and say it's due to competition".
It reminds me of a particular XKCD comic: https://xkcd.com/1102/
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 given up.
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 are putting money into it.
Look at Twitter as an example. They give away their app to drive usage of the service, and in the early days they were totally OK with other developers making and selling twitter clients. This was because twitter clients are a complement to Twitter the service and their money comes from selling the analytics and advertising that the service enables.
0. http://www.joelonsoftware.com/articles/StrategyLetterV.html
I had a reality check when I launched my mac app. Good thing it doesn't have much competition at least for now.
Knowing Apple, knowing its history and people that work there and the things they care about, I think Apple is incapable of deliberately producing a bad UX. When it happens, it's caused by other factors rather than being an explicit decision. In the case of App Store discovery being broken, I think it's caused by the fact that the App Store seems to be run largely the way the Music Store is run (with the addition of app review), and nobody complains about search / discovery in the Music Store, but it just so happens that the infrastructure and design around the music store doesn't work quite so well when applied to apps.
"Apple Acquired Search Startup Ottocat To Power The ‘Explore’ Tab In The App Store"
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.
What modern strategies?
I've seen this theory proposed multiple times, that Apple wants to commoditize software, but I've never seen anyone actually demonstrate ways in which Apple is doing that, just speculation that it would be in Apple's interests.
Stardock's 2014 report touches on related topics, http://www.stardock.com/press/CustomerReports/Stardock2014.p...
Many are making money right now, but I would suggest they don't have terribly good businesses, in that they don't own the relationship with the end user. One change of Apple's policies can put you out of business.
If some app makers start to be unable to compete, competition will drop, and profits will increase, right?
So you might be right that too many inconveniences will send faithful customers away (I gave an example) but I don't believe commoditized apps are such a problem. People buy Apple because it's Apple and only a barren app store could drive them away now.
Isn't that just a nice way of saying 'forcing a meaningful relationship' onto the customer? Obviously users can seek out more information from the developer's website / twitter / etc if they want to. Everyone else probably doesn't want to be nagged by SPAM e-mails and other forms of self-promotion. I feel like trial software falls into the same gimmicky category. Inevitably users wait to purchase until the trial ends and end up feeling annoyed for being forced to pay for something they were using for free. Even more so now that so many users are used to IAP feature upgrades.
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 strike it rich, and venture investors bamboozled by a few success stories and hoping to strike it rich. This has happened on other platforms - remember the great videogame crash? - perhaps not on windows due to some peculiarities (games there are often ports of successful console games that wouldn't cover their costs on windows alone).
> The only other way to interpret this that I can think of is "it's becoming increasingly difficult to justify a >$5 price for a game", but I haven't seen any sign of that being true. iOS has had a "race to the bottom" mentality for prices since the app store first opened.
Maybe, but the number of developers has kept going up. Imagine 5 people are willing to spend $500 developing a game that would have made $1000 a year ago. Sounds smart, right? But because there's 5 of them their games make $200 each and they each lose $300.
> There's always been a ton of free or $0.99 games, and a relatively low number of pricer-but-higher-quality games. I don't think this has changed in years, with perhaps the only real difference being that game developers are becoming increasingly sophisticated about how they apply F2P techniques.
I think maybe the changes have crept up on you. I'm playing an F2P game at the moment for the first time in a couple of years and the depth of the content and polish is staggering, unbelievably high production values.
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 down over time, which would suggest that competition in that market is lower than ever. If you rely on the App Store for discovery then you have a problem, but that's always been true for everyone except the most successful F2P games.
> I'm playing an F2P game at the moment for the first time in a couple of years and the depth of the content and polish is staggering, unbelievably high production values.
Let me guess, Spirit Lords? I was actually really disappointed when I realized that game was neck-deep in F2P mechanics, because it was surprisingly high-quality otherwise. And yes, there are some other F2P games that are pretty polished. But the vast majority of F2P games do not have the same quality and polish that you'd expect from a game that you had to pay more than a few dollars for.
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...
Ah, that's why I'm not familiar with it. That was a long time ago. I'm really only familiar with everything from the NES onwards.
It's about developing games for the iPad.
Not iPhone.
And making the assumption that they are the same ignore realities even Apple is aware of. One could very easily find value is developing for iPhone and not iPad. And clearly, developing for iPad alone wasn't worth it.
But isn't that the crux of it? If you are charging $5 per game and you spend $100k developing then you simplistically need 30k installs just to break even. When the app store was small and you had a good chance of being the only app in your category that was not hard to achieve. When you are just 1 of 100 other apps in your same category it is 100 times harder to achieve. If you could charge $20 or $50 which was historically how software was priced then you could tolerate 4x - 10x less installs, but the app store culture has been permanently set now such that it will not tolerate that. 99c apps got Apple off to a great start, but it has locked in a situation where only the largest (or most sophisticated) developers that can reliably get to the top of the charts can stay afloat.
The ipad is a marketing platform in the best and worst way I can mean that. Looking at this company they seem aggressively anti-marketing. Their entire presentation style and format is opposed to the kind of experience the ipad offers. They are the anti-flipboard. The fact that someone as interested in ipad gaming as me was not even aware their games existed until now suggests it is probably not the best platform for them at all.
A contrasting company would be someone like inkle's 80 days - that's was an odd iPad game that was hard to sell just on screenshots, but it was marketed brilliantly and had a vision throughout the product that was reflected in taht and the buzz around it was and is huge because of that
The whole point is that it is doubtful that they will stay solvent if they put more money into production values on that platform.
Nice graphics are very expensive. (They are more expensive than any other aspect of game development, in fact). If it seems unlikely that enough people will buy their game given that type of investment, then it may be a good choice to stay away from that.
On top of which, maybe they just don't want to spend all their time doing graphics. Maybe they want to work on the story / world / etc.
It doesn't matter how much work you want to put into your graphics, story, world, or whatever if no one knows that your game exists.
Alarmingly true. Good 2D graphics for a game like Avernum could easily scale into the tens of thousands, if not hundreds of thousands, of dollars.
(Source: my spreadsheets. :-/ )
I see this as, first you have the stuff that's top ranking on the app store which is mostly f2p optimization problems. But hardcore gamers should be able to spread the word about an actual good ipad game, right? Or is the notion of an ipad game itself not hardcore enougH?
Yes, it is possible but not easy - look at for example Shenandaoh's Desert Fox / Battle of The Bulge). But I don't know if that is a long term model for success. $19.99 is the highest price point you can set for a game and then you are competing with things like FMC2015 or Xcom (heck, you can get GTA San andreas for $6 or so - is your game better than GTA?!?) which are full PC ports. Clever developers will I think make a game for more established platforms, and if successful port to iPad for additional revenue. The iPad has millions of active premium gamers, but a tiny number compared to any non-portable system.
Fact is all iOS categories and ratings are useless to me, mostly rubbish game built for freemium and with loads of marketing wind behind get visibility on the store, while real games get buried and I've had to follow third party website just to even know their existence
At this point App Stores are nothing more than extremely expensive anti viruses for all the applications installed. We'll see on the long term if giving up so much control is worth it for a security scan :|
anyway, even steam has given up, but at least they added curators before opening the early access floodgates
They are talking of licensing a new engine. If they licensed the current one, too, it might just be a matter of a vendor that went out of business or killed the product.
Tracking Apple's breakage (in minor releases, even) and fixing our code -- code that was written to the defined API -- is a cost that is rising precipitously as Apple's quality and stability keeps going down.
If you have revenue from other platforms, it can make sense to just say "f it" and drop the platform. The AppStore is a shitty retail pipeline; 30% is a crazy commission for digital software distribution, the single-retailer-monopoly + appstore design is driving prices to unsustainable levels, etc.
There are a few reports there of games on Unreal Engine 3 having graphical glitches and performance issues under 8.3. It looks like Unreal Engine 3 is not getting updates anymore[0], so it's possible that UE3 users are stuck. (I don't know if Spiderweb use UE3).
However, I wouldn't be surprised if they suffered from a similar regression.
http://spiderwebforums.ipbhost.com/index.php?/topic/21507-av...
https://twitter.com/spiderwebsoft/status/588809965499850752
The tweet states "The deprecation of UIApplication and UIViewController."
They just don't care about the small developer (and sometimes not even about the customers). When they have an idea, how the world should be, they change everything needed and don't care about the effects on small software vendors or even some customers.
Apple once made this genius tv spot about 1984. Apple for me has become, what they accused IBM to be at 1984. The crazy thing is, that the normal Apple customer does not care.
Just look at the evolution of memory management from retain/release, to gc, to ARC, throw in properties, etc... Not to mention the API's that are constantly deprecated. Even my model (non-IU) classes get overhauled.
In the end the apps are doing anything better...
I don't get it.
If all I did was develop iOS/OS X apps I would enjoy the continual improvements, but its tough to keep up with when you also have to keep up with a variety of other technologies (like OpenGL! -- which I have used since Iris GL).
The fact remains, rewrite your iOS apps every year.
Of course this pales compared to the crazy ADHD pace of JS frameworks -- that is truly beyond reason.
This. Apple has been a specialist at breaking compatibility. Microsoft has been much better at that. Backward compatibility is so important, not having it is pretty risky if you want to keep mac developers.
XCode is a good example of that. At every new XCode versions, things have to be reconfigured.
Still a great source of classic RPG gameplay.
Similarly, why haven't any major app companies challenged Apple on the 30% app store charge, and how it is inconsistently enforced? For example, rdio charges a premium if you purchase a subscription through the app store, but MLB radio does not.
I don't know much about these things, but as a user I think it's fair to conclude that Apple has not done a very good job of app store stewardship, and I personally would welcome potential new overlords.
If you jailbreak device to be able to run unsigned code, of course this restriction goes away and you can use whatever app store you want... like Cydia, for instance.
Indeed. It seems nowadays, with Apple and Google, that the company with the deepest pockets for advertisement takes it all.
Money is screwing up the evolutionary game that capitalism is trying to be.
Every iOS update breaks our app, in stupidly unexplainable ways. It takes months of work just to maintain a steady state between app store versions, and I feel that the magnitude of work required to keep up with iOS 7 and now iOS 8 was much worse than going from 5 to 6.
Android is not much better, but I feel that iOS is slowly getting worse and it makes me sad.
Edit: Spelling
Obviously mobile ain't going anywhere any more than the web is... I am referring to the mobile-only and everything else is dead mania. I feel like it has maybe a year or two left in it.
Question is: what is the next thing that is "the future" and will make everything else "dead"? Internet of things?
I read the article and while Jeff made valid points, I wonder if he would've benefited from having a PR/marketing person vet his messaging. His article can easily be dismissed as hyperventilating about change and as a reader it's unclear what action I should take after absorbing his point of view.
This doesn't diminish your overall point, but a little side note - Apple Watch has no browser, and it'll never have one.
On the contrary. Part of the problem is Apple's backward compatibility, or relative lack thereof.
Apple's API stability is pure cowboy. I don't think we should pretend otherwise, just because we like their products.
Anyway, so Apple breaks your app. It's possible you don't notice this because you don't test every feature of every app you've created for every new iOS version on the day it comes out. So within a couple weeks, most of your clients are asking you why your app doesn't work and you have to scramble to replicate the problem and then someone how fix it, sometimes having to rewrite a core part of your app. This happens over and over and it's tiring, costs your company money, makes you look bad to your clients and is very demoralizing. This is no one's fault but Apple's.
I'm portuguese. I've an Ipad but I never bought any app. The market is so full of good free apps that I never needed to buy any. Most of my friends don't spend much in apps also. This makes me think that App store gets money only from very specific countries. Will App Store become like Google Store as soon as these countries get used to get apps for free?
If it's too much of a hassle for the return he's getting on it, then it makes perfect sense to refocus efforts.
But one thing that stands out for me is a reliance on 3rd party frameworks and a lack of desire to learn new technology.
The problem with a framework is that when things break they can be a nightmare to fix. Work closer to the system frameworks and you face a steeper learning curve, but you gain confidence for when things go wrong.
As far as ever-evolving technology -- well, maybe it can feel daunting, but it's also exciting and fun.
My ideal computer before iPads existed was a convertible 2-in-1 Macbook Air. It will never be manufactured, and therefore, I will never be my main machine.
Ubuntu and Windows are working in unifying them again. Let's see what happens in the future.
I'm writing this in a Dell Inspiron 7000 2-in-1 running Ubuntu, the closest thing I could find to my dream machine.
poor workmen blame their tools.
its funny how my hand rolled stuff rarely hits these problems and is easy to fix. but then years and years of working on every major gaming platform helps make you forward think these things properly...
as far as a platform to adapt to goes ios is on the very easy end of the spectrum. you want to see what microsoft have been trying to do... at least apple let us do native code with only minimal layers of their crap, and don't break too heavily the standard libraries that have served us so well for the last 40 years. android is almost as bad... i'm convinced google want to kill native code for whatever insane philosophical reason they have
"1. Competition on the App Store has risen to a frenzied level. As a result, sales for our games has dropped massively and the cost of advertising them has shot through the roof."
Probably had the idea that mere hard work in creating a game is rewarded in the market (any market).
The rest? Weak excuses imho.
Overall software quality began to deteriorate visibly with the introduction of OS X and hasn't gotten better in the meantime. This is not because the bugs would be hard to find, or fix, but due to a deliberate policy change. And iOS is no different. Just look at both AppStores, you can see the middle finger sticking out.
They changed their stance from “We care about users” to “My way or the highway.” This works as long as the current fad is all the rage, but when it's gone there will be nothing left.
Apple has gotten too stupid for their own good, i.e. a company like any other.
Is this just kind of how developing software works on every platform?
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 any Xbox 360 game.
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.
In such cases, most console games were thus mostly protected from software updates on the consoles themselves, but this also made it much harder for developers to patch their games after release (they'd basically have to rerelease or otherwise introduce fixed copies of the game alongside broken ones). On the plus side, it meant that the only time one would likely have to learn a new programming method/framework/etc. was when programming for a new platform.
Has this held Windows back? Yes, a bit. But I for one appreciate that I don't have to buy all new software every year for it.
Apple's attitude toward iOS - move fast and break things - is in stark contrast to even OS X, where a lot of software made for OS X versions as old as 10.5 will still run relatively happily (though apparently Yosemite broke quite a few things).
That said, there's a time and a place. On my servers, for example (which are typically running OpenBSD or some GNU/Linux distro), I'm at least somewhat-okay with backwards-compatibility breaking (within reason) if it means having better performance or security. In that context, I'm relying far less on closed-source software (if I'm using closed-source software at all, which is incredibly rare for me when it comes to servers), which means that most of the software I actually rely on will at the very least usually have community-supported patches up the wazoo to support those backwards-compatibility-breaking changes (like OpenBSD's switch to a 64-bit time_t, which basically just amounted to recompiling a bunch of stuff - most of which was already done by the ports tree maintainers when creating binary packages).
* "we have competition and that's hard"
* "writing code is hard"
* "no srsly, it's really hard yo"
Ads cost too much? Not, 'let's stop advertising on iOS', instead, Let's give up.
I can understand as much as the next iOS developer that changes that require large workarounds due to software/hardware updates that aren't backwards compatible are a pain. But as a developer, you suck it up, modify your content, and continue (Edit: Of course, if it makes financial sense, positive ROI, etc, to keep selling on the Appstore).
Why do developers feel entitled to hardware devices that will always work with legacy code? Apple makes changes that try to push their technology forward to the latest and greatest, all the while removing legacy cruft at the expense of sometimes trading off backwards compatibility. It makes sense that they expect their developers to keep up with the latest trends and produce content that's formatted to the current specs, not simply relying on old tech specs.
"Entitled" isn't really the word I would use there. It's not like developers throughout history have forced poor platform vendors to provide backwards compatibility at gunpoint. It's that most platform developers have provided backwards compatibility because doing so helps them attract developers. This has been true literally for fifty years -- see https://en.wikipedia.org/wiki/IBM_System/360 for the first platform vendor to figure it out. Backwards compatibility is part of the work you do to convince people to use your platform over the alternatives. Omitting it can make developing your platform easier, but that ease comes at the cost of forcing you to work harder to convince people to get on board.
Apple's within their rights to decide they don't need to work hard to attract developers anymore, of course, but developers are every bit as much within their rights to decide to take their products elsewhere.
Whether it's smart business for Apple to decide they don't need to work hard to attract developers is another matter, of course. History suggests that is an attitude that eventually comes back to bite you. (Ask anyone at Microsoft, they can tell you alllllll about it.)
> Why do developers feel entitled to hardware devices that will always work with legacy code?
First, I'm not sure where you are getting that sentiment from. They simply said they aren't going to support iOS devices, and listed why. They didn't complain Apple was doing something wrong.
Second, how is this in any way related to the hardware? An OS software revision caused the latest problem for them.
Hardware was just another instance from my own experience where Apple makes it a tinge more difficult with new device sizes/specs and so-on every year or so. This wasn't the case in this article, but it's something that Apple developers face, but come to think of it I guess this doesn't really apply solely to Apple.
Which is fair enough. Still a shame though given how highly regarded the Spiderweb games are.
Or decide life's too short for this shit and make your money doing something more fun.
Or:
Why do hardware companies feel so entitled to force developers to change working things for free?
Because that's how the world outside Apple bubble works. You can still run older Windows software, you can still run older Linux software, you can still run older Android software.
Not forcing people to pay for new electronics (especially when it can represents their several months of earnings) just to keep their existing software running and services working is a GOOD thing.
Maybe keeping existing software/services running on legacy mode isn't really GOOD... perhaps Apple indirectly forcing developers to keep their apps updated is an even better situation for the end user?
That's not to say we should drop backwards-support with every revision. But I think that there's plenty of occasions where it's acceptable to expect up-to-date software running on up-to-date devices being a norm.
No, you're supposed to collectively bitch, moan, and whine, and if they still don't listen, you leave, taking as many people with you as possible.
Yours is the wrong attitude. We can do so much better. Developers shouldn't gather around platforms that are constantly shifting...
So... Actually make good games? I don't know what the games of this studio are, but if you can't shine anymore in an app store just because there are more competitors, maybe your products weren't that good to begin with?
It would be nice to have a platform that outlawed that kind of stuff, so real games for real prices could go back to being competitive. It's to the point where I won't even download a game that they won't let me pay for upfront (and even then, I find some $1.99 games that have stupid IAP requirements, and that pisses me off even more).
Seems they've gotten pretty good reviews from critics and fans alike. (I personally enjoyed Avadon, which came with one of the Humble Android Bundles.)