99 karma · joined February 23, 2011
EDIT: okay, so I missed a small detail, the other was about the MBP, this one is about the MBA. My bad..I guess.
Anyway, my experience has been largely the same as yours...I lost a significant amount of battery life when I upgraded to Lion, and apparently it seems like the problem is only getting worse.
The author replied in the other post that he would add Snow Leopard to the test, which should be interesting...I'm expecting that the difference between Snow Leopard and Mountain Lion will be huge.
#1 and #2 are fair points, in light of the fact that the iPhone completely cannibalized the iPod market. But, the amazing iPod sales weren't going to continue forever, and I think Apple just took the next logical step when they released the iPhone.
As you mentioned, an $800 MB Air would be in iPad + Keyboard/other accessory price range territory, which could certainly cannibalize iPad sales. But in this case it doesn't make much sense to cannibalize the still young and very profitable iPad market with a product that has been around much longer, has historically had low market share, and doesn't have the same "new and cool" factor.
#3 I don't see happening as long as Apple still intends to sell Macs, because that would dilute one of the things that makes a Mac a Mac (the combination of the hardware + Mac OS X), and they've fought pretty hard to keep Mac OS off of other machines.
EDIT: something else occurs to me too. When you are presented with a list of words to draw, you have the option to "bomb" the list and get new words. As I mentioned, if you force quit the app at this point, and come back to that round, you will be offered different words, for free (definitely an exploit if you are patient enough to go through the process of force-quitting and restarting). I guess putting a back button on this screen would pretty much obviate the need for the "bomb" button, and would directly impact their bottom line since people wouldn't have as many opportunities to use their bombs. I have a suspicion that that's the reason there is no back button...the fact that it doesn't give players a chance to back out and keeps them a little more engaged it probably just a happy side effect.
edit: Also, they've been selling the iPhone 4 for a long time now, it has sold better than all of the previous models, and it's still selling incredibly well in spite of the expectations that a new model will be released soon. Doesn't really seem like the "one size fits all" approach has backfired on them at all, especially when that one size fits so well...
another edit: "there is currently no competitor to the Apple products he's discussing"...isn't that part of the point he was trying to make? That other companies are unable to compete currently because they don't control their supply chain as well or as tightly as Apple is able to, as Apple only offers a few options as opposed to the overwhelming amount of near-useless (to the average laptop buyer) options that the other guys offer?
First, before I get started on the piracy bit, there are a few things in this article that are cliche and offputting. The minute I saw these things, I was immediately unsurprised about their app's lack of success.
"GAMEized is one of the newest game development agencies to take the industry by storm, and we did it through an innovative marketing approach and solid game development"
There are very few iOS developers who are taking anything by storm. Rovio, Andreas Illiger, Newtoy...those guys took the app store by storm. The developers of the other 400,000+ apps in the app store...not so much. Simply saying something is "innovative" or "solid" does not make it so. What is "innovative" about GAMEized's marketing approach? What is it that makes their development so "solid"? If it their approach was so innovative, surely I would've heard about their game before this article showed up on HN...
"After several hours of research and development..."
Why is it that there are so many iOS devs that think that they can spend "several hours" doing anything and expect anyone to care? Name me one great app that has come along and was profitable as the result of "several hours" of work. Found one yet? Exactly...
"FingerKicks is an exciting and addicting game we developed for all iOS platforms (iPOD, iPHONE and iPAD). It’s simple to play and exciting to master"
This is how damn near every single app developer describes their app these days. If I see the words "addictive" or the phrase "simple to play, difficult to master" or some other variation, I immediately choose not to download it. Eli Hodapp from TouchArcade wrote a great a article about describing your app: http://a-13.net/post/8151551632/addictive-polished-gems
Anyway, to the piracy bit. I'm sure many people upon reading this story immediately began to imagine ways in which they curtail the piracy problem by implementing some unique piracy detection method or other approach to prevent people from illegally playing their game. Put those thoughts out of your head, it's a waste of time. Pirates will always find a way to get what they want for free. And for all of your efforts to stop them, all that will have happened in the process is that you will have lost valuable hours that you can never get back conceiving and implementing those efforts, hours that you could have spent instead making your app better. Does it suck that most iOS apps have a 90% piracy rate? Sure. Is there really something you can do about it? Perhaps. Is it worth your time to bother? Definitely not. Angry Birds, Tiny Wings, Words with Friends...those games are not at the top of the charts because of their innovative anti-piracy measures. They are at the top of the charts because they are fantastic games.
A common fallacy is the believe that pirated copies == lost sales. This is simply not true. There are an overwhelming amount of pirates who will get your app for free simply because they can. There are only a handful of people out there spending the time to actually crack the apps. Then, they post them onto sites like AppTrackr or Installous, and the majority just download the apps from there. If everyone had to actually crack the app themselves, the amount of illegal downloads would certainly decrease, because most people just can't be bothered to put that much effort into it. But when it's just sitting right there, ready to go, then hey, why not? Most pirates will not suddenly start paying for your app simply because they can't get it for free. It's also worth noting that the perceived value of these pirated apps is low in their eyes. They have no vested interest, and their level of enjoyment from the app is low in most cases (based on analytics data from my own game, most people who pirated the app never ran it more than once or twice, whereas most of the people who actually payed for the app came back at least several times to play).
As a point of reference, the guys from 2D Boy posted on their blog a couple of years back on the piracy rate of World of Goo (http://2dboy.com/2008/11/13/90/). Lo and behold, it was sitting around 90%. In that article they have a lot of info backing up the oft-heard claims that pirated copies != lost sales, and relate several points on whether DRM is actually effective at getting people to pay for your game (spoiler: it's not). Since then, they have released versions of the game on the Wii, the Mac, the Xbox, and all iOS devices. And you know what? They made a killing. In fact, the iPad version outsold all of the other versions combined (http://www.tuaw.com/2011/02/09/world-of-goo-for-ipad-outsell...). Instead of spending their time worrying about the pirates, they spent their time doing work that mattered, porting their work to devices where there is a significant audience of people willing to pay a couple of bucks for their game.
And you know what else? World of Goo is a fantastic game.
So, before the next time someone jumps to blame Apple for their lack of efforts to prevent piracy on jailbroken devices, and making them the scapegoat for the horrific failure that was their iOS app, maybe the lens should be turned inward and there should be some reflection on why exactly their game didn't attract paying users. Odds are, you'll find that your game just isn't that good.
At any rate, when it comes time to drop $500+ on a tablet, why would anyone choose the one with lots of bugs, performance issues, and few apps?