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I want to very lightly push back here, not to say you're wrong, but just to say that this particular argument is not persuasive to me. Of course Apple is worki
by danShumway 7y ago
I want to very lightly push back here, not to say you're wrong, but just to say that this particular argument is not persuasive to me.
Of course Apple is working with game engine makers to support Metal, because otherwise those engines wouldn't export to the Mac. Gaming is still a Windows-centric activity, and it's mostly because of cross-platform game engines that indie designers have started to say, "yeah, I'll support Mac/Linux as well."
As an OS maker, when your choice is between having an app not come to your platform, and having it come because you contributed to a cross-platform framework, you opt for the cross-platform framework. But I'm not sure that proves anything. Literally any intelligently run company would push for compatibility with a more dominant platform.
Even a company like Oracle will push for compatibility with dominant competing product offerings; at least until Oracle's offering gets big enough that the compatibility is no longer in their best interest.
- scarface74 7y agoWell, isn’t the Javascript and web ecosystem a greater platform than the Mac of all things? Even with games for mobile platforms iOS is dominant once you consider where all of the paying customers and high end hardware is. What hand developer if mobile games is going to target the relatively small number of high end Android phones? The ASP of S droid phones is something like $250. Most Android phones out there are low end.
- danShumway 7y agoNo, the web isn't greater for the class of apps that Apple is targeting with the App Store. Or at least, it's not so much of a better platform that devs in this specific category are going to decide to ship a webapp instead of charging for a native app. A lot of this comes down to monetization. There are more Android devices out there than iOS devices, and more apps on Android. So is Android a better platform? No, the distinction is that iOS users buy apps, and Android users don't. So if you're not trying to build an ad-supported, microtransaction-fueled experience, iOS is just a better platform to release on. Similarly, the web is a very powerful distribution network for online apps, but there aren't many good ways to make money except via advertising, Patreon, and SaaS. The apps being sold on the Mac App Store mostly don't fit into those categories. That means as a developer, if you want to build something that just works, that you just charge money for, that you don't need to host on some kind of remote server, or manage accounts for -- the web becomes a much less attractive platform. The question is, once you decide to look at native, do you first look at Windows or Mac? I think that depends on what kind of app you're trying to build and who your target market is. For desktop games, 9/10 times you target Windows (which is why Apple cares about cross-platform game engines). For an app like Robomongo, I dunno. Maybe the economics become more interesting -- I'd be curious to see the revenue breakdowns for an app like that. Interestingly enough, the lack of (well-designed) PWA features are one of the big reasons why the web is still not particularly attractive for certain classes of apps. (You can't store information offline in an accessible format, your webapp breaks whenever the browser cache is cleared, you can't make arbitrary cross-domain requests). I'm not a conspiracy theorist, and I don't see strong evidence that Apple is trying to kill the web. But it's not necessarily a crazy idea in the abstract, because I don't see the web as a dominant player in that space, and I don't see any economic incentive for Apple to care about making the web into a dominant player.