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I wonder if any game (or other) developers are going to have major heartburn over this. "Woah, pricing/releasing this game this way was part of our mobile stra
by lastofthemojito 6y ago
I wonder if any game (or other) developers are going to have major heartburn over this.
"Woah, pricing/releasing this game this way was part of our mobile strategy, not our desktop strategy - how dare you run that game on a computer!"
I know not all iOS apps target all devices - some are iPad only, etc. Is Apple allowing developers to arbitrarily prevent their apps from running on Macs? Can an app tell it's running on a Mac rather than an iPad?
- saagarjha 6y agoThey'll just disable downloading it on macOS.
- snazz 6y agoAndroid apps already run on Chromebooks, so maybe this situation has already come up? The performance is certainly better on M1 Macs, but the same situation is possible.
- izerik 6y agoYou can opt out of them being available on the Mac. “All iPhone apps and iPad apps that run on Apple silicon Macs will be published automatically on the Mac App Store, unless you edit their availability. Edit Availability | Learn More”
- Razengan 6y agoIn that case it's yet another case of some developers choosing to screw users over by crippling the features that Apple wanted to be available for everyone by default :( (Fuck Google in particular for actively hindering iOS Picture-in-Picture for years)
- grecy 6y agoI also have to think some apps just won't be nice to use without a touch interface
- kall 6y agoI‘m sure audio software developers will love it. FabFilter Pro Q costs 149€ on Mac and 33€ iOS, probably because they assume you can‘t really use it in a studio, which you suddenly could. I‘m sure most developers will opt out soon enough though and who knows if it even works for Audio Units.
- ratww 6y agoThe Mac version being a plugin rather than an app makes a lot of difference, enough to make the price difference worth it, IMO.