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Apples and oranges. Apps like e-readers are mostly code and have only a few images assets for icons, logos, etc. A game has a large code base, but it also can h
by tomkarlo 15y ago
Apples and oranges. Apps like e-readers are mostly code and have only a few images assets for icons, logos, etc. A game has a large code base, but it also can have tons and tons of image assets for textures, as well as video and audio assets. While obviously you don't have to have all of that for a great game, I don't think you can say that just because such an app is large it could easily be smaller without impacting the quality of the final experience. Look at Battlefield 3 on the consoles, where they had to use two DVDs because the texture files wouldn't fit.
- icefox 15y agoI would understand if Battlefield3 used up a lot of space, but when apps similar to the complexity of bejeweled are using hundreds of MB clearly the developer is just being lazy. Most apps/games on my ipad seem to be around 20MB so when there are a few that are 20 times larger they quickly get deleted. As for Google books, they clearly took the time and effort to make their download small. Even "hello world" flashlight type apps on my ipad are bigger in size. And saying their app doesn't do much as the reason is also silly (ibooks in comparison is 50MB). I single them out as they definitely did take the extra little bit of time to make their package small. Go into itunes and view your apps by size. You might be surprised what is small and what is big.