Meanwhile, Apple welcomes developers from day one and there are so many applications developed that it's hard to get user attention amongst the app store noise.
Meanwhile, Apple welcomes developers from day one and there are so many applications developed that it's hard to get user attention amongst the app store noise.
Meanwhile gaming consoles are obviously not open platforms, but the vendors /do/ usually entertain developer relations from day one - I can't recall any launches with only first-party games.
Considering you can't deploy to iOS without Apple's approval, it's really not any more open than gaming consoles. The App Store and its approval process just operate at a larger scale, they're not conceptually more welcoming.
True that the Apple TV thing was not programamable till recently but I gotta say there's alot wrong with the AppleTV - it seems to be pretty blah and nothing and found no real definitive identity - a wasted opportunity on Apple's part.
It was with the launch of the iPhone 3G when they came out with the SDK + App Store and it was a really well executed coup.
Do you know how you got software on your phone before the iPhone? Getjar or side-loading (with a proprietary cable almost no one had with apps that would sometimes hard break your phone).
Rather than saying, "we will have an sdk too, sometime", they played it off as intentional, and continued working on it silently. There is just no way they built it all in the single year from the release of the iphone.
The rest, all the infrastructure needed to have a working app store would be a much more substantial project. It is this part that would be difficult to build in a single year, and would have had to be in the pipeline when Jobs made his statement.
They may have had the app store model planned out from the start for the next version of the iPhone, but didn't want to talk about it when releasing the first version because that would highlight the shortcomings of the existing product and cut into sales. But you still have to have an answer to the question of how you make software for the new product, so they say build web apps.
a) Sensible means of payment, no need to setup credit card processing, do deals with carriers etc for developers. Oh and no carrier lockdown on installing applications.
b) Macs going x86 based so you could develop for Windows / Linux and Apple all on the one box.
Basically Apple managed to make it possible for small dev shops to work on the iPhone without spending huge amounts of cash AND get money from consumers.
So if you're arguing Apple is hostile to developers because they didn't have an SDK on launch day, then you haven't thought through what iterative development at very large scale actually requires. Giving developers access to tools that aren't ready isn't the best criteria.
Meanwhile, Apple welcomes developers from day one and there are so many applications developed that it's hard to get user attention amongst the app store noise.
But that's HN for you - we are all a bunch of pedants who love to point and yell when something is incorrect - I include myself.
A buggy, half-baked API is better than no API at all, though.
I didn't argue that point in my post. I'm aware the reasons for the iPhone not having a SDK on day one and the reasons for why gaming console vendors don't have a mass developer relations story are very different.
The more interesting point is that developer relations for gaming consoles and iOS devices are really conceptually pretty similar: Both require you to ask the device vendor for permission to ship your app. It's equally walled gardens.
So, pre-iPhone, the market for downloadable apps for mobile phones was huge and there wasn't any intermediary parties (like, say, network operators) getting in the way of developers, right?
For a number of years, Palm OS was the dominant mobile ecosystem, with sales almost double of its main competitor WindowsCE.
The N64 launched with only Nintendo titles, but it launched with only 2 titles, and was in some ways a fiasco. Some third party developers had got cold feet during the pre launch period and jumped ship to Sony.
I don't know if new consoles could get away with that anymore though, since there's so many other options out there for games nowadays.
A major reason for the early game industry crash was that the "openness" led to a incredible amount of "shovelware" games that overloaded consumers with bad choices.
In fact the NES being closed in a very heavy handed manner (for example you had limit of games per year per publisher!) was seen as a good thing that helped rebuild the industry.
Now we are seeing this with mobile, where something like only 1% of the products have decent profits, or steam, that is slowly getting filled with crappy games that are outpacing their "discovery" features and got nicknamed "indiepocalipse" and has as one of its effects make people start to prefer AAA games again, due to lower budget games now being perceived as "most of the times crap, retro hipster pretentious, or both"
It's almost impossible to even get your friends to try playing a game they've never heard of (that another 100 people play, at most), so the community for the game is DOA. Hence none of the things you can get from bigger games, like guides, support, community, clans, competition, marketplace, mods etc.
At best you might be getting a half-dead subreddit.
That's utterly untrue. Can I ...
* run my own (i.e. unsigned) kernel extensions in OSX?
* run OSX on non-Apple hardware?
* distribute apps for iOS through means other than the App Store?
* distribute non-approved iOS apps at all?
* build apps for iOS that allow end-users to program their own devices?
Apple is actually incredibly developer-hostile, especially considering their early history with machines like the Apple 2.
This is what a developer-friendly machine looks like:
Zinio has released a version of their iOS app for iOS 5 outside the app store. You went to their site on your iOS device and it downloaded and installed the app. I think it was done using Enterprise certificates, but I'm not sure.
As for iOS apps, you can compile and run iOS apps on your own device without the need for a signing cert.
There are apps for iOS that allow end-users to program their own devices. For example, Pythonista:
http://omz-software.com/pythonista/
Plus, Swift Playgrounds gives access to the whole iOS SDK.
For me as a developer what matters is good relationship with the platform owner and support for when technical issues happen, not getting everything for free without quality control.
For the original XBox sure but the XBox 360 came with XNA at almost the start of the XBox 360. For free I downloaded the SDK, connected to my store bought XBox 360 and deployed code directly to it. It was amazing.
Granted they eventually axed XNA and left a hole partially filled in other ways afterwards but initially the XBox 360 was an amazing thing of beauty as far as openness. In fact I was in school and put in charge of making an XNA game with the cooperation of another University. It failed miserably but it was an awesome experience.
That's precisely what the console makers don't want: a huge mountain of uncurated, low-quality shovelware for customers to wade through. That's what XBLIG was until it was shut down.