Only Select Developers Can Publish Google Daydream Apps Until 2017
roadtovr.com
roadtovr.com
We don't need Google to curate VR apps for us. The PC did just fine with anyone being able to develop and distribute whatever kind of app they wanted, in fact it created far more business opportunity for developers than mobile ever did. We screwed up when it came to mobile by letting Google and Apple get away with their land grabs. Now we're paying them until the end of time for the privilege of being able to market our own software.
We don't need Google owning and taxing this space as well.
Google Play/Steam/iOS App Store may be a tax, but let's not pretend something similar isn't necessary.
And regarding updates, the OS makers could just create an official update library that everyone can use. App Stores are just an OS maker powerplay, a cash grab.
Steam is an app store that users and developers choose voluntarily. It provides huge value. App stores are what users and developers want.
There are two sides of the coin, but imo there are far less people benefiting from walled gardens.
This. As a user since the days of DOS I've always wanted a unified repository for software and updates.
As an amateur developer I want my users to get my stuff from a trusted source and I don't want to host my own servers or update mechanism.
Which parts of app stores? Distribution? Payment processing? Discoverability? Search? DRM? Forced policing of content? Not being able to publish adult or any kind of political content?
Don't make a beginners mistake of mixing people wanting a FEW benefits for ALL the people wanting ALL the properties of a product .
I have been a PC gamer since the early 90s, and being able to buy a game and have it on my PC with the latest patch in a matter of minutes provides enough benefits to make me ignore the downsides.
I certainly do no represent ALL users, but since Steam is so successful (when most games sold there can be bought though alternative means), it is a reasonable assumption that it provides value to many of them.
I as a developer don't care. I was selling software on the web before app stores came around. And update distribution + payment processing wasn't hard. At least not that hard that I'd like to pay 30% of my revenue for.
And users. User don't really "want" app stores. They take them because they are convenient. But my software download and sales volumes didn't change much with app stores. People just switched to the app store from softpedia (or whatever software sites they were using before). There's not more users buying software just because Apple came up with the Mac app store. At least not for my business.
Do you see the Windows app store as a success? I recall them having some kind of "get software" section in XP back in the day, yet that died a death.
Steam is a very recent development.
The big PC developer boom happened in the mid-90s, facilitated by Windows 95 and Visual Basic. Anyone who knew a little about coding could put together a product and ship it on CD or floppy disk.
The current fad for app stores has pluses and minuses, but there's no particular advantage for developers in Google limiting access to VR - especially not if that horrendous screen at the top of the article is a good indication of what Google has in mind.
Developers always benefit when marketplaces are open and initial cost of access is low - in money, if not necessarily in time.
So do platforms. It's by far the best way to get a lot of creative software for a relatively small outlay.
I don't agree. The open market platform for mobile devices has resulted in a race to the bottom.
That's why people started competing on price. And every business owner/entrepreneur can tell you that competing on price is a game you don't want to be playing.
There's enough successful mobile apps that charge $20+ - but they are not trivial TODO clones but specialized applications.
It is not only the number of users but who those users are. PC gamers were always rooted in the geek/it community. And that is why we had the higher quality games there.
That's not nothing.
1. First there was almost nothing, software was confined to labs and huge entreprises, nobody had a computer at home 2. Then the PC boom came and it was big-ish (software had tens of millions to maybe a few hundreds of millions of customers) 3. Mobile "revolution" came and now everybody has a computer (counted in billions)
20 million clients is peanuts compared to the current scale. Which is why the software prices went downhill. There is just too much choice.
Do check on history and actual numbers next time please :/
PC sales are declining for years and there are easily twice as much mobile users than desktop/laptop users. This trend is not going away anytime soon. Things get even worse if you discount entreprise clients (I assume that VR applications will be mostly user focused).
Software thrived on the PC since its original inception. I remember swapping shareware diskettes with my friends back when we had no reasonable access to the internet.
Hell, even DOOM was released as shareware.
A lack of infrastructure is not the same as a bunch of gatekeepers you have to pay for the possibility to distribute your software. Today distributing mobile apps would be highly trivial as every smartphone is connected to the internet. But there are artificial limitations put in place by platform "owners" so they can "curate" the software.
Call me dumb but from a freedom perspective I would prefer the 1998 situation to what we have now with mobile.
The price of the Apple store comes in against the risk of malware downloads as I google for "speedfan.net" and end up with 2 new shopping toolbars and a mitm ad inserter for my browser. (I imagine there's a similar possibility when Sideloading android apks vs getting from the play store)
Sure, freedom is great and all - but there are some gnarly consequences (especially for non expert users) which often result in less security.
So because some people don't know better and download suspicious-file.exe all our freedoms should be limited?
Now, it's worthwhile asking whether one favors one over the other, but to say one choice is pro freedom and the other anti freedom is hyperbole and does not advance the issue either way.
That's not really "your freedoms limited" except for opportunity cost---though in the large, the difference between "It could be that way, but nobody really wants to put the effort in besides some hardcore hobbyists" and "It is license / legally banned from being that way" may end up indistinguishable in result.
As an alternative, my mum now has an iPad and I have never had to do any of this. And yes, I did attempt to educate my mum on dodgy software etc. as she has been using computers since Windows 98 yet still fell foul.
I think there will be a significant market for curated VR experiences. In fact, my prediction is that market will win---the people who cannot experience bad VR without a physically bad reaction will need someone pre-filtering the content for them. It doesn't necessarily need to be a single-entity-owned market (organized crowdsharing model could in theory do it), but I don't see much future in a "Try some of my cobbled-together hobby VR experiences!" ecosystem for mainstream adoption.
And it worked fine.
When a new platform is released (and Daydream is as exciting as a platform can get, till widespread AR atleast) you want the initial experience to be the best possible to increase standards.
Can we get a VR added in parentheses to disambiguate the title?
Now there is a mad rush to get a website up, and content on the internet for the curators. I must be honest I didn't see this one coming!
Anyway, we are excited to get our content out there and have put in a lot of time and research into understanding what makes a good game. From consistent and strong game thematic, to many many hours of play-ability testing. Will definitely post a link to HN once we have our content up.
DayDream could be a lot of people's first introduction to VR and so having a smaller library of high quality content for a few months before opening the floodgates may not be a bad idea.
They'd have a choice between a terrible first impression for users, or a terrible first impression for developers.
I'm personally highly interested in developing for Daydream and VR in general, I believe Google's trying to make VR affordable for the masses. Waiting a few months isn't a big deal, if it will help establish a quality bar for what is a good mobile VR app.
However, they are not the only kids in the block this time.
Assuming this happens, aren't you overstating your point?