Mac App Store Guidelines full text
pastie.org
pastie.org
I can get behind this.
It's slightly subjective in that an experience is inherently subjective, but UX is Apple's bread and butter. People expect it to be important to them.
I was introduced to this in college, for a long time I thought PG was an art scholar...
Preference in taste is subjective, but taste itself speaks to a higher nature of man; the best designed things are designed for the ages.
The greeks had great taste in form and proportion, but bad taste in color (as we now know).
11.3 "Enemies" within the context of a game cannot solely target a specific race, culture, a real government or corporation, or any other real entity
I guess my WWII game cannot just be focused on the Western Front. I will have to include the Pacific side just to get past the Apple Content Research, Approval, and Processing group.
While I think the App Store is an interesting prospect, the thing I worry about the most is a company's ability to be agile and deliver to customers quickly. It's already a problem on the App Store on iOS. I realize agile isn't really a part of Apple's culture, but it's a powerful approach.
Not everybody can afford to spend long product development cycles waiting to deliver value to customers like Apple does. In the real world, the money runs out at some point.
e.g. I bought and quickly rejected 3-4 crappy rss readers before finding "Reeder". In the end it was worth it, but I really wish I could get that money back and give it to the Reeder guys.
Parallel "they could in the future" arguments could be made for any Android device manufacturer or PC manufacturer, and yet people aren't afraid of buying those. Being afraid of Apple doing this is a logical fallacy.
PS I think your question was a reasonable one to ask and the contingent of participants who routinely downvote reasonable questions are not being helpful.