We are leaving the Apple App Store and all its problems
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I used to _love_ it, I would check weekly for new things, maybe there was some new shiny (often beautiful) program to do something really well. The experience was on the 'better than passable' side, nobodies favourite interface maybe, but certainly not terrible.
But I actually avoid the App Store these days, both on MacOS and my iPhone. I never really noticed but I just slowly stopped installing new applications from there (unless sent there by a company website in the case of iOS); this was around the time that Apple Music was being foisted down my throat. I'm not sure if there's a correlation there.
I always suspected there were dark patterns at play in the App Store though. Although every program is reviewed, probably only 2% or less of them become popular, and if you are popular, boy, are you popular. the design paradigm is self-fulfilling. ("most popular"/"highest grossing").
MacOS/iOS application stores are likely in the hundreds of thousands (if not millions) of applications, however I see the same 20 when I browse without using the search field.
I don’t have Instagram but I imagine it’s a bit like the App Store. I’m waiting somewhere. I’m bored. I know, I’ll check for a shiny thing. Oh, no shiny thing. That was disappointing.
To compare, do you go to the internet regularly and check for new things? I don’t think this is the App Store’s fault. It’s not on Apple to constantly put new shiny useful software in the App Store — it’s on developers. And I’m not blaming developers. Making new shiny software is hard. There’s already a whole bunch of software. If you have a problem, chances are it’s already been addressed.
Constantly shiny + new ~== a good App Store.
(~== Not necessarily equal to. Did I just invent that?)
For (a good) instance of what I mean was Airmail. Standard mail on OSX was "good enough" but Airmail was just all around better (from a UX perspective) and the popularity of it made Apple turn their head.
Another was 1password; before 1password I was using the macOS keychain, but 1password is/was all around better.
Isn't that what this site is?
Instead of inventing new operators in your sentences, you can also just stick with plain English
I can't stand it. It's the linguistic equivalent to wearing a bowtie and pocket protector.
Yeah... in most programming languages it would be
shiny + new <> a good App Store
OR
shiny + new != a good App Store
The ~= (single equals) is used to for equal to with a regular expression on right side
You could express it as "~□(shiny + new -> good app store)" which translates into "it is not necessary that shiny and new implies a good app store".
Its just so cumbersome to manage apps on the iDevices themselves .. so I just stopped. I've got enough apps for everything I need (music-making, mostly). Sure, if someone recommends something amazing, I'll check it out - but for the most part I have reached the saturation point, and I really abhor going to the App Store, for any reason whatsoever.
I still have a much, much better user experience on my Ubuntu workstation, and now even on Windows with chocolatey. It feels so backwards and quaint to have to rely on Apple to review an app - much better to just have an open public repo and let the community deal with quality review. I'm yet to be bitten by a repo - I can't count the number of times I've had my life quality reduced to smithereens because I've had to pass multiple App Store reviews to get my apps out there, or found that an App I needed in order to do my work was no longer available because Apple changed something and broke it.
Repositories are simply a far superior technology.
Edit: This implies there are a lot of great apps that don't get my money because they only sell on the app store. Looking at you Pixelmator.
You see the impact on a few things like Office and SCCM today. As the legacy windows platforms fade, it will become a thing in other areas. My guess is you’ll see more “fixed in Azure only” scenarios to drive demand for those products, and act as a sales funnel for complementary services.
It takes less time to test compatibility than it does to compile.
If you have a product for sale through such a store front, the best way is to not play the game of getting to the front pages or at least to not rely on it. Instead, you get attempts to drive sales through product web pages that link to the stores.
That sounds less like avoiding and more like not using. I think this is natural. When the App Store first came out, apple planted the idea in our head that we needed new ways to use our machines. But unless you are a new user, it’s likely you’ve hit an equilibrium where you know how you want to use the device.
I used to do this too, and like you, I've now grown to really dislike it. My reason is different, though: the App Store app has _plummeted_ in quality. It's now so hard to use, I don't bother using it.
1. The UI is all over the place. Some UI controls cause pages to swipe up from the bottom. Some cause pages to swipe in from the right. Some cause modals. Whenever I click something, I have no idea what it's going to do. Here are some examples: https://grumpy.website/post/0RsaxCu3P
2. It's full of bugs. I have witnessed the App Store lose track of whether an app is bought or not, downloaded or not, or installing or not. Another example: https://grumpy.website/post/0SU9WNFXB
3. It makes the rest of my system worse. Every week or so, I get a message like "Fantastical cannot be updated because it is open". I didn't set it to update. I had no idea it was even updating. I just get an obnoxious dialog interrupting my work.
The App Store used to be like a shopping mall — I'd browse the shelves, see what was new, and maybe buy a small app I liked the look of once in a while. But now it's become so hard to browse, I don't bother paying. Everyone loses out.
1. Upon clicking the App Store icon and entering my apple ID and password I get a 500 error. No amount of restarting can fix it. After a quick search, one of the top 5 search results led to a cryptic command I had to enter at the Terminal to fix it. This actually happened with a previous MBP and I just never used the app store (pretty much a factory install of OSX on both machines).
2. Clicking the icon to download the app ("GET" I believe) started a loading spinner with no progress indicator. Given it was only a 38MB app, I waited around for a while. Then I took a shower and came back. Still the same loading spinner. Decided to reboot the machine and try again.
3. I searched for the same application clicked GET again and then it turned into a cloud icon. Clicking the cloud icon seemed to do absolutely nothing. At this point I asked my wife who told me I had already downloaded the app to my account and now I need to download it to my machine. EDIT: I just remembered I was seriously confused at this point. I clicked the cloud icon several times and given there was zero feedback I opened both Launchpad and the Applications directory in case it magically already installed.
4. The above explanation made no sense to me. I'm familiar with the concept given I've used every version of Android and I understand I can download previously downloaded things from my account (that I installed on old devices). But that's not how the series of events unfolded. Anyway, I clicked the cloud icon a second (or third?) time and it turned into an install icon and all was good.
For #3, here’s how I’d explain it to someone who hasn’t used it before (you may know this already): your Apple ID is tied to the “purchases” you make across the App Store, iTunes Store, Books, etc., so that you can access what you’ve bought on a different machine. If you buy a paid app, it gets added to your Purchases list so that you can download it on another Mac without buying it again. This ties into Family Sharing so that up to five other people living in your household can use it too. Free apps also get added to the purchases for syncing purposes across all your devices. The cloud icon indicates that you’ve purchased an app and are eligible to download it for free.
TL;DR: you got a strange series of bugs that probably haven’t been seen by anyone else all together
At least on iOS the symbol is a cloud with an arrow pointing downward. Not on a Mac to check if the symbol is the same there.
I did this exact same thing last week after upgrading to Catalina and getting the 1-2 app store apps I needed. I kept getting the cloud, I have no idea what the cloud means but it wasn't the down facing arrow I usually saw. So I kept clicking it. Turns out it HAD installed the app but never gave me an Open button. I stay far away from the app store if I can.
Further evidence of the theory that Mac usability in 2019 is approaching where Linux was in 2000.
BTW, all developers still have to submit their apps to Apple for "notarization" in Catalina, even if they don't distribute through macOS AppStore --it is partially enforced now and will be fully enforced in the next few weeks.
I imagine there would be so much innovation and interesting content if these companies didn't have such a tight grip on their walled gardens. Politically sensitive, erotic content or just innovative apps that operate outside of the Apple curators is just never going to be available for users of this expensive hardware. I believe it should at the very least be optional like sideloading is on Android.
Here's one I found: you can't install a lot of applications unless you're on the latest-and-greatest OS version. This punishes people who are more conservative with upgrades, and don't want to jump to an OS before it's fully cooked. You'd think they could just offer to let you install the latest compatible version.
I can't install XCode from the App Store because I'm stuck on High Sierra, because my Macbook as a highly disruptive freeze-on-wake bug that manifests on every version of Mojave I've tried. I've never been able to figure it out, and Apple apparently only supports its laptops if they have no software installed on them.
Nice apps I liked were bought and monetized in EXTREMELY UNETHICAL ways.
For one example, I had an app called gas cubby, which let me locally - on the phone - keep track of all my vehicles. I could enter detailed information about each car such as year, make, model, vin, insurance policy, gas purchases, oil changes and the like. It would tell you gas mileage and remind you of upcoming maintenance.
One day, the app was updated and all my local data was uploaded to the cloud.
Another app, camscanner plus purchased by tencent basically did the same thing.
Apple gives you no control over what the apps do. You can argue the finer points, but:
- you cannot determine what apps are doing. are they intercepting URLs browsed in safari, mail or imessage? (deep linking)
- you cannot determine when they are active. are they waking up using some "backdoor" method such as notifications
- you can not prevent them from accessing the network. this is the big one. You can't find out who they are talking to or prevent it.
Really it's a shame because one rule of economics is: with trust trade becomes unrestricted.
" While we still updated our applications in time, Apple did not review them for the AppStore, and instead rejected them first for a crash (sigh!), and later for requiring UI changes, including showing a Save As panel for each generated file. Now this may not sound like much, this is a serious issue for a document scan application which easily generates hundreds of files in an hour, and thousands of files a day, with file names automatically generated, either thru counters, or advanced auto-id features, such as barcodes."
Even if Apple later took back the rejection I bet this was the last straw.
I'll keep using the actual word , thank you.
* since the 1970s when it first surfaced.
It was adopted in broadcasting circles to keep news readers from saying "lead" (as in the element) instead of "lead" (as in to follow).
Source: Journalism degree, communications degree, 20 years in broadcast news.
https://en.wikipedia.org/wiki/Lead_paragraph#Spelling
In fact your own link indicates that too.
As a user, I'm glad Apple did that.
As a developer, the one thing that I do dislike about Apple, is the dismal state of their documentation on how to actually take advantage of all their platforms' features. I have to begrudgingly admit that their nemesis Microsoft has always been way ahead in that department.
At least in this case.
> After releasing the Catalina Golden Master build to developers on October the 3rd, we immediately finished fixing any new crash and issue we could find over the weekend. In our opinion, leaving developer just four (4!) days over a weekend with a public release on October the 7th is not very professional. While we still updated our applications in time, Apple did not review them for the AppStore, and instead rejected them first for a crash (sigh!), [...]
Leaving such a small window between Apple getting its act together with the GM, and a hard deadline for third parties to get their act together, is rough.
That's exactly what the article and the quote above says there was:
> we immediately finished fixing any new crash or issue we could find over the weekend
NEW crashes or issues. In the GM. In four days.
> and later for requiring UI changes, including showing a Save As panel for each generated file.
So, Apple found a crash, and instead of completing the review (this assumes they could have, and benefit of the doubt here, they could have), they didn't. They found and issue, flagged it, and sent it back. This means the developer had to do work, resubmit, and then have another issue found. Rather than work through everything, the reviewer found one thing, dinged the app, and moved on.
As a user, that means Apple is delaying apps longer than need be. Sure, fixing the crash is good, but I can't imagine they couldn't have reviewed the other parts of the app and said, "Fix the crash and this other two areas and you are good to go." That would mean a shorter turn around time, and as a user, I get a better product sooner.
Yeah, the crash could have prevented them from completing the review.
> As a user, that means Apple is delaying apps longer than need be.
Meanwhile, according to another outrage, Apple is •not delaying releases enough* and rushing out buggy apps and operating systems.
Not calling you out or trying to be rude but it's:
"bury the lede"
I always thought it was "lead" too until someone corrected me a decade or so ago...
I think this really depends on implementation. Paying for bugfixes? No, thanks. Paying for a major version bump like new ms office where you don't really need to upgrade and will be supported anyway? Sure.
Dealing with all that in many cases takes more resources than introducing new features, but, just like you, people expect free compatibility updates.
The deprecation cycle is a decade or more, and in every case there's a paved migration path (GC->ARC, QTKit->AV Foundation, WebView is trickier but for good technical reasons). This strategy and timeframe seems eminently responsible.
Windows 10 will likely support your apps for at least a decade. There's choice.
(I'm using Mac for work. I'm likely migrating to another system instead of Catalina)
If you are growing your market, you can make your app a flat charge. If you are maintaining and and expanding an app for an existing user base, subscription is a better way to go (and something Apple does support well).
That is why most "big" software packages these days are either subscription based, or pay-per-update. We've all come to expect apps to get free updates, but it's not a sustainable business model.
I work in the video games industry and access to steam or other first parties (Sony/Microsoft) is 30%, no negotiations.
You could argue that first parties such as sony/microsoft have subtle costs involved such as printing of disks, but that's paid for before market by the publisher.
The thing you pay for is: content distribution (in the case of digital downloads such as steam), 'signing' and access to market.
Apples 30% would seem a lot more fair if it was possible to side load and install alternative app stores
In comparison apples offering is little more than "we have a huge captive audience on a proprietary system. Pay us or miss out on half of the market"
Apple created THE smartphone. Every phone is an iPhone - Apple proved it and everyone else copied it. And Apple springboarded off their first-mover advantage into a platform that users really like, and keep coming back to.
We were already using Symbian, Psion and PocketPC based phones.
The first phone with hardware support for OpenGL ES was the Nokia N95 released in September 2006, one year before iPhone, with Asphalt as their show game.
Even the camera megapixel craze was being led by nokia. You're conflating the current dominance of the iphone for the past. At the time, the best thing about it was the finger only touch screen operation. To the best of my memory, others still needed to fall back to a stylus. Finger usage was a whackamole operation with Nseries and blackerry I used then
The simple act of making a call was so much easier and efficient, even though it lacked cut and paste.
Comparing it to feature phones is really curious because they were completely different markets. I don’t think it’s very useful in describing the iPhone’s success to point out individuals features that were also available in various existing phones.
It took Android phones many many years to even approach feeling as responsive and smooth and indicative of whether input has actually registered as the original iPhone, just scrolling through stuff and navigating around the OS. Tech at the time didn't even try on that front.
Featureless yes, but it could do enough to almost right away replace my iPod, Palm, and Nokia. One device instead of three was just too good to pass up.
You couldn't copy and paste text on an iPhone.
The camera was worse than any contemporary mid range camera phone.
Copy and paste didn’t work, but it didn’t work on any phone at the time. A few attempted it (eg, win mobile, blackberry) but it really sucked.
The camera was quite good and the ability to finally save and share photos and video was revolutionary at the time. I always thought it was funny how much it sucked at the time to try to store and send photos from my BlackJack or Blackberry.
In fact, the iPhone 3GS and iPod Touch (2nd Gen) did not support multi-tasking either, even with iOS4. Apple noted performance issues.
Jail broken apps had multitasking like screen sharing, WiFi hot spotting and lots of other stuff.
It’s a big deal for an OS that doesn’t have multitasking vs doesn’t allow app developers to use.
+ Linux on phone
+ True multi-tasking with live tiles.
+ Full web browser.
+ Turn by turn on device voice navigation. Cannot stress how significant this was.
+ uncluttered swipe gestures to control the apps/windows.
+ amazing build.
- non replaceable battery.
In 2011.
I think what he meant by "Apple created THE smartphone" is that Apple created the first mass-market smartphone which was desired by regular consumers (rather than niche buyers).
US was the only market where Nokia had troubles selling their Symbian/J2ME phones for example.
Should I start digging market shares figures of feature phones before iPhone came to be?
They really haven't.
> Should I start digging market shares figures of feature phones before iPhone came to be?
At this juncture, yes.
https://www.canalys.com/newsroom/64-million-smart-phones-shi...
Incredible how iOS fanbase tries to rewrite history.
TL;DR: Look at how Nokia's revenue collaspsed post September 2007. Look at how Android and Nokia's decision to go all in on Windows Mobile accelerated it. Then tell me that the iOS fanbase is trying to rewrite history...
N95 was just one example of the millions of Symbian, J2ME and PocketPC/WindowsCE smartphones being shipped before iOS became reality.
Nokia's revenue only collapsed due to the way Elop drove the company to the ground as means to get the bonus on his contract. As the Finn press later discovered.
Nonsense.
> N95 was just one example of the millions of Symbian, J2ME and PocketPC/WindowsCE smartphones being shipped before iOS became reality.
And none of them are around now. More to the point, all but a handful could be considered 'smart'. We could debate what smart is, but ultimately it's moot. Pre 2007, 'smart' devices were by and large business oriented, post September 2007, they started to become the norm; first with iOS, closely followed by Android. These facts are incontrovertible.
The point you are trying to make is utterly wrong. The original assertion was that Apple 'invented' the smartphone is equally wrong. However, Apple did play a significant role in defining what a smartphone is, Nokia and Symbian not so much. The proof? Where are they now?
> Nokia's revenue only collapsed due to the way Elop drove the company to the ground as means to get the bonus on his contract. As the Finn press later discovered.
Elop merely dealt the final blow. Nokia's sales declined post 2008 when they peaked with a global share of ~40%. Elop Joined late 2010...
Apparently everyone on Europe was a business person when using Nokia and Sony phones, go figure.
To anyone who used this phone, smartphones were already a thing long before iPhone was introduced. Of course iPhone changed things a lot, though IMO many were for the worse (for example i really liked using the tiny joystick on my 6600 for playing games).
Starting with the basic things that everyone who invested in smartphones at the time wanted, i.e. email, going through hilariously high cost (the reason behind it known only to insiders - Apple was in full rent-seeking mode, and required a portion of your phone bill as payment for being able to use iPhone. Not joking, that's why there were special iPhone-only tarriffs), it lacked physical keyboard, copy&paste, and a bunch of other things. iPhone 2G was also slower at running iOS 1.0 "applications" than higher end Nokia symbian phones (that used the same webkit core in browser).
Symbian devices were well known, and were more commonly considered "smartphones", as "palmphones" generally only got interest from people who really needed the power (a bit of chicken&egg issue).
The first iPhone, sure, no arguments there. The whole point of the iPhone was to make smartphones more useable for non-professionals.
In 2007, the Nokia N95 cost $795 while the iPhone cost $600.
Sauce: https://www.techrepublic.com/blog/practical-gadgetry/two-wee...
The reality in 2008 is that Apple forbid selling iPhone without contract, with contract requiring special extra Apple tax (we already had "unlimited data" for years by then). So you were paying whatever the telco asked you for the phone, then paid extra to Apple as long as you used the "iPhone tariff" (and you couldn't get it otherwise other than ebay).
Since at least in Poland majority bought the phone as part of the contract, the prices were wildly different. I can't find N95, but business oriented E51 cost me under $70. Without significant impact on monthly fees on the contract. And without paying Apple tax on my phone bill.
BTW, regarding visual voicemail... Little known thing about iOS 1-2 is that the network stack was broken and it wasn't capable of redirecting to voicemail like every other phone. Required special buggy software to get any voicemail for people running iPhones, and at least at Era GSM (present day T-Mobile Poland) it took 3 months from providing iPhone on sales and any voicemail working?
In some markets, iPhones were bundled with a contract because networks had bidding wars for exclusivity.
From the PoV of someone working at the network and having the luck to talk with some pretty high up there people... the exclusivity was only for order in which networks got the phone. As in, present-day T-Mobile Poland made a bid to be the first network to have it - but it didn't have any kind of long exclusivity and was soon followed by Orange and Plus (the other two "main" networks). All networks had special iPhone "plans" and the phone wasn't available outside of them, and the only technical difference was that said plans ultimately got the very buggy Visual Voicemail server attached and probably triggered workarounds for call handling bugs.
The Apple tax on the phone bill itself, and making it unavailable outside of contract, were all on Apple. (I think for some time using one outside of approved contract even required jailbreaking, but I can't be sure).
Granted - Symbian was a thing back then, but can you buy a Symbian phone today? Consumers voted with their money, and they wanted iPhones, not Nokias.
Fast forward to 2019, Nokia is nothing more than a trademark - making generic Android phones on one hand, and cashing in on nostalgia with their feature phones on the other hand.
They created THE smartphone - the definitive item.
Apple successfully marketed a product which was tested by Nokia engineers and deemed to be inferior.
What part of 'consumers voted with their money' don't you understand?
Possibly proving that iOS (and the hardware it runs on) was what consumers wanted in the mid-2000's and onward?
https://insights.dice.com/2013/09/25/a-timely-revision-of-el...
Symbian with Qt was already on the right path to win the hearts of many developers.
iOS and Android wiped the floor with Symbian and BB in terms of ease-of-use.
"..the inscrutable difficulty of navigating menus on Nokia's Symbian phones": https://appleinsider.com/articles/13/10/10/how-apples-iphone...
I worked at Nokia's R&D facility in Ruoholahti briefly in 2011, so I got inducted into the inner sanctum of history regarding the phones.
Symbian was designed for very anemic hardware, there were very tight constraints it's a marvel that the thing ran on what it did. The iPhones first CPU was at least an order of magnitude (and then double it again) more powerful than what Symbian was designed on.
the iPhone, famously did not meet any of the internal tests at Nokia, no drop test, battery life tests nor usability tests for blind people passed at all.
Basically from all avenues it looked dead on arrival.
However, it was obviously _not_ dead on arrival, and so Nokia started looking at things from a "UX first" perspective, the engineering culture was still around though, so, not a major "product" team or graphics design team to be found on the floors of the R&D facility.
But they started this effort _after_ the iPhone had launched, and these projects take a long time.
That's what Maemo was. And it was later merged with Intels efforts and named MeeGo. And everyone who used that system seemed to really enjoy it.
It was, indeed, killed in its crib by Elop. Although to be truly fair, the iPhone and Android were very incumbent at that point.
Symbian was considered obsolete or deprecated internally, not for lack of very intelligent design, but because people seemed to care for things other than that Nokia had believed people cared for.
So, Nokia saw it as an inferior product?
Perhaps this is a problem in engineer-led companies - thinking that the phone with the most megapixels in its camera, or most wifi bands is the best?
Technical brilliance counts for nothing if consumers don't want the product. See also Windows Phone, Betamax, etc
Imagine if Nokia had continued investing in a linux phone, android wouldn't be what it is today.
Yes, the iPhone is the better smartphone than Symbian-based phones. But it wasn't the first, despite the market share today.
Microsoft used to boast that they made more money from Apple systems than Apple did. Google does that to Android device makers today.
If platform makers don’t extract rent, or compete with the developers they court, they will look for other sources of revenue to stay profitable. I would be aghast if Apple hardware came loaded with the kind of Junkware I recall from the years I bought Windows hardware.
The neglect of the mac app store feels of a piece with their utter neglect of the mac platform. They seem to be treating it as a runout.
What you're looking for is something like "free for owners of Apple hardware", which is true, but very different. You paid for it.
$99 a year actually, plus 30% of all sales.
If Apple had done the right thing, they would have opted for Vulkan.
Valve's influence has been immensely positive for Linux gaming but saying they created it is ridiculous. I was playing on Linux just fine before Steam was ported. Valve's contributions very much stand on top of the efforts of those that came before them.
Yeah, all 4 of them!
The number of available games has increased greatly but before S4L was released I already had a backlog of games to play.
In case of Sony/Nintendo you pay togt access to their closed hw and ecosystem (for much less than 30% by the way). In case of apple you pay to be included in a catalogue but you can also sell directly to customers.
[1]: https://www.theverge.com/2018/11/30/18120577/valve-steam-gam...
Is your claim that the iOS store cut is 30% because Steam was 30%? Kind of an odd argument given that the iOS store was heavily focused on "apps" initially, and still sort of is, even if games ended up being a big moneymaker.
The 30% is now coming out of a different sort of product than it did at store launch, too. Lots and lots of F2P stuff with in-app purchases, subscriptions, etc. Even if 30% was justified for single-purchase apps, does it make sense to continue giving them an ongoing 30% of all revenue when IAPs and subscriptions are literally not using any Apple infrastructure if they're things like 'unlocking premium features in the app you already have' or 'getting premium support'?
They’re using Apple’s account, pricing, payment, and licensing infrastructure
As far as subscriptions, the answer is simple - don’t allow subscriptions through the App Store. Netflix, Spotify, Linux Academy, AT&T Now, Sling, etc force you to pay for subscriptions outside of the App Store. You can subscribe to Hulu in the App Store but not Hulu Live.
As far as the 30%, all of the rumors are that none of the big players like Netflix (before they stopped allowing in app subscriptions), Hulu, or HBO ever paid more than 15%.
> Your claim that steam/sony/microsoft all charge 30% no negotiations is dated if not completely inaccurate
I get the general impression that you're either in a much better bargaining position than I am, or you're not in the industry.
I still make AAA games, the latest of which came out this year[0] I can tell you concretely that we pay 30% of every purchase to the first party.
(except on PC, because we sell on uPlay and the Epic store, which has lower fees -- one of steams conditions is that you cant offer the game cheaper elsewhere, so we could never apply discounts on uplay)
> we know for a fact Valve offers a lower cut to big studios now
Valve has been openly hostile to my publisher for many years, perhaps this is the problem? Frequently unlisting our games.[1] We as a publisher do not officially respond to these things because they have better customer relations and a higher sentiment than we do, we would lose a PR battle, so we accept it and move on. This happens in negotiations too.
> I would be shocked if the Playstation or XBox business wings were unwilling to negotiate a cut down in order to land a big, million-selling title
They have almost all the power in those negotiations. The only bargaining power we have is if we have a very strongly rated title that we threaten to make exclusive. But in those cases we would lose more from _not_ selling on the platform than we would make back in the first-party cut. So it's lose-lose.
30% applies to in-game consumables too, anything processed by them as a payment provider.
What games company do you work for? :)
[0]: https://en.wikipedia.org/wiki/Tom_Clancy%27s_The_Division_2
[1]: https://kotaku.com/ubisoft-pulls-big-games-from-steam-165567...
So at least for usability it should not be any different than normal.
If you have other specific complaints about uPlay then I'd be happy to hear them and feed them back to the team, since we're actually located in the same studio.
Unfortunately uPlay does drive a significant amount of business value, handling things like entitlements so that each game doesn't have to re-implement them and allowing us to handle things like distribution of "other" types of clients, like development versions of the games for review, or debug enabled versions of games for debugging. It also allows for A/B testing of various features.
As recently as 2017 there was consensus among ubisoft upper management that the perception of uPlay was bad, so more focus has been put on the user aspects, so in theory it should be much better now than it was, because before it was very business focused.
But, as everything, people are happy to help if they can, nobody wants to make an awful system.
Unless the problem is that you have to have a second launcher? that's usually peoples primary complaint. (and in those cases uPlay tries to hide itself and stay out of the way)
> Unless the problem is that you have to have a second launcher?
That's a big part of it. I have enough crapware that insists on constantly running on my PC (a lot of it direct from MS these days, sigh).
PS: Oh yeah, and it wants me to sign up for an account too. Hooray! I don't have enough of accounts spread all over the goddamned place already.
Given what I mentioned from the parent (Valve arbitrarily pulling down all our games), how do you think I can convince the business to make ourselves more vulnerable to such behaviour?
I don't have enough information to know what "arbitrarily" means here. From what I can tell, Valve is pretty damned reluctant to remove things from the store, which makes me really curious why they would "arbitrarily" remove such popular AAA titles.
Regardless, I can tell you that things like uPlay are hugely annoying and whatever excuses your company has for why it exists don't really change that.
Frankly I don't even like having to use the Steam launcher, but seeing as they pretty much single handedly built the market they are now the defacto standard in I've reluctantly accepted it. Ubisoft's wares simply do not appeal to me enough to overcome my distaste in the same way.
The functionality should be optional and the parts you need could be a library which integrate within the game.
That sits above Steam's launcher, so I launch the game via Steam, then Uplays pop up (slowly, then updates), I dig up my contact details from an old post-it, then the game launch! I think it makes sense for Ubisoft to have their launcher, but in the case of games sold through Steam, its mandatory use detract from the game. And on Steam, games that have been pulled from the store are still in the game library of buyers, so it's not an argument.
I commend you for offering to receive feedback.
I also understand that Uplay is a good business idea.
The issue was being _forced_ to use it in addition to Steam and having to create an account, since apparently at the time (2015?) the account linking didn't exist. I don't think it makes a lot of sense to have to launch two launcher just to play a game (perhaps it has changed since last time though).
How about Nintendo?
[1] https://download.cnet.com/news/microsoft-store-slashes-reven...
uhhh.. hosting and bandwidth for potentially millions of downloads and updates and your videos and screenshots?
Covering user refunds?
A reviews and feedback system?
Crash logs?
Showing you in user searches?
The Editor's Choice and Featured Apps lottery?
Invitations to develop for yet-to-be announced platforms?
Giving your users peace of mind that your app is sandboxed and cannot indulge in hanky panky?
I'd happily host my own apps and pay the hosting/bandwidth than pay the $99 a year for Apple Developer Account + 30% of all sales.
But Apple won't let me, if I want my app to run on iOS I have no choice BUT to use their bandwidth.
Apple also drops subscription costs from the second year on to 15% which is coming back to reality. I personally find the subscription model way more sustainable & less user hostile than the paid versioning upgrade model, the grand majority of the industry is also in agreement there. So there’s a lot of bad smells from this developer that they just want to run a shoddy business and not that there’s a big problem with Apple.
this never happens, if you JUST upload your app to the store and think it will take off coz it has good features then good luck. In reality you have to upload and then pay some app advertisement agency to feed your app to the multiple tech blogs to inorganically promote it. App store is full of inorganically promoted trash nowadays
Stripe charging 3-4% or less per transaction _doesn't_ include fraud insulation??
> download bandwidth
So does a free / $20 CloudFlare account.
How about numbers?
Apple's recent kowtow to China and blocking apps China doesn't like is a great example.
If an app spams you just uninstall it...
If Apple kills an app you love there's nothing you can do...
As a user, I want Apple to lock down the system and make things hard for developers.
As a developer, I empathize with my perspective as a user and build products that take this into account.
For example - https://seclists.org/oss-sec/2019/q1/119
Nor are manual reviews by Apple staff...
https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2017-1087
I never liked MacOS; Macintosh's charm, which was its UI, went away when I got my Amiga.
I also never liked the iPhone, because a) it's terribly overpriced, b) I don't want a walled garden.
I survived all these years in the raw PC market with no one holding my hand. I don't need a walled garden.
Of course, that's my strictly personal preference.
This holds for any kind of store, from supermarkets to Amazon.
A balance has to be struck somewhere. Developers increasingly do not like where Apple is placing the balance (generally on the side of 'go screw yourself, time to rework your app for our latest guideline and API changes, also buy some new hardware to run the latest xcode')
This doesn’t seem all that onerous. If you’re stuck on a Mac that’s a decade old for some reason all it’ll take to be able to develop again is picking up a $150-$200 Mac mini or iMac on eBay/Craigslist.
I don't see any reason why one would trust Apple more than a random third party dev. To me they are one and the same.
The web is, or at least was in part, a democracy. Apple is clearly a dictatorship.
Trust doesn't really come into it. You trust your user data to 3rd parties every single day using apps that very publicly compromise you like FB, Google etc. So to say that you trust your relationship with Apple doesn't mean squat. Sure Apple is good at preventing people from breaking into your iPhones, but it's not good at stopping Facebook from selling your data to 3rd parties which you talk about. Your security is already compromised.
In the days even before the web we had many programs from independent 3rd parties that have now turned into household names today.
I refuse to believe that Apple's incredibly convoluted App store is the way forward. I ultimately believe Apple will fail here and have to make major changes, indeed I hope it does.
People don’t give up any freedom when they choose Apple products.
It’s a feature of a democracy that you can decide to contract any third parties you like to carry out professional services - such as verifying software quality, or protecting the privacy of your data.
Anyone who doesn’t like Apple’s services can simply buy Android, which explicitly offers openness as a differentiator.
The comparison between a managed software store and an authoritarian regime makes no sense at all precisely because you can leave.
The software company behind the original posting has chosen to leave.
Presumably you have chosen to leave or never enter.
The only authoritarians in this scenario are the people who wish to use government power to deny others the right to choose the service Apple provides.
Horrible analogy - the App Store is not "life" it's business. We deal with demanding, undemocratic platforms in business all the time.
The way forward is the open web. I support that and there's room for both.
You stance also implies that there's no way Apple could allow sideloading in a safe way (real sideloading not their 7 day and/or paid cert crap). I already need to contact Apples servers to unlock my phone, I would be fine if I had to unlock my device with Apple to allow sideloading. And since this is becoming more of a free market and free speech issue, I hope lawmakers will fix this problem.
Users who trust direct relationship with you, will download directly, enjoy better prices (30% commission omitted) and rapid updates.
At the same time you will not lose a whole marketshare of users for which AppStore is the "go-to" address for buying software.
You can then skill up your SEO capabilities and optimize inbound traffic to your preferred platform whatsoever.
If AppStore policy forbid having a parallel distribution platform, then publish the same app with two different names.
Personally for a while the macOS App Store was riddled with sketchy Chinese apps that looked like knock offs of the real apps. Or there are apps that do the same thing as a more expensive commercial one.
Personally I’ve found a few gems in both App Stores. Hands down I love Pixelmator on iOS and macOS. I’d gladly pay for more apps built with good quality.
It is definitely the case for the iOS app store anyway.
You are allowed to make the same version available elsewhere and pocket the margins.
This is what BBEdit has been doing for many years for example.
This is why you can't purchase kindle books from the iOS app and have to use a web browser to do it. Even that is kind of an exception (people already have existing Kindle libraries, so it's not really reasonable for Apple to tell them to go screw themselves - but you bet they're gonna demand 30% of on-device purchases!)
One pattern I've seen however in modern mobile games is that instead they use an loyalty program, where if you buy direct from them (at the same price) they give you free bonuses that you don't get on the iOS store. That satisfies the "equivalent price" and "no crippling" semi-rules but I suspect eventually Apple will decide to punish it too.
There is one large benefit which is often forgotten. When I use the App Store I don't need to worry about your website/database getting hacked or leaking my personal data/credit card information. This is mostly avoided by indie developers using Stripe or some other popular payment gateway, but it is still a concern and annoyance that is removed by something like the App Store.
On the App Store, each app I purchase is licensed for 5 macOS devices and I can unlicense a device/reset the count at any time with a few clicks.
Licensing for other applications is ¯\_(ツ)_/¯ - sometimes it's a single machine, other times X devices, and other times unlimited devices for a single user/owner. And if the 3rd party licensing server is down, I can't activate my purchased applications - I've literally had this happen before. Purchase Paw from their website, licensing was down, I ended up re-purchasing it on the Mac App Store.
And in the future, if they go out of business and the application needs to be activated with an online server, I'm fucked. If I purchase it from the App Store, I'm fairly confident I'm good to go for the foreseeable future.
But as a user, whenever I need an application, I always check to see if it's available on the App Store first.
Because I can trust the App Store.
If I had brew on iOS, I'd be more than happy. Alas, I don't want to jailbreak though ..
I never installed any of those alternative UNIX toolchains. Apple SDK + native macOS tooling are more than enough.
This was the target of the WSL that Microsoft added to Windows. They won me. GNU/Linux with good UI, good software support and that doesn't break every month. It's like we're living in the future.
And as gateway drug into Azure as well, most likely.
I never had any use for SUA during all these years doing Windows development.
I just find MacOS 100x more useful because of homebrew, and frustrating without it.
The reason is, I can blow away the OS, restore a fresh install, and then re-install everything I need with a single command. This is highly empowering: I don't have to be a mouse-monkey to get everything set up, and can do other things meanwhile.
Doesn't mean MacOS is 'bad' - sure, others can get their systems set up however they want. App Store installs are fine, if you have the time to sit there, driving your system through everything ..
What about ALL the bugs that came with Catalina? You get that off the App Store and it's shit.
I don't think you can trust the app store.
And how do I know sparkle works so well? Well whenever a dev has an app both in the store and directly downloadable from their site I choose the latter. The price is the same, the functionality is the same (or sometimes more) but the dev gets 30% more. I've never heard one suggest that I download instead of using the store so I assume Apple somehow contractually bars that.
I never use the store for discovery; duckduckgo works perfectly well.
All in all I thought the App Store would be a good idea for me as a user but in the end it didn't add much. At least I think it got rid of some of those crufty download sites.
Perhaps not the best example, but I set up Wireguard recently. On Linux, this involves building and installing a kernel module, and directly modifying the host's networking configuration. On Mac, I can install it from the App Store, and I know any networking configuration is handled through Apple's high level APIs (I've built a VPN-based Mac App Store app before).
Alternatively, you might install Tunnelblick, a Mac app that wraps OpenVPN and is distributed outside the App Store. It'll end up running scripts like these, as necessary to configure networking on the host: * https://github.com/Tunnelblick/Tunnelblick/blob/master/tunne...
Nothing in that script is crazy--it's all necessary stuff if you're not limiting yourself to the higher level APIs. But it doesn't take many apps doing things of that complexity for totally justifiable reasons before you start having issues.
The Linux one may be "superior" in that it's able to process packets faster, but the resulting user experience is quite different. If you have multiple VPN apps, even including userspace ones like OpenVPN, the likelihood of all of them reliably handling host OS interactions cleanly with regular usage over time drops. They have to do the same kinds of things in that Tunnelblick script I linked.
"Process packets faster" is one way of looking at it. Better battery life is another way of framing it less dismissively.
(OpenVPN sucks and I don't really see how it's relevant to the discussion.)
They support
- automatic updates
- build branches, included versions locked behind a code
- DLC / Upgrades
- coupons and bundling
- cross platform publishing
- selling of applications through third party channels
Doesn't solve the 30% issue though. Also don't believe they support any recurring payment options.Steam does not refund the 30%.
Steam's history = sued by consumer watchdogs in Australia for denying ~20,000 lawful refunds. This went on worldwide for 10+ years of blatent theft and shutting down user accounts for chargebacks, and they got away with it everywhere except Australia - maybe 5% of their users and victims. This is the only reason they offer refunds today, using dark patterns like "refunds are outside of the steam client" to keep the fraudy little flame alive.
https://variety.com/2018/gaming/news/valve-australia-fine-12...
GOG's refund policy is you must install additional software on your computer so they can prove the game will open so they can deny a refund. This is an illegitimate reason to deny refunds to consumers in many countries. It's a fake refund policy that is "designed to not give refunds" which is exactly the fraud that got Valve in trouble but continuing for years later.
https://support.gog.com/hc/en-us/articles/115000487189-GOG-C...
Not for everyone, of course.
[0]: https://9to5mac.com/2011/10/21/jobs-original-vision-for-the-...
Greed destroyed the open and experimental Internet.
> I had high hopes for the future as a teen growing up with Napster, Bittorrent
In light of the above, this is pretty funny, because Napster and Bittorrent were great way to get viruses.
"orthogonal"The price a seller charges is what a buyer is willing to pay.
The reason developers pay the 30% is probably because there's no other channel that offers access to such a huge market for free, and mostly because they still profit.
Every app could be cheaper from the buyer's perspective. Maybe even yours. Should or will they be cheaper? Probably not. The best price is the one everyone complains about but are still willing to pay.
Because there's no choice you mean? When the developers have choice, on the Mac or on Windows, they generally avoid the store. The AppStore still works on mobile because they force it.
Let's look at something closer to this situation rather than general purpose computers. Mobiles work with different paradigms all around, especially when compared to Windows (or Linux).
There are free alternatives to Google's Play Store and yet developers still choose to pay Google's cut to have access to it. This tells me whatever benefits the "official" app store provides on each platform outweigh the disadvantages (costs) even when free alternatives are available.
> The AppStore still works on mobile because they force it.
Is there any solid reason to believe the AppStore only works because they force it, while seeing the Play Store work just fine even with free alternatives around? And users even go out of their way to get access to it.
That's only because it's pretty hard for the casual user to install third-party apps on Android and even with those artificial barriers, some popular apps are available outside of it, I could mention Fortnite.
How often did you wonder where your car parts come from? How easy is it to mod your ECU? If there are "open source" parts for your fridge? Etc. - insert any topic that's mostly transparent only for the people who actually care about it and dive deeper into the technicalities. Chances are you care less about that but a car tinkerer feels the same way you do about your app store and wonders why you aren't protesting more.
For better or worse your PC is a vastly different beast. I'm not saying it should be like this, I'm saying it is.
Yes, that touches the old but increasingly pressing question of how the internet should be governed.
So far the discussed answers seem to be "anarchy" or "corpocracy" which honestly sound both equally sucky. Maybe we could come up with some additional options to discuss at some point.
However, back to Apple's point, of course there are problems - as everywhere - however, Apple does not seem interested in fixing them, as described in the article. (Not that other app stores would be better here probably)
Now the 30% is too much.
It’s completely different, but the App Store severely lowered the barrier of entry to writing commercial software. Even I made a few grand from it.
It sucks that some types of apps will never pass review, but I’m not sure that 30% is too much.
> often review rejected for text, images, random issues
> random censorship of whatever Apple does not like
To borrow a phrase: haters gonna hate.
Yes, I don't like closed platforms, I think the mac should be a platform for general computing and not turn into iOS.
Several billion in income allows them to hire more staff. It's up to them to view this as orthogonal.
Random internet friend trust me. I would rather have 5 humans to check my app on App Store than have a stupid AI automated checking that Play Store has where, even they get 30% cut, you can't get to contact to a real person unless you are a huge player. The reasons for app suspension on Play Store are sometimes ridiculous.
Did it? Or did it expand the open and experimental internet to also include profit-making ventures?
This meme crops up a lot on HN, but I can't see what's stopping the same internet thriving - there's still self hosting, there's still an open public internet (apart from some newer restrictions around copyright which were inevitable), there's still P2P for those less concerned with the previous point.
The "open and experimental internet" catered to a minority, and the minority can still, largely, enjoy it as is. It's just that the whole internet is no longer just the open and experimental version.
Why not both?
Phones seem much more personal to me than computers. They have our location and are able to interrupt many of us at any moment.
I'd love to see an easy to install and use open OS. I don't know who's incentivized to build that and maintain it.
The kill shot, instead, has been delivered by ad-sponsored media; clickbait, fake news, mass rage-storms, fake reviews, etc.
This is because advertisers don't want to alienate vast populations of people. They don't want stuff like "blacks and women are intellectually inferior, brought to you by Coca Cola!"
I see mainstream ads in "fringe" content of a variety of types, so they don't seem to care much about things being off-beat or strange. They don't seem to care about indirectly sponsoring UFO videos or fringe views of history that aren't transparent efforts to dehumanize people.
How often do I see a similar level customer or developer pain (anguish really, from supportive customers) regarding Amazon? How often do I see it regarding Google? All these companies have so many resources, but Apple is the only one that doesn't seem to be able to convert those resources into customer focus. It's painful to watch. Where is Apple's board? It's really discouraging!
[1] https://www.inc.com/bill-murphy-jr/5-years-later-jeff-bezos-...
Yet plenty of other companies do business on this model.
And where are they going to go? GNU/Linux? Good luck making a sustainable business selling desktop software there.
So how is it “similar”?
https://developer.apple.com/developer-id/
> You can only notarize apps that you sign with a Developer ID certificate. If you use any other certificate—like a Mac App Distribution certificate, or a self-signed certificate—notarization fails
https://developer.apple.com/documentation/security/notarizin...
That similar.
Sounds like you don't use that dev account much :)
Judging from Windows Store/UWP/etc acceptance, it doesn't really seem much of a future.
> they would need to rewrite the applications from scratch
Nah, this is never going to happen with Windows. The worst you can expect is to not get any new features, but even with base Win32 you have enough functionality to build on top of it anything you want (and/or use 3rd party libraries that bring that functionality).
I mean re-writing from Cocoa into Windows.
Unless Microsoft tries to force that, but they'll certainly face a lot of resistance and with their apparent coupling of Windows Store with the sandboxing model they could face antitrust issues that would dwarf the IE vs Netscape case of the 90s as there are way more money and businesses involved nowadays (and of course Valve/Steam waving their Linux support all over MS' face :-P - that story has calmed down now but consider how many companies flared up just because of the idea that MS could potentially lock down Windows with Win8).
> Compatible Scanner (in the header menu)
should be "Compatibility"
> not sustainable to run a company and pay salleries
"salaries"
> it is not provide to provide
not "viable"?
> we think a paid upgrade is fair for continuously developing, improvements, and support
"for continuous development, improvements, and support"
> support a product indefinetly for free
"indefinitely"
> It creates an artificial frontier between users and developers.
"frontier" - word choice. "barrier"?
> Developer can not inform users
"The developer" (or "A")
I'm not going to keep doing this because I'm sure that this comment would grow too long.
It doesn't hurt to run a spell checker over your public facing material, you know. I'm open to hearing this developer's criticism of Apple, but given the lack of effort in publishing this simple press release, I'm not exactly opposed to this additional "frontier" standing between their software and my less-tech-savvy friends' and colleagues' Mac computers.
He/she's not a native speaker, might not have access to a native speaker for proofreading and a spell checker wouldn't pick up frontier vs barrier.
"it is not provide to provide free updates forever" doesn't make sense in any language.
The TL;DR is the first thing you see on the page. They author didn't proofread the first paragraph.
* TL;DR
each manual update review by Apple causes delay and drama
AppStore does not support paid upgrades, only new App, in-App purchase or subscriptions
Apple takes 30% and that is not sustainable to run a company and pay salleries
it is not provide to provide free updates forever
if you purchased our application this year we provide a direct license, if you had it
significantly longer, we think a paid upgrade is fair for continuously developing, improvements, and support
> I'm open to hearing this developer's criticism of Apple
You're clearly not.
And while it's common not being open to considering something because something ticks you off as not credible, the effort to which you seem to have gotten to point out some typos is -- in the best interpretation -- puzzling.
Even a stickler for misspellings would just have commented "This is so badly written I can't take it seriously". There's something else going on.
On the other hand, no competition lead to a point where the Appstore became an authoritarian system where apple is free to play by the rules, or change them as it sees fit for it's bottom line.
Only judging Tho, never helped. What would be the consequences of an app store where - # alternative stores would be allowed like android # Apple would lover prices # regional pricing options # free updates for paid content # subscription for updates, distributed among apps user paid for already
Other ideas, comments are welcome.
In Android you get an automatic refund when you uninstall a recently purchased app. No questions asked.
In Steam you can ask for a refund if you have played less than 2 hours and you bought the game less than 2 weeks ago. I've done this dozens of times and in fact being able to refund a game that I don't like gives me confidence in trying new games. Again, no questions asked.
Epic also has a similar refund policy as Steam. I only used it once though.
With Apple you might or not get a refund and much like App Store reviews there is nothing you can do about it.
Well, with text contrast like that, neither is your website to be brutally honest
Hope they can find alternative ways to market and it beats those 30% and related hassle.
Anyway I answered their rejection with the reasons why I needed those entitlements. Silence for 2 days. I finally asked for an appeal to the review board and in 1 hour the update was accepted and available in the MAS.
We lost 3 days because either Apple's automatic reviewing system failed, or their human reviewers failed.
Oh, and for the few app I installed from the app store (usually because I had no choice), I loathe getting a message saying "Blahblah couldn't be updated because it was open"... It's the worst app updating scheme I've seen.
Used to be that macOS had really decent experiences to offer for both users and developers. Not any more. Now both are being tortured, just as with Microsoft. I really don't see a big difference any more. When my computer destroys my data and pumps off my money, I really don't give a shit whether it's Apple or Microsoft doing the abuse.
This kind of reminds me of the situation long ago with Windows and how they did not want to allow any other browsers expect IE on their OS. It took a long time to give developers freedom and access to API's to develop application on the OS. This feel like it's pivoted similarly to the App Stores now a days (even you Google).
I completely understand security concerns but the way apple solves theM is by limiting the free choice of the user.
So now we are using the google “appstore”
Why the hell hasn’t the iOS App Store password prompt been updated to allow me to use my password manager?
It actually discourages me from downloading apps. If the fingerprint doesn’t scan on the first try I usually give up and just live without the app. It’s usually not worth the hassle of copy/pasting.
Is there a simple way to get an app out to 5-10 people on ios?
And the software is kind of weird, scanners always come Windows drivers/software so there's no issue using it there. Linux support is less guaranteed but you can check the compatibility lists (http://www.sane-project.org/sane-mfgs.html). So it's exploiting a niche in driver support between Apple and the manufacturers.
I'm not saying the author is a nutcase, but this seems like one rare data point and I'd prefer to see more companies pulling their stuff off the app store before drawing any real conclusions.
I just use Homebrew.
- It has all the software I use not just 50%
- If not I can easy ad it.
- With bundler, I can set up my new computer super easy
- If somebody dislikes the CLI there is Cakebrew
It will be interesting to see in a year or 2 if they regret their decision or not.
If you're not using Developer ID and instead expecting your users to bypass Gatekeeper, that still works in Catalina.
Browsers are supposed to set that attribute. If they don't then Gatekeeper won't be triggered.
I mean, I hate Apple practices as much as the next rational freedom-loving person, but I'm kinda having a hard time feeling sorry for companies that don't know to diversify to hedge against single-point failures (which they ironically complain about while self-building their own SPoF.)
How is a developer, complaining about "The Catalina Disaster", not an attempt to distract attention, along with other developers, from years-long procrastination?
Ooph. We're not off to a very good start here.
Oh, guess what? Apple also has to run a company and pay salaries. Who would've thought?
Apple is one of the largest companies in the world. They've done so with bullshit like this and I wish people would stop supporting this broken business model.
https://informationisbeautiful.net/visualizations/how-much-d...