Mac App Store = Mac games esplosion!
#41
Posted 24 October 2010 - 09:50 AM
Also, there will be a need for outside sites like Mac Game Store that isn't afraid to sell the good stuff, and all of the good stuff that apple is trying to censor out. Granted Mac Game Store won't sell adult rated pr0n games... but what self respecting company out there does? So, basically MGS will be where you go to find all the games for sale... and apples thing will be where you go to find kiddie games that passed the PTA's inspection for appropriateness.
"I'm not incorruptible, I am so corrupt nothing you can offer me is tempting." - Alfred Bester
#42
Posted 24 October 2010 - 09:56 AM
And of course this is only for games that are available in both outlets. Based on the guidelines we've seen so far there may not be too many of those situations.
Frigidman, on 24 October 2010 - 09:50 AM, said:
Also, there will be a need for outside sites like Mac Game Store that isn't afraid to sell the good stuff, and all of the good stuff that apple is trying to censor out. Granted Mac Game Store won't sell adult rated pr0n games... but what self respecting company out there does? So, basically MGS will be where you go to find all the games for sale... and apples thing will be where you go to find kiddie games that passed the PTA's inspection for appropriateness.
Grand Theft Auto and Assassin's Creed 2 anybody? (among many others)
-PN
iPad 3 64GB WiFi/iPhone 4S 32GB
#43
Posted 24 October 2010 - 10:56 AM
Tacohead, on 24 October 2010 - 09:56 AM, said:
Note that Grand Theft Auto and Assassin's Creed 2 are on the App Store (albeit AC2 is not the console version). Once again, I have to say that this notion that the guidelines only results in "kiddie games" is totally baseless. The intention is to prevent X-rated games and hate games (e.g., a game where the point is to kill Jews or something), that's all.
There are legitimate things to criticize, such as not allowing demos. I don't understand why Apple is so against them, especially for Mac apps where the average price will be significantly higher. (Note that the iPad market seems to have successfully resisted the 99¢ mentality.) But if these omissions allow MGS to continue, then that's something. However, the idea that only "kiddie games" would be allowed on the Apple Store is just wrong.
--Eric
#44
Posted 24 October 2010 - 03:48 PM
Smoke_Tetsu, on 20 October 2010 - 01:47 PM, said:
It's better because it saves some pixels. A title bar serves no purpose for one-window applications. I agree that it looks terrible, though. Hopefully the UI is not done yet. (BTW, did anyone notice the iOS scrollbars, complete with the "rubber band" scrolling effect? Not sure if I'd like that in the entire OS, though.
the Battle Cat, on 20 October 2010 - 06:21 PM, said:
Huh? Apple doesn't control developer's prices. There are plenty of bargains on the iOS App Store.
Regarding Lion...for me, the preview was largely a disappointment, though mission control does look slick. I was sure 10.7 was going to be the release where Aqua elements would finally disappear. Maybe they are waiting to reveal the new UI for a later date, but it's discouraging. Fullscreen mode in preview is awesome, but re-appropriating the green button for fullscreen is bad, bad, bad. Still no Tabs and dropstack in the finder, which means I can't say goodbye to Path Finder yet. No built-in clipboard history, or any word on a new file system. And Mail and iCal still retain their non-iPadlike appearance. The Launchpad looks useless--so much easier to use the dock + spotlight.
#45
Posted 25 October 2010 - 12:38 AM
Eric5h5, on 24 October 2010 - 10:56 AM, said:
"Gaming on a Mac is like women on the internet." — "Highly common and totally awesome?"
#46
Posted 25 October 2010 - 03:39 AM
Cougar, on 24 October 2010 - 03:48 PM, said:
And now, time for some Legend of Zelda.
#47
Posted 25 October 2010 - 02:51 PM
It will be an easy way to install software especially for novice users.
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#48
Posted 25 October 2010 - 03:32 PM
There are many, many programs that simply aren't suitable for selling through their App Store, because they need demos, or user experience, to motivate the buy. The kinds of users who will buy _only_ from the App Store are the kind who aren't buying those programs anyway. So the App Store hasn't really hurt those developers.
As for games: if it's a AAA game, they probably don't need a demo anyway for all users. (Believe it or not, some people do buy games off the shelf, sight unseen. Though it would help if the developer had the ability to refund and deactivate the purchased copy if it didn't run.) The kinds of users who demand a demo will go find one the same way they do today, and they will therefore find and buy the game wherever they do today.
Certain game types will be effected more than others. If I put out yet-another match 3 game, I'm going to have a hard time selling it for anything other than the same low price of competitors on the App Store. But does that mean Aspyr or Freeverse are going to have to charge bottom dollar for something more unique? Maybe not, because again, it's their choice whether to sell on the App Store at all. They can risk a high price because their existing user base will still buy, on or off the store.
So I don't think it's all gloom and doom. The App Store will take a bite out of existing markets, some worse than others. But I think it won't be crippling to most developers. The target audience seems to be users like the current iOS App buyers, many of whom weren't buying software anyway.
Measure twice, cut once, curse three or four times.
#49
Posted 25 October 2010 - 04:43 PM
Matt Diamond, on 25 October 2010 - 03:32 PM, said:
There are many, many programs that simply aren't suitable for selling through their App Store, because they need demos, or user experience, to motivate the buy. The kinds of users who will buy _only_ from the App Store are the kind who aren't buying those programs anyway. So the App Store hasn't really hurt those developers.
As for games: if it's a AAA game, they probably don't need a demo anyway for all users. (Believe it or not, some people do buy games off the shelf, sight unseen. Though it would help if the developer had the ability to refund and deactivate the purchased copy if it didn't run.) The kinds of users who demand a demo will go find one the same way they do today, and they will therefore find and buy the game wherever they do today.
Certain game types will be effected more than others. If I put out yet-another match 3 game, I'm going to have a hard time selling it for anything other than the same low price of competitors on the App Store. But does that mean Aspyr or Freeverse are going to have to charge bottom dollar for something more unique? Maybe not, because again, it's their choice whether to sell on the App Store at all. They can risk a high price because their existing user base will still buy, on or off the store.
So I don't think it's all gloom and doom. The App Store will take a bite out of existing markets, some worse than others. But I think it won't be crippling to most developers. The target audience seems to be users like the current iOS App buyers, many of whom weren't buying software anyway.
Still not convinced the benefits outweigh the negatives. Today, for example, the brilliant folks behind Pixelmator announced they'll be hitting the App Store with their superb $59 image editor. Good for them, I know they'll sell lots. How they'll handle trials/demo for a piece of software that is that "expensive" (and it is a steal at that price) and the upgrade pricing for owners when the app hits 2.0? Not on the Apple store they won't.
Again, this isn't about $2.99 or $34.99 or even $9.99 apps ... it's about $30-50 (or more) applications that rely on a trial version to ensure you're getting what you want for your money. Devs could obviously maintain their own store online or a website with their demo versions but that's a hacky solution at best.
I would be happy to see Apple offer a 7-day refund period for those devs that want to let people try their apps. Apple's gonna know exactly what apps you have installed on your machine that were bought through the App Store, remember, and if you download and delete an app say, within a few days, you get you money back. Simple as that. Android offers this, Amazon offers it. Apple could too. But I don't believe they want to ... they want tight control.
But I want upgrade pricing as well. So I lose.
Indie dev websites like Panic's etc won't go away overnight. But it won't take too many years before Apple becomes the defacto standard.
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#50
Posted 28 October 2010 - 08:32 AM
I don't think both can be true. This isn't the iOS App Store, where alternative sale mechanisms are virtually non-existent. If (a) is true then people will continue to sell, and buy, software elsewhere.
I think Apple's target here is the consumers who buy little or no digitally distributed software. Apple is uniquely positioned to reach those people, but experienced buyers can and will go elsewhere, just as they do when buying music. Some people still buy CDs, still buy Amazon MP3's.
I also want to remind people that for many years the Mac market (and Mac games, to keep this relevant) was seriously squeezed by traditional retail. There was almost no shelf-space for Mac software, and it was expensive to place products there. This meant fewer games being made for Mac, and made it harder for Apple to sell Macs in general.
For that reason it's smart of Apple to help redefine the market when they can. It will help them sell more Macs. And yet their terms are currently so strict that I don't think they will (or intend to) take over the whole market. It's more like they are signalling, "these are the kinds of products our store can best serve- cheap, black box, non-technical, limited upgrades, no manual, inoffensive, etc. Anything more involved is best sold elsewhere."
Measure twice, cut once, curse three or four times.
#51
Posted 28 October 2010 - 01:03 PM
But I agree that people would probably still go for alternatives especially the more technically savvy people just like people go for alternatives to the iTunes store for media.
Alex Delarg, A Clockwork Orange said:
the Battle Cat said:
Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB Hard Drive
#52
Posted 24 November 2010 - 03:26 AM
devSin, on 20 October 2010 - 03:59 PM, said:
It would be pretty hard to convince me that you still rely on moving physical product for your income, so I'm assuming you're referring to digital sales...
Uhm 30% is pretty much the normal markup of all resellers be they digital or not i mean take the avarage game 59.90 $ is most likely sold by the producer EA or other to gamestop or whatever for 40$ who then add a 19.90 markup as their cut.
The reason it seams so much when it comes to itunes is that they don't really have any retail store costs to cover on that service but neither do any of the other online stores like steam i'm not sure thou what valves cut is.
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#53
Posted 24 November 2010 - 09:44 PM
teflon, on 20 October 2010 - 07:42 PM, said:
PeopleLikeFrank, on 21 October 2010 - 07:31 AM, said:
teflon, on 21 October 2010 - 07:57 AM, said:
...As I said in my first post, it's ironic to an extreme that iTunes would, if submitted by a third party, be rejected from the app store. Lunacy.
Sometimes Apple just do my head in with their changes for changes sake...
Janichsan, on 24 October 2010 - 05:35 AM, said:
Among my currently installed programs, the following would not be allowed on the App Store:
...
Even without the freeware, that's still the majority of apps on my computers.
I think that those users getting their software from the Mac App Store only, would be the ones not savvy enough to get software from other outlets in the first place. Primarily those people who are using their computer only for email, internet, maybe some online shopping, but not the target audience for slightly more sophisticated software.
Eric5h5, on 24 October 2010 - 10:56 AM, said:
There are legitimate things to criticize, such as not allowing demos. I don't understand why Apple is so against them, especially for Mac apps where the average price will be significantly higher. (Note that the iPad market seems to have successfully resisted the 99¢ mentality.) But if these omissions allow MGS to continue, then that's something. However, the idea that only "kiddie games" would be allowed on the Apple Store is just wrong.
--Eric
Liberator.
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#54
Posted 24 November 2010 - 10:33 PM
And it is in keeping with what appears to be Apple's view of the future, where optical drives are forgotten and everything is a electronic download.
If nothing else, it'll be interesting to see how well / badly the store works.
#55
Posted 25 November 2010 - 01:53 AM
The Liberator, on 24 November 2010 - 09:44 PM, said:
"Gaming on a Mac is like women on the internet." — "Highly common and totally awesome?"
#56
Posted 25 November 2010 - 08:27 AM
Alex Delarg, A Clockwork Orange said:
the Battle Cat said:
Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB Hard Drive
#57
Posted 25 November 2010 - 07:25 PM
Liberator.
iMac: 2.8GHz i7 | 8GB RAM | 10.8.2 | ATI Radeon HD 4850M | 512MB VRAM
Custom: 3.4 GHz i5 | 16GB RAM | Win 7 SP 1 | nVidia GeForce GTX 660 OCII | 2GB VRAM
We hang in D.C. with them CIA killers
Baraka Flacka Flames - Head of the State
#58
#59
Posted 26 November 2010 - 04:01 PM
edddeduck, on 26 November 2010 - 11:17 AM, said:
Frigidman, on 24 October 2010 - 09:50 AM, said:
Still on a Quad G5, and I run both 10.4 and 10.5 on its two hard drives. And I still purchase the odd Mac game that's available for the userbase I'm in, as those Feral guys can attest from the RTW purchases!
Chromium (MacBook Pro 08) – 2.6 GHz C2D T9500 / 4GB RAM / 750GB STX MomentusXT / GeForce 8600M GT 512MB
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When there's a multiplayer version, I'm going to be on Frost's team. Well, except he doesn't seem to actually need a team...I mean, what's the point? "Hey look, it's Frost and His Merry Gang of Useless Hangers-On!" Or something.
#60
Posted 17 December 2010 - 01:45 AM

















