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Apple Loosens App Tools Restrictions, Publicizes App Store Review Guidelines
by Leigh Alexander [Console/PC, Programming]
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September 9, 2010
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In what's sure to come as long-awaited news to many iOS developers, Apple has quietly loosened restrictions on third-party development tools like Adobe's ActionScript in its apps, declaring it'll permit all tools "as long as the resulting apps do not download any code."
And in a further address of key developer complaints about its platform, Apple has also agreed to publicize its App Store Review guidelines for the first time.
"We are continually trying to make the App Store even better," the company said in a statement. "We have listened to our developers and taken much of their feedback to heart."
"Based on their input, today we are making some important changes to our iOS Developer Program license in sections 3.3.1, 3.3.2 and 3.3.9 to relax some restrictions we put in place earlier this year."
Since so many potential iPhone games rely on Flash or Unity, ongoing conflicts between Apple and parties like Flash creator Adobe have been particularly germane to game developers -- many of whom have long wanted to release browser games as iPhone and iPad apps, or develop multiplatform web and mobile titles.
The company says today that allowing tools that don't require code downloads "should give developers the flexibility they want, while preserving the security we need." However, the policy change notably does not allow users of iPhone, iPod and iPad to use the Flash plugin to play a game or browse the web.
Adobe Labs offers the Adobe AIR Packager for iPhone, which would allow ActionScript 3 projects (also the scripting engine behind Flash) to run as native apps on the device's OS. But an update to Apple's iPhone SDK licensing agreement disallowed games developed using Adobe's tools to appear on Apple's App Store. Following the implementation of the restriction, Adobe had ceased further development of the AIR Packager for iPhone.
Citing security concerns and other issues, Apple has instead preferred to adopt other open standards like HTML5, CSS and JavaScript. Adobe had contended that Apple was aiming to create a "closed system", an end it saw as destructive to the competitive market; as recently as May of this year, the U.S. Federal Trade Commission had been investigating whether the ban on Flash was indeed anti-competitive. Apple did not say whether or not its decision today had any relationship to the FTC investigation.
Alongside this news comes the company's decision to address another long-standing developer issue with the process of publishing on Apple's platforms: "In addition, for the first time we are publishing the App Store Review Guidelines to help developers understand how we review submitted apps," the statement continues.
"We hope it will make us more transparent and help our developers create even more successful apps for the App Store," Apple adds.
As of today, Apple's App Store plays host to over 250,000 apps, which have together seen 6.5 billion downloads, according to the company. Although that number doesn't break out free from paid apps, the company says App Store developers have earned over one billion dollars collectively from App Store sales.
[UPDATE: More details added.]
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The overall revenue of the Appstore including Apple's share since it's launch was, in June 2010, $1.43 billion, this breaks down to roughly $477 million per year. The global video games industry is right now at roughly $40 billion a year. When I consider, that not every App in Apple's store is a game, the video games revenues in the Appstore are even lower. So I would say, Apple's platform is not very important for the worldwide games industry.
No, it doesn't close the gap considerably, cause developing Street Fighter IV for the iOS costs as much as developing it for another platform. For the revenues, the price of an App is irrelevant. If you divide the $1 billion with the 250k Apps, you get roundabout $1350 per App. Let's say for fun, that two thirds of all Apps are free (I don't have a number here), then it would make a revenue of $4050 per App. Even without the numbers of units sold, I can see, here, that the vast majority of commercial Apps never will become profitable.
What is wrong in my numbers is the fact, that in the $40 billion the hardware is included, you have to extract it, but even if it would make up 50% of all revenues (which is probably to high), the Appstore remains insignificant in comparsion to the revenues of the rest of the games industry.
You may be referencing a different article, but i distinctly remember Apple's claim against allowing 3rd-party development tools was over a supposed user experience concern. Now they're trying to rewrite history by claiming it was a security concern? Don't be fooled.
- Ryan
"Adobe Labs previously offered the Adobe AIR Packager for iPhone..."
They still offer the packager. A final release is included with Flash CS5. Adobe stance was that they'd no longer offer support for it, or offer any further updates after Apple's last minute SDK changes last year.