Apple Anti-Trust (was Apples actual response to the Flash issue)

Jeff Massung massung at gmail.com
Tue May 4 11:20:49 EDT 2010


On Tue, May 4, 2010 at 2:46 AM, Kay C Lan <lan.kc.macmail at gmail.com> wrote:

> On Mon, May 3, 2010 at 11:21 PM, David Bovill <david.bovill at gmail.com
> >wrote:
>
> So to the article:
>
> > In forcing computer programmers to choose developing an Apple-exclusive
> app
> > over one that can be used on Apple and rival devices simultaneously,
> critics
> > say Apple is hampering competition since the expense involved in creating
> an
> > app will lead developers with limited budgets to focus on one format, not
> > two.
> >
>
> Sorry, but I thought that's exactly the environment the Mac has lived in
> since 1984. The vast majority of developers, not just limited budget
> developers, have always chosen to develop for one platform only. If this is
> an Anti-Trust issue now, why hasn't it been for the last 26 years?
>  <http://lists.runrev.com/mailman/listinfo/use-revolution>
>


I may have a unique perspective here given what I do for my job. So, if
others might permit, I'm going to take the Apple situation and relate it to
a situation I'm very close to... In the console video game world, let's say
you want to make a Nintendo Wii game. Here's how this works:

- You apply for a Nintendo license and pay some money. And almost always
you'll pay more money for development hardware to test on.

- You download Nintendo SDKs and program your game. Note, however, that you
aren't *required* to use Nintendo's SDKs, and you could program your game in
Lisp or Lua if you felt like it. The SDKs are just there to help if you want
them.

- Once your game is done, you submit it to Nintendo and they do what they
call "lot check" (Sony calls it TRCs and MSFT calls it TCRs). This is their
run at the program to ensure it doesn't crash, and doesn't prevent the user
from using the features of the console, among other things.

- After your game passes submission, you press the discs, box it, and stick
it on store shelves... in whatever stores will purchase your game because
they think they can sell it through to the final customer.

- Each copy of your game that sells pays license fees to Nintendo.

Now, let's compare this to Apple and talk about why Apple is bordering on
Anti-Trust and Nintendo (and Sony/MSFT) is not.

- Apple requires you to be a registered developer and it helps to buy target
hardware. That's fine.

- However, Apple also *requires* you to use their SDK. What makes that worse
is due to how their SDK is put together, it's nearly impossible to use their
SDK on a non-Mac OS X system. And because of how OS X is built, it doesn't
run on non-Apple hardware. So, now you're locked into purchasing more Apple
hardware just to program your app that has nothing to do with your target
platform.

- Once you application is complete, you only have a single point for
distribution: the App Store. You can't sell it through Wal*Mart or Target or
via some online site like Amazon. And the only legal way for the customer to
install an app on their iP*d is to download it through the App Store.

So, summarizing:

- You are forced to purchase addition Apple hardware.
- You are forced to distribute through Apple.

Bottom line: no competition throughout the entire life-cycle of the final
product.

Jeff M.



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