Find your iOS 11 games death list – and learn how to save your favourites

As outlined in Alex Hern’s Guardian piece, iOS 10.3 provides a death list for apps and games. Without updates, these products will all cease to work in iOS 11. You can find the list in Settings, by navigating to General > About > Apps. Of the 74 favourite/stored games I have on my iPhone, the following are currently listed as having no updates available:

Beat Sneak Bandit; Bit Pilot; Crazy Taxi; Critter Panic; Devil’s Attorney; Drop7; Drop Wizard; Flick Kick Field Goal; Flight Control; Forget-Me-Not; Gridrunner; I Am Level (which in some ways is the saddest entry in this list – here’s why); Infinight; LEX; Mikey Boots; Mikey Hooks; Mikey Shorts; Mini Motor Racing; Mos Speedrun; Osmos; Relic Rush; Ridiculous Fishing; Spell Sword; Strata; Trainyard; VVVVVV; Westbang; Zen Bound 2.

And that’s just the games on my iPhone. On my iPad, which has far more games stored, you can add: Active Soccer 2; Big Big Castle; Crazy Taxi; CRUSH; Darkside; DRM; ElectroMaster; Halcyon; Helix; HungryMaster; Magnetic Billiards; Minotaur Rescue; Minotron; Ms. Particle Man; Mutant Storm; Nightmare Cooperative; Puzzlejuice; QatQi; Reckless Racing HD; Sailor’s Dream; Slydris; Space Invaders Infinity Gene; Space Junk; Sprinkle Islands; Stealth Inc.; Sunburn!; Super Crossfire; Twelve A Dozen; Wave Trip; Wonderputt; World of Goo; Year Walk. That’s… a lot of games.

There are still five months until iOS 11 drops, and some may be updated by then. VVVVVV’s author has confirmed to me that his game will be, as has Darkside’s. Mos Speedrun’s author readied a 64-bit build within a couple of days of me flagging the game as under threat on Twitter. Simogo is also aiming to make its games compatible. However, I also know several games on the above list definitely won’t be fixed – either because it’s impossible/not viable to, or because the creators would rather you grab sequels/follow-ups instead. Worryingly, several developers I’ve contacted weren’t aware there was even a problem with their apps.

This piece isn’t a criticism of Apple, note (although it would be good if the company would again politely nudge developers of apps in the firing line). We no longer live in a world where mobile games systems are a single unit, living for a finite time, and offering one generation of backwards compatibility if you’re lucky. Instead, mobile systems in the sense of smartphones and tablets are all about incremental upgrades. Things break all of the time, as OS upgrades cause issues with older software. But iOS 11 looks like it’s going to be a doozy, so you’d best come prepared.

I outlined how in a feature for Stuff a short while ago, which also explains the history of this particular transition, warnings Apple provided to developers, but also the sad reality that in many cases it’s simply not worth a developer’s time to update a game. So, again, welcome to gaming’s future – it’s not especially bothered about even its relatively recent past.

April 4, 2017. Read more in: Apple, Gaming

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Super Mario Run will cost ten whole dollars. Entitled idiots assemble!

As reported by the entire internet, the upcoming Mario game for iOS, Super Mario Run, now has an official price tag: $9.99/£7.99. Predictably, people have immediately split into three camps (with crossover between the first two): those happy to see Nintendo value its mobile product appropriately (thereby also hoping that means it’s good); developers hoping it’ll impact on iOS pricing as a whole; and entitled furious idiots throwing toys out of their prams at the prospect of a company having the audacity to charge money for an iPhone game.

My inkling is the first of those suggests a game that, at the very least, won’t be shit. Nintendo’s perhaps smartly not bringing existing classics to iOS, nor even a ‘full’ Mario experience, but there’s no reason it cannot create a really great touchscreen-optimised game. After all, two of the four Rayman titles work really well on iOS; of the two that don’t, one is a direct port of an ancient Rayman game, and the other had hope beaten out of it by a baseball bat with ‘freemium’ scrawled across it in pen. By contrast, Super Mario Run has precisely one IAP, to unlock the full game.

I also suspect the second of those things won’t come to pass. Developers might hope a ten-buck game would lead to people’s entitlement and expectation on mobile shifting, but that ship has long sailed. Instead, it will simply prove that Nintendo can charge ten bucks for a game. Unless your IP is similarly famous (the Codemasters F1 title also has the same price), you’ll still be scrapping it out at the low end, or hoping for the best in the $2.99–$4.99 pricing arena that’s laughably referred to as ‘premium’ on mobile.

As for the idiots? They’ll continue being idiots. There are no guarantees about the quality of Nintendo’s game, nor how well it will perform. There’s not even any guarantee that it won’t bump up the average price of iOS games, even though that is extremely unlikely. No, the one certainly is this the free-to-download game will get a slew of shitty App Store reviews from people horribly angry they can’t play yet another game for free.

November 15, 2016. Read more in: Apple, Gaming, iOS gaming, Opinions

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Apple should rethink regarding games with political and sexual content

Apple likes to think it’s hip and cool — or whatever words hip and cool people are using these days to describe being hip and cool — but the company at times comes across like someone’s dad. This is never more the case than when it comes to gaming. Apple’s latest news headline in this area: rejecting a game about a Palestinian child struggling to survive in the 2014 Gaza strip.

This line of thinking isn’t new for Apple. App Store guidelines since 2010 have stated:

We view Apps different than books or songs, which we do not curate. If you want to criticize a religion, write a book. If you want to describe sex, write a book or a song, or create a medical app.

This showcases Apple’s concern with the interactive components of apps. When it comes specifically to gaming, I also suspect Apple links them to being a juvenile pursuit, unlike the ‘grown up’ mediums of music and literature. This was a dated distinction to make in the 1990s, when Cannon Fodder did the rounds, ruthlessly satirising war (while simultaneously being a bloody excellent game). But we’re now 35 years into home gaming, and the medium has matured at speed. As someone who’s trained in the fine arts, I often take issue with the ‘games are art’ argument, but it’s clear some border on (or possibly are) art, plenty more are artistic, and a great many have something important to say.

This is one of those occasions where Google Play’s light-touch curation gets things right, letting people create in the medium of their choice. Liyla and the Shadows of War is available to download there. But whereas Apple as an organisation lauds creativity and encourages people to be creative with its devices, it stops short when it comes to interactive content. Apple doubles down on older mediums and means of expression other than embracing the new. There are exceptions — Apple will allow abstracted political statements, as evidenced by Papers, Please — but that feels a lot like dancing around any points, and can be a compromise too far when someone’s trying to craft a very personal story via the medium of gaming. (Similarly, in a store with device age-gating, why shouldn’t someone be able to create a game that explores aspects of sex?)

On the flip side, I don’t doubt Apple has it tough. If there was a change in policy, perhaps there would be a flood of rabid ‘anti’ games, slamming specific figures, politicians or movements. With App Store reviews reportedly lasting only a matter of minutes, would it even be possible for a reviewer to examine a game, and deem whether it’s unacceptably offensive in some way? Still, I do hope Apple rethinks, because it could and should be a force for good across the entire range of gaming, rather than a force for ambivalence or, worse, obstruction.


Update (May 23): In this case, at least, Apple has rethought. The game’s creator says on Twitter that the game will be published on the App Store.

May 20, 2016. Read more in: Apple, Gaming, iOS gaming, Opinions, Politics

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Steve the jumping dinosaur clone

Steve the jumping dinosaur bounded past me a while ago, but there’s been a deluge of press about this mini-game over the past week, and I can’t for the life of me figure out why. Moreover, it’s odd how much of this coverage is ignoring key facts about the game.

If you’ve not chanced across Steve’s retro charms, it’s a game for iOS that works within Notification Center. You tap and the little dinosaur hops over obstacles until you mess up and it doesn’t, at which point your game is over. Much of the press seems to be full of wonder about the ultra-casual nature of the game, and the excitement of playing a game within Notification Center.

But although Steve isn’t a terrible game by any means, it’s nothing remotely special, given that there are countless similar (and better) games available for iOS (and Android, for that matter). It’s also far from the first Notification Center game — they go back at least a couple of years, after Apple cooled on only allowing the feature to be used for information presentation. Most of all, Steve is a truly blatant clone of a game that’s long appeared in Google Chrome’s offline mode. (If you have that browser installed, try it now — turn off your Wi-Fi, try to access a site, and you’ll see a little dinosaur lurking. Tap space and away you go.) So it’s not very good, it’s not unique, and it even omits the pterodactyls from the browser version, presumably angering pterodactyl fans everywhere.

However, Steve does give you a bunch of new themes to, naturally, buy via IAP. Given that Steve’s creator wasn’t responsible for the Chrome original, this all feels a bit iffy, profiting off of someone else’s work, but if this is the brave new world of gaming, it’s clearly time to throw integrity down a mineshaft and get involved. Any devs out there went to partner up? I’m sure we can get a ton of column inches with Steve Invaders, Steve ‘Flappy’ Bird, Stevey Road, and Angry Steve. And that’s just for starters.

April 25, 2016. Read more in: Apple, Gaming, iOS gaming, Opinions

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Low-hanging fruit for Apple and gaming, part two: genres and search

Following on from my gripes about MFi controllers, I want to touch on another aspect of Apple and gaming: genres and search.

Gaming is a rare example in the App Store where Apple included genre links, enabling people to filter their browsing. But I always found the categories Apple chose a bit strange. That ‘dice’ games get their own category but platform games don’t makes me question whether this list of genres was put together by anyone who knows the first thing about gaming.

Now there are many thousands of games on the store, these categories are entirely inadequate for finding the types of games you might enjoy. Apple’s search isn’t especially helpful (type ‘platform game’ and you get a list mostly comprising not exactly great titles, and a ton of stuff is lumped in with ‘arcade’), and so Apple’s own ‘curated’ groups are probably someone’s best bet for unearthing new games within a genre — assuming Apple’s made a list and you can find it.

Ideally, Apple would rip up the genre list and start again. But perhaps there’s another way around this, giving developers some kind of tagging system based around recognised genres and sub-genres, and allowing them to select from a small range when submitting their games (each of which would have to be justified to the App Store reviewer). That way, you could feasibly with a couple of clicks or taps (or a keyword search) get an always current list of kart racers or twin-stick shooters, rather than continuing to rummage through the semi-random marketstall that is the current App Store. (And I imagine this kind of thing could work for apps, too, also plagued by very general categories.)

So my second piece of low-hanging fruit for Apple and gaming is:


2. Improve discoverability for games by creating a more robust tagging/categorisation/search system that would enable dynamic grouping of broadly similar games.

April 21, 2016. Read more in: Apple, Gaming, iOS gaming, Opinions

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