Weeknote: 9 March 2024 – And Their Law, Etc.

Two columns over at Stuff this week. First, The Prodigy’s Wind It Up vanishing from music streaming makes me want to buy CDs again. Which given my previous articles on physical vs digital is perhaps cementing my position as Old Man Shakes Fist At Cloud on the site. Oh well.

Elsewhere, I dipped a toe into the Apple vs EU scrap and surprised myself with this conclusion: Apple and the EU’s browser fight will only have one winner – and it won’t be you. As per the article, I do think the EU has a point, but with browsers I’m not sure it’s thought through the likely unintended consequence of its actions.

Over at TapSmart, three pieces this week. First up, Apollo is added to my classic app series. Then I grump about the need for a Screen Time kill switch. And finally there’s a round-up of the best music discovery apps for iPhone.

Finally, on Mastodon, my daily retro game series hit 250 entries, with Snare (for Thalamus, created by Rob Stevens).

Other stuff

Given all the legal fights going on, you have to wonder if there’s something in the water right now. Apple vs the EU – often completely misunderstood by commentators, especially those from the US – is skilfully covered by Baldur Bjarnason. I also recommend Dan Moren’s piece for Six Colors, because it’s good and also to highlight that some smart folks in the US do get it.

Elsewhere, The Verge explores the consequences of Nintendo kicking Yuzu to death in a back alley. Personally, I’m not in favour of current-gen systems being emulated, but I’m also against Nintendo’s known position that all emulation should be wiped out.

Without emulation, most games would be lost – in a literal sense (it’s the pirates who’ve rescued most games from oblivion, after all) and also in an access sense, since gaming companies are keen to sell you the same old suspects over and over again, and in locked formats that mean you cannot take a legally bought ROM or disk image and do with it as you please.

There should be a middle ground, but there probably won’t ever be one. And that Verge article doesn’t explore all of the fallout, given that I’m now reading about people behind multi-emulator frameworks wondering how much Nintendo stuff they have to remove, not because Nintendo has threatened legal action, but because they’re fearful Nintendo will. 

And this isn’t me dumping on Nintendo. Others in this space (hello, Sony, eg) have acted similarly multiple times. If they all got their way, playing old games would be like streaming music if the likes of Spotify and Apple Music were replaced by label-specific services, which never gave you more than a handful of greatest hits albums, and pretended 99% of music history just didn’t exist. Bah.

Let’s end on a happier note. Or at least something that made me happy. I finally got a bunch of pictures up on the office wall, which gave me a lift. Now for the rest…

March 9, 2024. Read more in: News

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A tribute to Adam Banks

I heard last night that my friend and sometimes colleague Adam Banks had passed away. Maybe a week ago, I swapped some silly tweets with him about PETSCII art. (He and I were both C64 kids.) I last talked with him… I don’t know, but it was too long ago. Time is weird: you seem to have so much of it, and then you have none at all.

But time was something that Adam in his working life could bend like a sorcerer, given how much he could get done on any given day. During his second stint on MacUser, he was a combination of editor and designer that made the magazine truly his; us contributors clung on for the ride, like grinning passengers on an F1 car majestically zigzagging through the grid. The finished article was always brilliant and beautiful — a unique mix of words and visuals that felt like nothing else out there. I was gutted when it closed. I can only imagine how Adam felt.

After that point, Adam and I never regularly worked together again, but we’d communicate often, snarking about tech and chatting about random design and gaming things. I’d frequently dip into his Twitter feed, always full of sagely advice and wise thinking. I keep hoping this has all been a mistake and his Twitter feed will update. It never will.

Adam was a great person and my favourite editor, and I wish it hadn’t been so long since we’d last spoken. The world is a poorer place without him in it. Wherever you are, Adam, I hope you are at peace. Sleep well, my friend.


More tributes from Ian Betteridge, Chris Brennan, Mike Hirschkorn and Carrie Marshall. And here’s the PPA obituary, by Ian Betteridge and Steve Caplin.

November 27, 2020. Read more in: News

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Adobe Photoshop for iPad’s problems are down to hype, value, and not managing expectations

Bloomberg has run the piece Adobe Exec Defends Photoshop for iPad After App Falls Flat, quoting Adobe’s Scott Belsky about the launch. In a series of tweets, Belsky said:

a real-time v1 lesson: you’ve gotta ship an MVP to start the journey, but it will be painful at first. by definition, it won’t please everyone (and if it’s a reimagination of a 30yr old popular/global product, will displease many)

if you try to make everybody happy w/ a v1, you’ll either never ship or make nobody happy. such feats require customer feedback to truly exceed expectations. you must ship and get fellow passionate travelers on board.

He’s right, but the problem is that expectations weren’t managed. Instead, we got a hype train, and suggestions we would get full-fat Photoshop; instead, v1 is a stripped-down release. Belskey says the team decided to “nail perfect PSD support” rather than “just port 30 yrs of stuff (and baggage) on day 1”, which is sensible, except some of that baggage includes taken-for-granted features like layer effects.

Photoshop on iPad also represents a U-turn for Adobe, who’d previously argued people didn’t want this kind of pro-level software on iPad. It now feels like that argument was made because Photoshop didn’t exist. I can’t help wondering how long this app has been in development. Was it around in some form for years, or is it a reaction to Affinity Photo showing that, yes, pro-level creatives really do want this kind of app on iPad?

Affinity Photo itself is another piece of the puzzle, in the sense of the value proposition. If you already pay for Creative Cloud, Photoshop for iPad doesn’t require further outlay. But if you don’t, it’s a tenner a month. By contrast, twice that cost nets you Affinity Photo – with its richer and mature feature-set – forever. (In fact, at the time of writing, Affinity Photo is on sale, in an epic piece of trolling, for the same price as a single month of Photoshop for iPad.)

Despite its flaws, I’m glad Adobe released Photoshop for iPad. It’s something that needed to happen, and further cements the importance of Apple’s device. But it doesn’t surprise me that the response to what we got has been a mixture of anger and disappointment. Adobe must now iterate very quickly, and bring Photoshop towards feature-parity with the desktop version. After all, that’s another thing that Affinity Photo enjoys – the iPad version is not a ‘lesser’ product.

November 8, 2019. Read more in: Apple, Apps, News, Opinions, Technology

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How Apple Arcade is set to upend iOS gaming forever

Apple yesterday revealed the final details about Apple Arcade. The subscription gaming service will arrive on iPhone on 19 September, and then roll out to other Apple devices over the following four weeks. It will cost a fiver a month – and supports Family Sharing.

This has all sorts of ramifications for iOS gaming – and the potential to upend everything on the platform. First, the obvious positive is Apple is now taking gaming seriously. I’m hoping cross-device sync will work well, the games will be mostly worth playing, and that Apple won’t just get bored in a year and shutter the whole thing. (Anyone remember game Center?) But right now, the outlook is good.

Apple has priced this service sensibly. It’ll work on Mac, iPad, iPhone, iPod touch, and Apple TV. Also, you’ll be able to use MFi, PS4 and Xbox One controllers with many titles, rather than having to grapple with the Siri Remote, or play complex console-style fare using touchscreen controls.

The question is where this leaves pretty much all other gaming on Apple platforms – particularly iOS. At launch, Apple Arcade will have dozens of titles, and over 100 will arrive within “the coming weeks”; Apple is planning to add more titles every month. So for the price of a single premium iOS game each month, you’ll get access to hundreds. Quite how premium games are going to compete – even in the short term – I’ve no idea.

But Apple Arcade will impact on free and freemium titles as well. Apple has stated Apple Arcade titles can have no advertising, and no in-app purchases. Once a player’s immersed in that system, the vast majority of free App Store titles are from a user experience perspective going to range from irritating (ads being periodically thrown in your face) to downright skeevy. Clearly, developers will have to up their game in this regard – or hope that people would rather pay nothing and put up with a terrible UX than venture towards a subscription.

It’s an interesting time for Apple and games, then, and one that is filled with much promise. But it does feel ironic that the one time Apple finally gets interested in games, it may make the rest of the iOS gaming ecosystem even less viable. Here’s hoping it has the opposite effect – acting as a halo that draws more gamers to Apple devices, and finds them venturing from the Arcade tab to the Games one, and exploring the many goodies found within.

September 11, 2019. Read more in: Apple, Gaming, News, Opinions, Technology

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iOS 9.3.2 fixes Game Center, bricks iPad Pros

So iOS 9.3.2 has arrived, in a flurry of news. MacRumors states that some iPad Pros are getting bricked by it (and I’ve heard a few people saying the same about iPhones). As always, back-up your devices prior to upgrading, not only to iCloud but also iTunes.

From a personal standpoint, assuming all my devices don’t get bricked, I’m looking forward to using Game Center again. I’ve been writing about Game Center for a while, and it had been broken for a great many users since the tail end of the iOS 8 cycle last summer. It sprang into life again in the iOS 9.3.2 betas (due, I’m reliably informed, to someone actually working on it rather than Apple essentially ignoring it).

Naturally, then, because Apple cares so much about Game Center and games, the fact iOS 9.3.2 fixes Game Center isn’t even mentioned in the release notes.

May 17, 2016. Read more in: News

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