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Posts tagged with "games"

Monument Valley at 10: The Story of the Most Meticulous Puzzle Game Ever Created

Earlier this week, I linked to The Ringer’s profile of Monument Valley on its 10th anniversary, which focused on what’s become of mobile gaming since the game’s release. Today, I have another story about Monument Valley that focuses on the game’s origins and beautiful design.

Jonathan Bell’s article for Wallpaper explores the Monument Valley team’s approach and influences:

The end result had a pixel-perfect axonometric aesthetic that not only went hard on its references to Dutch master artist and printmaker Maurits Cornelis Escher, but also dug deep into classic video game design, going right back to early arcade machines and 8-bit titles. Each of the ten levels is like a piece of fine furniture, built with invisible dovetail joints and inlaid with marquetry, stuffed with secret compartments and little design flourishes. Gray cites the world of theatre and stage design, as well as graphics, as important keystones in the way the levels were constructed. ‘Ken would always talk about flower arranging, and how you frame a silhouette of a level on the screen,’ he says

I love this anecdote about the game’s last minute naming:

The small team was so laser-focused on delivering the best game they could that the name wasn’t even considered until the very end. ‘Right before launch we were going to be interviewed by Edge magazine – the morning of that day we hadn’t picked the name.’ Monument Valley was chosen as being familiar, yet unusual, implying a sense of mystery, grandeur and travel.

Monument Valley is one of the most important indie games ever published on the App Store, so it’s great to see its backstory told in detail by Bell. Be sure to check out the full story, which includes photos of early design sketches of the game’s interface and characters.

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Apple Amends App Review Guidelines to Permit Game Emulators and Make Other Changes

Yesterday, Apple announced an update to its App Review Guidelines in a brief post on its developer site. The changes to sections 3.1.1(a) and 4.7 of the guidelines, which apply globally to all apps distributed through Apple’s App Store, address three items:

  • game emulators,
  • super apps, and
  • linking to the web from inside music streaming apps to make purchases outside the App Store

Historically, game emulators were forbidden from the App Store. As a result, an emulator like Delta, which can play games released for Nintendo systems through the N64, could only be used on iPhones through a clever combination of developer tools and a Mail plug-in. In contrast, there are plenty of emulators on the Google Play store for Android users to download.

Revised section 4.7 of the App Review guidelines specifically allows retro gaming emulators:

Mini apps, mini games, streaming games, chatbots, plug-ins, and game emulators

Apps may offer certain software that is not embedded in the binary, specifically HTML5 mini apps and mini games, streaming games, chatbots, and plug-ins. Additionally, retro game console emulator apps can offer to download games.

Presumably, this will allow Delta and other emulators onto the App Store, so they can be used to play game files stored on iPhones.

The change to section 4.7 also says that “mini apps and mini games, streaming games, chatbots, and plug-ins” of the sort found in apps like WeChat must be created with HTML 5, a clarification of the language previously used.

Finally, section 3.1.1(a) of the App Review Guidelines allows music streaming services to link out to the web from their apps so customers can make purchases outside the App Store. The change addresses the anti-steering provisions for which Apple was fined $2 billion by the EU, and Apple has said it will appeal.


MacStories Unwind: I Don’t Believe This Website

This week on MacStories Unwind, cicadas invade Italian TV, John tries an espresso soda, Dragon’s Dogma II, The Creator, and what’s next in our media queues.



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Ten Years Later, ‘Monument Valley’ Is a Monument to Mobile Gaming’s Bygone Era

Lewis Gordan, writing for The Ringer, looks back at the 10 years since Monument Valley was released and wonders what has become of premium mobile games:

With such gigantic success, Monument Valley should have become a blueprint for indies on mobile (and it did, for the small cohort of artful titles such as Alto’s Adventure and Old Man’s Journey that followed soon after it). But as the years wore on, it became clear that the game was really more of an aberration. Premium mobile games, that is, those that you pay for, eventually turned into an endangered species, crowded out by free-to-play “forever game” behemoths such as Clash Royale and, most recently, Monopoly Go! (the latter of which is partly bankrolled by Saudi Arabia’s Public Investment Fund and spent an eye-watering sum of nearly $500 million on marketing and user acquisition alone). A binary, then (and thus a battle), presents itself, pitting the art game that values people’s time against the commercial product that seeks to exploit it with ever-increasing, capitalistic intensity. “In 2014, it was just the beginning of that battle,” says Orland. “We didn’t have a clear winner.”

Gordon argues that Monument Valley’s release marked a high water mark and the beginning of the end of artful mobile games. As he recounts, the game was profitable within a week, but just six months later, users were leaving one-star reviews for a $1.99 expansion pack to a game that was only $3.99 to begin with. Gamers had been trained by the Candy Crush Sagas of the world to expect endless free updates.

Adriaan de Jongh, who Federico and I interviewed on AppStories years ago, points to the 2017 redesign of the App Store as another factor in the decline of premium titles:

Before, says de Jongh, Apple “featured” a couple of titles per week, promoting them to anyone across the entire globe who opened the App Store. It was the “single biggest marketing beat” for Hidden Folks, helping the game earn just more than $50,000 on its very first day. Then, with the redesign, the opportunity practically vanished. iPhone users had to navigate to a different tab to see new games. In de Jongh’s view, this was a fundamental and ultimately fatal layer of friction.

Gordon’s story is worth reading in its entirety because it’s one of the best tours of the business of selling iPhone games that I’ve read. At the same time, though, I think Gordon paints a bleaker picture than is justified. There’s no denying that the iPhone gaming universe has changed a lot from the days when games like Monument Valley, Alto’s Adventure, and Hidden Folks were first released. However, it’s also too soon to declare the end of premium iPhone gaming. Few of those titles may break into the top paid games category these days, but that doesn’t mean there aren’t innovative, artistic games being released on the App Store. You need to work a little harder, cutting through the jungle of free-to-play games to find them, but they’re there.

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The Next Time You Use a Videogame Emulator, Thank Steve Jobs

Source: [Retroplace](https://www.retroplace.com/en/games/169639--connectix-virtual-game-station).

Source: Retroplace.

We’ve covered videogame emulation on Apple devices many times over the years, but today, I have a fun story from the archives about the Mac and emulation.

As Chris Brandrick explains on overkill.wtf, the Mac played a pivotal role in developing the U.S. case law that holds that emulators are ‘fair use’ under copyright law:

Believe it or not, but back in 1999 Apple’s Steve Jobs went on national TV and spoke glowingly about a new piece of emulation software that made playing PS1 games on your Macintosh a reality. 

Yes, then iCEO Jobs not only took to the airwaves on U.S. news network CNBC to brag about how this new emulator “lets your Mac play Sony PlayStation games” (noting that “you can’t even get this on Windows”), but he also took to the stage at that year’s MacWorld Expo touting the $49 ‘Virtual Game Station’ software to the Mac masses.

The software Jobs demoed on stage at Macworld was Connectix Virtual Game Station, which was developed by Aaron Giles and allowed Sony PlayStation CD-ROMs to be played on Mac like the G3 iMac. Sony promptly sued Connectix, the company behind the emulator, and got a preliminary injunction against its distribution, which was later overturned on appeal. Sony ultimately bought Connectix Virtual Game Station to take it off store shelves.

Also linked in the story is a terrific video overview of the history behind Connectix Virtual Game Station by Definitive Mac Upgrade Guide:

The entire story is fascinating in light of Nintendo’s recent actions against Yuzu, an open-source Switch emulator, which resulted in the Yuzu project being taken down and has had ripple effects in all corners of the emulation world.

So, the next time you fire up an emulator, think of Steve Jobs and the fight he helped kick off that sits at the foundation of videogame emulation everywhere.

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Job Simulator Devs Say They Feel ‘Vindicated’ By Apple Vision Pro’s Approach To VR

Henry Stockdale, of UploadVR is at the annual Game Developers Conference (GDC) in San Francisco this week and interviewed Andrew Eiche, the CEO of Owlchemy Labs, creators of Job Simulator and other VR games:

Asked about the studio’s hand tracking focus and how Apple Vision Pro uses hand tracking as its primary control method, Eiche believes Apple’s system feels like “huge vindication” for Owlchemy’s strategy.

Eiche told Stockdale:

We had this similar pinch gesture in our previous hand tracking demo without knowing what Apple was going to do at all, so it’s great to see that we’ve all coalesced around this one interaction.

When we first tried the Apple Vision Pro, we were like, ‘yes!’ This is like what we have been hoping for in many cases. Making an app on a headset is difficult right now on every headset because you have to start from scratch. With Apple, you can use Swift UI. You can use all of these different tools to build an app to get the base layer. And then you add everything on top of it and it’s interesting. So yeah, it felt like a huge vindication.

Job Simulator first launched on Sony’s PlayStation VR in 2016, so it’s interesting to hear that its veteran VR development team independently arrived at a similar interaction scheme as Apple’s Vision Pro designers and engineers.

In addition to Job Simulator, Owlchemy Labs announced last month that it is also working on bringing Vacation Simulator to the Vision Pro.

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Building Games for Playdate in Swift

Panic’s Playdate has been in the news again recently. The company has caught up with pre-orders, so anyone can order one, and it will ship within 2-3 days. Also, Lucas Pope, the creator of beloved games like Papers, Please and Return of the Obra Dinn just released Mars After Midnight, a game I plan to dig into this weekend. The Playdate catalog is also running its first-ever sale, but there’s just one day left, so check it out today.

Most recently, I saw Panic’s Cabel Sasser link on Threads to a post by Rauhul Varma on the Swift.org blog. The Playdate’s developer SDK supports Lua and C, and as Varma explains, “the typical Swift application and runtime exceed the device’s tight resource constraints.”

However, Varma, who is an engineer in Apple’s Advanced Prototyping in the Platform Architecture group, had an idea for building Playdate games that would fit on the device:

Recently, the Swift project began developing a new embedded language mode to support highly constrained platforms. This mode utilizes generic specialization, inlining, and dead code stripping to produce tiny binaries, while retaining the core features of Swift…

These defining characteristics make the embedded language mode a great solution for shrinking Swift to fit the Playdate’s constraints.

To demonstrate the approach, Varma shares two games built in Swift: Conway’s Game of Life, which is a sample included in the Playdate SDK, and a Breakout-like game called Swift-Break. For developers who are interested in building games for the Playdate using Swift, Varma’s post includes a detailed explanation of the process, and the code and documentation are available on GitHub.

I love this project because it lowers the barrier to getting started for Swift developers who may not be as comfortable or familiar with Lua or C. I hope this leads to even more great releases for Panic’s awesome little handheld game platform.

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Emulation on iPhone

Last year I wrote an about retro gaming on iOS. I’ve had a lot of fun playing games on the platform, especially through emulation. Much of what I wrote last year is still applicable today, but I thought I’d revisit the topic with a focus on the state of emulation on iOS and all of the software and accessories you’ll need to get started.

Excellent overview by Mike Rockwell on the different options iPhone users have for running emulators on iOS. I can also recommend the G8 controller, which, as Club members know, I even modded to fit an iPad Pro.

See also: Wulff Den’s video on using the iPhone as a gaming handheld, and Riley Testut’s announcement that AltStore’s MarketplaceKit entitlement has been accepted by Apple in Europe.

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Vision Pro App Spotlight: GameTrack Updated with Built-In Cloud Streaming

Late last week, Joe Kimberlin released GameTrack 5.4, an update to the iOS, iPadOS, and visionOS versions of the app that enables new ways to access your favorite games and navigate the app’s UI. Of course, the Vision Pro version of GameTrack is completely new since the last time I wrote about the app, too. So, let’s take a closer look at the latest iOS and iPadOS updates, as well as the visionOS version, which has become one of my favorite media management apps for Apple’s headset.

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