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More on iPadOS 17’s Stage Manager

As I always do every summer, I read other journalists’ opinions about the new versions of iOS and iPadOS after I’ve published my preview story. This week, as I’m catching up on my reading queue (yes, I’m still using the Reading List/Notes setup I described here), I was pleased to see I’m not the only one who’s liking the new Stage Manager for iPadOS 17. Similarly, I’m not alone in thinking Apple should continue refining the iPad’s multitasking system and catching up with macOS.

Here’s Jason Snell, writing last week at Six Colors:

Unfortunately, one of my most hoped-for features for Stage Manager didn’t make it into iPadOS 17: you can’t run the iPad on an external display with its internal screen shut off, as you can when a MacBook runs in lid-closed mode. Not only can the second screen be distracting, but there’s stuff Apple insists on displaying on the iPad screen, and sometimes apps get thrown over to the iPad screen when you don’t want them there.

I’ve been working with the fake clamshell mode I detailed on MacStories for the past few weeks. It’s doable, but some of the inherent limitations of this workaround are incredibly annoying. For instance: there’s no way to show Control Center on an external display (seriously). I want to believe Apple is working on a real clamshell mode for iPadOS 18.

David Pierce, writing at The Verge, has also some ideas for features still missing from Stage Manager:

But now Apple needs to make Stage Manager an actual iPad feature. It needs to integrate it with the other iPadOS navigational tools and windowing systems in a way that makes sense. Let me have widgets and apps together in a space! And please, please let me save a collection of apps with a name and then bring it up with a Spotlight search, please. It needs to take advantage of the tablet’s outrageous processing power and actually let you use more than four apps at a time. It needs, in short, to make Stage Manager feel like part of the iPad instead of a wholly separate device that just happens to live inside the same screen.

The more I look at macOS Sonoma, the more I wish I could see widgets from my iPad’s Home Screen underneath Stage Manager’s windows. That’s the kind of feature that would make a lot of sense on a bigger iPad Pro.

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Netflix’s Slow and Steady Infiltration of the Videogame Industry

Last week, The Ringer published an in-depth look at Netflix’s foray into videogame publishing, which, to this point, has primarily consisted of mobile games on iOS, iPadOS, and Android. The story goes back to 2017, when Netflix published a retro-style game tie-in with Stranger Things. Today, Netflix offers not only a sizeable and growing catalog of mobile games but has begun purchasing game studios like Night School, the makers of the critically acclaimed Oxenfree and the recently-released Oxenfree II. As Lewis Gordon, writing for The Ringer, explains:

Since acquiring Night School, Netflix has bought three additional existing studios outright; it has also established two, one in Helsinki and another in California. There are some 67 games in the Netflix library, playable through its iOS and Android apps; 86 more are in development, with 16 of those being made by in-house studios. Consequently, Netflix Games has swollen to 450 employees, headed up by VP of games Mike Verdu (a former Electronic Arts executive), VP of game studios Amir Rahimi (former president of mobile games company Scopely), and VP of external games Leanne Loombe (who joined from League of Legends developer Riot).

That’s a big catalog with an executive team in place that hints at Netflix’s long-term gaming ambitions. Gordon:

For the time being, Netflix is doggedly sticking to its mobile-first message: The company declined requests to interview Verdu and Rahimi, the two executives whose work will arguably bear fruit further down the line. Nor has it allowed access to anyone at its newly established studios in Helsinki or California, the latter of which is working on an all-new “AAA multiplatform game” led by game makers with considerable chops: Joseph Staten, a key creative on the Halo and Destiny franchises, and Chacko Sonny, former Overwatch executive producer.

However, it’s not clear where Netflix is heading. The company seems to be making a lot of smaller bets on multiple game categories, as Gordon explains:

Netflix’s mobile titles are a notably disparate bunch. Among others, they include a Hello Kitty rhythm game, a SpongeBob cooking game, and a handful of titles licensed from mobile juggernaut Gameloft, including arcade racer Asphalt Xtreme. There are mobile ports of prestige indies such as Kentucky Route ZeroImmortality, and Twelve Minutes, as well as a handful of similarly ambitious games that, if you were browsing for a TV show or movie, would be grouped under the “Only on Netflix” header: charming platformer Poinpy, open-world flying game Laya’s Horizon, and Ubisoft’s recent Valiant Hearts sequel. Finally, there are the adaptations of Netflix’s own IP: Too Hot to Handle, based on the salacious reality TV show; the aforementioned Stranger Things game; and Queen’s Gambit Chess, which will arrive on July 25.

Gordon contrasts this approach with Apple’s:

Apple Arcade, another mobile subscription service, initially cultivated a slate of titles that shared an elegant, refined aesthetic and innovative interactivity (from vaporwave rhythm game Sayonara Wild Hearts to mechanical tinkering simulation Assemble With Care) before pivoting to more casual titles in an effort to mitigate so-called “churn” (i.e., the loss of subscribers). Netflix, by contrast, has aimed for a broad audience from the get-go. After all, the company’s remit couldn’t be wider: “We want to entertain the world,” states the marketing spiel on its website, an ethos reflected in its TV shows and movies. For every Roma there is an Extraction; for every Mindhunter, a Love Is Blind. Now, for every Laya’s Horizon there is a match-3 Stranger Things game.

One aspect of Netflix’s approach that is very different from Apple Arcade that I find fascinating is that it’s purchasing videogame studios to complement its in-house studio. When you step back, it’s an approach that’s similar to Apple TV+, which is both funding third-party shows that it publishes on its TV+ service and Apple Originals, which are created in-house. Whether that’s a formula that Apple could replicate for videogames, I don’t know, but I’d sure like to see it try.

Another fascinating aspect of Netflix’s videogame business is its expansion beyond mobile games. The mobile games it publishes are free to play with a Netflix subscription, but others are being published and sold on consoles and PCs, too. A good example is the recent release of Oxenfree II, which can be played on Apple and Android hardware for free by Netflix subscribers, but it’s also being sold on consoles and PCs for $19.99. It’s an interesting approach that adds value to a Netflix subscription but also offers outlets to play for people who don’t subscribe or prefer console and PC gaming experiences.

There’s a lot in Gordon’s story to think about and digest. Today, the number of Netflix customers who are playing its mobile games is tiny compared to the total number of subscribers. At the same time, Netflix is still clearly experimenting and in the very early days of testing the videogame waters. As a result, it’s hard to judge where the experiments might lead, but in a rapidly changing industry, it will be interesting to see if Netflix’s approach is the one that sticks.

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AppStories, Episode 343 – watchOS and macOS Sonoma Public Beta Previews

This week on AppStories, I’m joined by Alex Guyot to talk about the watchOS 10 and macOS Sonoma public betas.

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On AppStories+, Alex shares the tech he’s using to plan his wedding and I talk about game and app preservation.

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David Smith on Adapting Widgetsmith’s Weather Features to visionOS

David Smith has been poking around the visionOS SDK and chronicling his efforts on his website. His latest experiment was to take the weather forecast part of Widgetsmith and adapt it to visionOS. We’ve seen a lot of developers post screenshots of what their app looks like when it’s first built in visionOS, and it’s impressive how little work it seems to take to get an app up and running on the new OS.

However, visionOS apps are fundamentally different from others and require further attention to adapt to the new UI language. That’s what I love about David’s post. This is what it looked like when he started:

In the post, David walks through all the changes made, big and small, to get to this point:

The evolution of this view and others is a fascinating lesson in the UI differences between iOS and visionOS apps. Be sure to check out David’s post for more screenshots and details on the process of adapting Widgetsmith’s weather features to visionOS.

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On the Value of Threads’ Social Graph

Jason Tate, in his always-excellent Liner Notes newsletter1, has written about the practical value of Threads’ built-in social graph and how it differs from signing up for Mastodon or Bluesky:

This is a key (and likely killer) feature for onboarding someone into Threads. Like TikTok, you don’t have to do anything else after signing up to start seeing stuff. Is all of that going to be relevant to you? Probably not. But it removes the problem of most social media platforms: a user signing up and then going, “Ok, now what?” Building on top of the Instagram social graph removes a huge barrier and gives Threads a bootstrapping head start. It’s “valuable” to any Instagram user almost immediately. The app itself is fine. It’s not what I would prefer in an app for this kind of thing (Ivory is). But it’s fine. In my playing around with it over the past few days, I have two main thoughts, the first is on what works, and the second is on what needs to change. Let’s start with what works. The people are here. Joining Mastodon and joining BlueSky, I can find maybe 5% of the people I’m looking for. On Mastodon, it’s a lot of my tech and nerd friends. On BlueSky, it’s a few joke accounts. On Threads, I’d venture almost 90% of the people I’m looking for are there. Music people and bands that never joined Mastodon are there, and they’re posting. Many of the baseball and basketball accounts I follow are there, and they’re posting during games. This is a huge use case for me in a real-time app like this. Social media, and communities, are all about who is on the platform. The value a user gets is directly tied to the people who are there posting on it. I can love Mastodon as much as I want, but if I cannot extract the value I’m looking for from it daily, I’ll use it less. And that’s why I want Threads to succeed if they follow through on their promise to federate with the Fediverse.

That’s precisely the issue with Mastodon for me. I love Mastodon, and I’ve built an amazing audience of tech enthusiasts and MacStories readers there, but the non-tech people I want to follow online just aren’t there. I’ve been on Mastodon for several months now, and so many communities I used to follow on Twitter never signed up; meanwhile, I noticed folks from music Twitter, VGC Twitter, and videogames Twitter show up on Threads within days. And they’re posting.

So far, the value of Threads2 is that it fills a hole left by Twitter that Mastodon, for a variety of reasons, never filled. I don’t know if it’ll ultimately succeed without Meta ruining it in the long run, but anything to move communities away from Elon works for me right now.


  1. If you love music and don’t subscribe to Chorus.fm, you’re missing out. I read Jason’s site religiously every week (and have been for decades, since it was AbsolutePunk). ↩︎
  2. You can find me as @viticci there. We’re working on bringing out company accounts to Threads too. ↩︎
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AppStories, Episode 342 – The Web Apps We Use

This week on AppStories, we explore the web apps and services we use and how we use them.

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On AppStories+, we share our first impressions of Meta’s new social network, Threads, and its app.

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Two-Day Indie Apps Sales Event Begins Tomorrow with over 100 Apps

Amazon’s Prime Day begins tomorrow and with the Internet in a buying mood, Matt Corey gathered indie developers to organize an App Store sale that runs from Tuesday, July 11 - 12. Corey, the maker of Bills to Budget and Signals, has put together a collection of over 100 apps that will be offered at a discount tomorrow and Wednesday. The list is too long to publish here, but includes many we’ve covered here on MacStories and on Club MacStories in the past, including:

There are a lot of great deals, with many apps discounted 50% or more, and what’s listed above is less than a quarter of the participating apps, so be sure to visit Corey’s GitHub page for all the details, including discount codes for the apps that aren’t on the App Store, and support these great indie apps.

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AppStories, Episode 341 – Do Wishes Come True? (Part 2)

This week on AppStories, we conclude our look back at our pre-WWDC OS wishes for iOS 17, watchOS 10, and tvOS 17 and look at which came true.

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On AppStories+, I report on my early experiments with macOS Sonoma desktop widgets, while Federico follows up on his attempt to create a portable HomePod mini.

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To learn more about the benefits included with an AppStories+ subscription, visit our Plans page, or read the AppStories+ FAQ.

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Snazzy Labs on the Trouble with Mac Gaming

Quinn Nelson of Snazzy Labs has an excellent video about the trouble with gaming on the Mac. The video’s title says it all: “Macs Can Game. But Apple Can’t.” As Nelson explains, it’s not the hardware or the software that’s holding the platform back. It’s the size of the Mac market and the lack of any apparent strategy to attract more than a few big-name game studios to the Mac.

Nelson’s critique is spot-on. More than ever, Apple seems to be interested in and care about gaming on the Mac. That’s gotten a lot of people’s hopes up, including mine, but the company needs to start spending money to get AAA games as exclusives on the platform if it ever wants to compete with the PC gaming market. Apple spent the money to go from Planet of the Apps to Ted Lasso, and it’s going to have to do the same with videogames if it wants to attract the industry’s biggest names and titles.

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