Phil Schiller Explains Steam Link App Rejection

Valve announced on May 9th that it would release a video game streaming app called Steam Link. According to Valve, that announcement was made after the app was approved by Apple’s App Review team. As we reported Friday, Valve says that App Review reversed its decision the next day, rejecting the app for what Valve describe as ‘business conflicts with app guidelines.’

Steam Link is an app designed to allow users to stream Steam games from a Mac or PC to an iOS device or Apple TV over fast WiFi or Ethernet. Valve appealed the rejection on the basis that it was similar to other LAN-based remote desktop apps available on the App Store, but the appeal was denied. That led some people to question whether Apple’s rejection was motivated by a desire to protect gaming on iOS devices and the Apple TV.

We now have a better idea of the reasons behind the Steam Link rejection thanks to an email message from Phil Schiller, Apple’s Senior Vice President of Worldwide Marketing, to a MacStories reader, the authenticity of which we have verified.

The reader, who asked to remain anonymous, wrote to Schiller asking that Apple reconsider the rejection. In response Schiller said:

We care deeply about bringing great games to all of our users on the App Store. We would love for Valve’s games and services to be on iOS and AppleTV.

Unfortunately, the review team found that Valve’s Steam iOS app, as currently submitted, violates a number of guidelines around user generated content, in-app purchases, content codes, etc. We’ve discussed these issues with Valve and will continue to work with them to help bring the Steam experience to iOS and AppleTV in a way that complies with the store’s guidelines.

Without having tried the app, it’s impossible to know precisely what aspect of the App Review Guidelines Apple concluded Steam Link violated, but Guideline 1.2, requires apps with user-generated content to have a way to filter objectionable content and remove offensive material, for example. In-App Purchases are another area with specific guidelines, many of which apply to games, in-game currencies, loot boxes, level unlocking, and more. Guideline 3.1.4 also forbids apps from using their own mechanisms to unlock content or functionality.

Although it’s disappointing that Steam Link was rejected, it appears from Schiller’s message to our reader that there was more going on in the app than just streaming games from a PC or Mac. The guidelines that Schiller says were violated are not new, but with only the Steam Mobile app on the App Store, Valve probably hasn’t had to address user-generated content or game-specific guidelines in the past. Hopefully, the two companies can find a way to resolve the issues that satisfies the guidelines and allows Valve to provide its users with a way to enjoy their Steam games on iOS and tvOS.



Steam Link Rejected by App Review

A couple of weeks ago we reported that Valve was preparing to release an app called Steam Link that would allow gamers to stream Steam games to an Apple TV or iOS device over a fast WiFi or Ethernet network. The app was set to debut this week, but it was rejected by Apple’s App Review team. According to a press release from Valve, Steam Link was approved by App Review on May 7th and then rejected on May 10th, one day after Valve announced the app was coming to iOS and tvOS.

According to a tweeted statement by the Steam Database account:

Apple revoked its approval citing business conflicts with app guidelines that had allegedly not been realized by the original review team.

Valve’s statement also notes that other apps with similar functionality are currently available on the App Store. Valve appealed the rejection, which was denied.

Valve said it hopes Apple will reconsider in the future, but for now, it appears that Steam Link for iOS and tvOS is on indefinite hold.




Apple’s Emoji Search Is Bad

Emojipedia’s Jeremy Burge, following a series of tests with emoji search, a built-in macOS feature that still isn’t available on iOS:

Prior to macOS Sierra’s release in September 2016, emoji search for Mac was the opposite: general terms wouldn’t return any results - but if you knew the emoji name you could get it to appear 100% of the time. This is no longer the case.

I do wonder if an internal effort to make these types of search and prediction tools better in the longer term is making them worse for users in the short term.

It’s not just that it’s bad because the results are somewhat lackluster. It’s bad in the sense that typing Apple’s exact description for an emoji sometimes doesn’t bring up the character it belongs to. If someone is in charge of this feature for the Mac, I hope they can take a serious look at whatever is going on.

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Obscura 2 Review: An Approachable Manual Camera App with Tasteful Filters

I enjoy taking lots of photos. Over the years, I’ve dabbled with DSLRs, but more often than not these days, I use my iPhone because it’s always nearby.

I’ve historically used Apple’s built-in Camera app. It has the advantage of being available from the Lock screen, which is a big plus because it lowers the barrier to getting up and running with the camera. Later, I would go back and pick out the best shots, edit them a little in the Photos app, and share a few.

Over the past couple of weeks though, I’ve been moving between Apple’s Camera app and Obscura 2, which was released today by developer Ben McCarthy. I’ve used manual camera apps in the past, but always wound up going back to Apple’s option in the end.

Obscura has been different. I’ve found myself going back to it repeatedly because I enjoy the way it approaches taking pictures and editing them so much. I don’t expect I’ll stop using Apple’s Camera app altogether; it’s just too convenient. However, when I leave the house with the intention of finding something interesting to photograph this summer, I’m going to use Obscura.

One of the things I like most about photography is that it’s a creative outlet that’s just for me. Sure, I share some of the pictures I take, but it’s entirely for fun.

One of the issues I’ve always had with pro camera apps is that many take the fun out of photography for me. They have intimidating UIs that throw lots of photography jargon and controls at you in a way that sends me looking for a manual. It feels too much like work.

Obscura doesn’t dispense with camera-speak entirely, but it succeeds by presenting the complexities of manual camera features in a simple, thoughtful UI. Instead of sending me looking for support pages, I found myself experimenting with Obscura’s controls, learning what each does by doing, which has been an enjoyable, organic process.

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Illustration in the iOS 11 App Store

Khoi Vinh, writing about one of my favorite aspects of the iOS 11 App Store:

Apple’s dramatically redesigned App Store got a decent amount of attention when it debuted last year with iOS 11, but its unique success as a hybrid of product design and editorial design has gone little noticed since. That’s a shame, because it’s a huge breakthrough.

I myself paid it scant attention until one day this past winter when I realized that the company was commissioning original illustration to accompany its new format. If you check the App Store front page a few times a week, you’ll see a quietly remarkable display of unique art alongside unique stories about apps, games and “content” (movies, TV shows, comics, etc.). To be clear: this isn’t work lifted from the marketing materials created by app publishers. It’s drawings, paintings, photographs, collages and/or animations that have been created expressly for the App Store.

We don’t see this particular flavor of artistic ambition from many companies today, especially tech companies. The predominant mode of product design almost exclusively favors templates and automation, what can be done without human intervention. The very idea of asking living, breathing art directors who need to be paid real salaries to hire living, breathing illustrators who also need to be paid a living wage in order to create so-called works of art that have no demonstrably reproducible effect on actual profits is outlandish, absurd even. The mere suggestion would get you laughed off of most design teams in Silicon Valley. Design in this century has little use for anything that can’t be quantified.

I haven’t seen a lot of praise for the artistic side of the App Store’s Today page. I think it’s remarkable that Apple is commissioning these illustrations and making them instrumental in highlighting apps and developer stories. Don’t miss Vinh’s roundup of his favorites.

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