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Posts tagged with "games"

Apple Arcade’s Prestige Problem

Brendon Bigley wrote about the Apple Arcade report by mobilegamer.biz today on Wavelengths too. This part really rang true to me:

I don’t agree that there is any “real” difference in prestige between mediums beyond ever-changing societal norms, all art is capable of rising to sit upon a pedestal. I also don’t agree that any art necessarily needs to rise up in that way, and games built for quick hit sessions or telling small and relatable stories are just as valuable to the culture as anything else. Apple Arcade launched with a lineup that seemed to make a statement aligning with that belief, and has since drifted away from it while Netflix Games has run with the baton.

That belief is exactly the vibe Apple Arcade started with and still has – to a degree. But it’s also a vibe that people seem to sense is fading. I hope not. As much as I enjoy AAA titles, there need to be places to showcase games from small studios and for indie ‘finds.’ I’d love Apple Arcade to continue to be one of those places.

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Some Game Developers Are Unhappy about Apple Arcade

According to multiple unnamed mobilegamer.biz sources, some game developers are unhappy with Apple Arcade, citing shrinking payouts and canceled games. No specifics about canceled projects are cited in the story. Nor are concrete revenue numbers shared. Moreover, the criticisms leveled by some developers were not universal, with some sources speaking favorably about their relationship with Apple. Clearly, however, not everyone who has worked on Arcade titles is happy.

The details of mobilegamer.biz’s story that I think are most interesting are the ones about the business terms Apple has struck with game developers. Those are details that developers seem to be contractually prohibited from talking about. I know because I’ve asked developers about how it works before. However, according to mobilegamer.biz, Arcade developers are paid an up-front fee and from a ‘bonus pool’ based on something called ‘qualifying sessions’:

“They have this opaque metric that they call a qualifying session, and bonus pool payments are made based on that,” said one source. “But no-one knows what a qualifying session actually is – it has something to do with if the game was launched, how long the player played for and how often they return. But it’s a black box, really.”

It will be interesting to see if those arrangements change in light of the purportedly declining revenue developers are earning and the money that Netflix is spending to attract games to its newish subscription-based videogame service.

We’re about three weeks away from the annual Game Developers Conference in San Francisco, and this story strikes me as an attempt to send a message to Apple by developers who feel their games have been abandoned by the service as it has evolved. Maybe Apple hasn’t been as clear with developers as some would like. However, it’s hard to imagine that game developers paying attention to Arcade are truly surprised by the projects it approves.

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Apple Spotlights 12 Spatial Computing Games Available on the Vision Pro along with More Than 250 Other Games That Can Be Played on the Device

Source: Apple.

Source: Apple.

Apple announced that its Arcade game subscription service includes a dozen titles designed for spatial computing, along with over 250 total that are playable on the Apple Vision Pro.

Alex Rofman, Apple’s senior director of Apple Arcade, said in a press release that:

This is just the beginning of a new era in gaming, with players being fully immersed in stunning game worlds and interacting with games in their physical environment in amazing new ways. We’re leading the way in offering players unique spatial games on Apple Arcade that are only possible on Apple Vision Pro, and we’re excited to bring even more magical spatial gaming experiences to our customers soon.

Synth Riders. Source: Apple.

Synth Riders. Source: Apple.

The 12 spatial titles available to Apple Arcade subscribers include:

Alto's Odyssey is coming to the Apple Vision Pro. Source: Apple.

Alto’s Odyssey is coming to the Apple Vision Pro. Source: Apple.

Although it’s a short list of spatial titles compared to the entire Arcade catalog, Apple says more are coming soon, including:

I’ve played a little LEGO Builder’s Journey so far and it’s a lot of fun as a spatial experience, and I’ll be digging into more of these titles for a story on the site soon.


Tucked Away Nearby: A Refinement of my Desk Setup

When Federico and I published our setups last November, I was happy with mine, but there was still something that bothered me. Every day, I wound up with too much stuff strewn across my desk. At the same time, some of the things I use most days felt annoyingly out of reach. These weren’t monumental annoyances, but they were daily distractions that led me to leave things on my desk for long stretches of time where they were in the way. So, I started thinking about ways to improve my setup again.

What I realized is that I had nowhere to put any of the little things I use each day, so they’d end up all over my desk, which then snowballed into a bigger mess. The solution was to bring those little things closer but create places for them that are out of the way. At the same time, I made a greater effort to tuck cables and wires out of the way where I can’t see them, which has also helped cut down on clutter.

The centerpiece of this revised setup is a Balolo Setup Cockpit. There are a lot of companies that make desk shelves, but they never appealed to me because I’ve always been able to adjust my Studio Display to a comfortable height without one. I could tuck things under the shelf, but I needed more than that.

What I like about the Balolo shelf is that it has a system of attachment points on the underside of the shelf for adding accessories that have allowed me to get more off my desk and out of the way. It’s turned out to be the perfect floating, modular extension of my old setup that makes a long list of small adjustments that add up to a big difference overall.

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CES 2024: More Gaming, Laptops, Hybrid Computers, NUCs, and Smart Home Devices

Source: CES.

Source: CES.

After what already feels like a week of CES, it’s the official day one of the conference. There have been a ton of announcements already. As anticipated, gaming is very big this year, with new handhelds, laptops, and other devices announced. Interesting new approaches to hybrid computers, ASUS’s first NUC, and a handful of smart home devices have been announced already, too, so let’s dig into the latest.

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CES 2024: Gaming, Laptops, TVs, AR and VR, Batteries, and a Couple of Oddities

Source: CES.

Source: CES.

Every year, I dig into the press releases and reporting coming from the CES show floor, so you don’t have to. The pandemic took the wind out of CES’s sails for a few years, but the show and interesting gadgets have made a comeback for 2024, with a wide range of announcements made in the days leading up to the show, which doesn’t even officially start until tomorrow. I’ll be back with more updates throughout the week, but here are some of the announcements that have caught my eye so far.

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The M3’s Potential to Transform Mac Gaming

Raymond Wong has an excellent story on Inverse about the Mac and gaming. Wong spoke to multiple Apple representatives about its push to build Macs that can handle the most demanding PC and console games, exploring the impact of Apple silicon on the company’s efforts. In that vein, Doug Brooks, a member of the Mac product marketing team, told Inverse:

Gaming was fundamentally part of the Apple silicon design. Before a chip even exists, gaming is fundamentally incorporated during those early planning stages and then throughout development. I think, big picture, when we design our chips, we really look at building balanced systems that provide great CPU, GPU, and memory performance. Of course, [games] need powerful GPUs, but they need all of those features, and our chips are designed to deliver on that goal. If you look at the chips that go in the latest consoles, they look a lot like that with integrated CPU, GPU, and memory.

That integrated, console-like approach has the added benefit of bringing the iPhone and iPad along for the ride, greatly expanding the potential size of the market for game developers. According to Leland Martin, one of Apple’s software marketing managers:

If you look at the Mac lineup just a few years ago, there was a mix of both integrated and discrete GPUs. That can add complexity when you’re developing games. Because you have multiple different hardware permutations to consider. Today, we’ve effectively eliminated that completely with Apple silicon, creating a unified gaming platform now across iPhone, iPad, and Mac. Once a game is designed for one platform, it’s a straightforward process to bring it to the other two. We’re seeing this play out with games like Resident Evil Village that launched first [on Mac] followed by iPhone and iPad.

With the introduction of the M3 family of chips, Apple’s gaming story continues to evolve by adding hardware-accelerated ray tracing, mesh shaders, and Dynamic Caching, which determines on-the-fly the amount of memory to make available to the M3’s GPU for improved performance. Those chip enhancements are paired with new developer tools designed to make it easier to bring games to the Mac.

There are a lot of variables at play, and whether Apple can compete head-to-head with PC and console games is far from certain. However, what’s clear is that Apple is doing more than at any time in recent memory to make a run at the top end of the videogame market.

Some of the fruits of those efforts are beginning to appear on the App Store. Capcom’s Resident Evil Village debuted on the Mac in the fall of 2022 and more recently on the iPhone and iPad. As Wong notes, Lies of P, one of the top releases of the year was released on the Mac at the same time as other platforms, and Baldur’s Gate 3 was released on Steam for the Mac just a couple of months after its debut on other platforms. Plus, Capcom is back with Resident Evil 4 on every Apple device, and Death Stranding is slated for early next year. That’s a lot of top-notch games.

I’ve been playing many of these titles across an original M1 MacBook Air, M1 Max Mac Studio, and, most recently, on M3 Max MacBook Pro that Apple sent me, and the early results aren’t surprising. The M1 MacBook Air struggles, while the M3 Max MacBook Pro looks stunning. That may not make any Mac the best choice for gaming today, but with the M3, the technology to make it competitive with PCs and consoles is emerging and will inevitably trickle down to more affordable Macs over time.

Whether that happens fast enough and whether Apple can attract the biggest games are just two of many open questions. However, as we head into 2024, I’m encouraged by what I’ve seen so far and plan to share more of my ongoing exploration of Mac gaming in the new year.

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Big-Name Netflix Games Releases, Mac Game Stats from Developers, and Resident Evil 4 and GRID Legends Released in Time for the Holidays

A scene from GTA: Vice City. Source: Rockstar Games.

A scene from GTA: Vice City. Source: Rockstar Games.

There’s been a lot of gaming activity on Apple platforms, with several big announcements in recent weeks.

First off, Netflix continues to nab some big titles for its growing catalog of games on iOS and iPadOS. In October, it was announced that one of my all-time favorite games, Dead Cells, which won a MacStories Selects award in 2019, would join Netflix Games.

More recently, Grand Theft Auto: The Trilogy – The Definitive Edition, which includes GTA III, Vice City, and San Andreas, was released simultaneously on iOS and iPadOS as part of Netflix games. According to Kotaku, these Netflix versions of the games, which are also available as separate App Store purchases, have been updated to fix visual glitches and spruce things up a bit, too.

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First Look: Stray for Mac

Source: Annapurna Interactive.

Source: Annapurna Interactive.

Stray, a high-profile and well-regarded videogame that debuted in 2022, is now available on the Mac. Initially launched on PlayStation and Windows, followed by an Xbox version this past August, today’s Mac release is available on both the Mac App Store and Steam.

The game, created by BlueTwelve Studio and published by Annapurna Interactive, is set in a neon-lit, post-apocalyptic cityscape where you play as a cat. Thrown into an unfamiliar environment, your goal is to solve the mysteries of a dangerous rundown city aided by a flying robot named B-12.

Stray was generally well-received by reviewers, who appreciated how BlueTwelve imbued its cat protagonist with personality and captured life-like cat movement and behavior. As a result, it’s unsurprising that the number of systems on which you can enjoy Stray’s feline adventures has continued to expand.

I played Stray when it debuted on the PlayStation 5 and enjoyed it. The game’s controls are relatively simple, and the story isn’t terribly long, but the puzzles are challenging, and the cyberpunk visuals are stunning. It’s been a while since I last dipped into Stray, but the game was one of my favorites of 2022, so when I got the chance to play it a day before the launch, I jumped at the opportunity.

I’ve only had time to play Stray on the Mac for a few hours, navigating through the introductory scene and the early part of the game, so this isn’t a review. However, as someone familiar with the console version, I thought I’d share my early impressions playing on my M1 Max Mac Studio and my M1 MacBook Air.

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