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[return to "Google collects 20 times more telemetry from Android devices than Apple from iOS"]
1. ocdtre+e3[view] [source] 2021-03-30 19:47:03
>>gorman+(OP)
" Modern cars regularly send basic data about vehicle components, their safety status and service schedules to car manufacturers, and mobile phones work in very similar ways." -Google

This is a beautiful quote because it is an example of one industry's bad behavior leading to another industry's bad behavior, upon which the first industry then users the second's similarity to justify themselves. Cars only started doing this because phones made it normal. It's wrong in both cases.

It's similar to when Apple defended it's 30% store cut by claiming it's an "industry standard"... specifically, an industry standard that Apple established.

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2. rdw+w7[view] [source] 2021-03-30 20:06:48
>>ocdtre+e3
The 30% cut was considered very good at the time. It was way better than the 50-90% cut that traditional publishers would take.

A sibling comment notes that Steam charged 30% at the time (though some had better deals) but it's worth noting that Steam was not an open platform that anyone could publish on. Much like for consoles, to put a game on Steam you had to have a preexisting relationship with Valve, or try to develop one with no certainty of success. This was also considered a very generous cut because getting on Steam was almost a guarantee of financial success.

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3. harry8+fu[view] [source] 2021-03-30 22:02:12
>>rdw+w7
"The 30% cut was considered very good at the time."

Let me fix this.

There was a full range of views. Some considered the 30% cut to be good at the time, some didn't consider it much at all, some considered it to be a criminal abuse of market power. I remember commenting myself that microsoft would be crucified for attempting to tax everyone who wanted to write software for windows 30% of revenue. I don't recall anyone suggesting that was a controversial comment.

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4. GeekyB+6U[view] [source] 2021-03-31 01:57:31
>>harry8+fu
You want to talk about a criminal abuse of market power?

Microsoft used to charge ridiculous fees for things as simple as submitting a patch for an XBox 360 game.

>Double Fine's Tim Schaefer pegged the cost of submitting an Xbox 360 patch at $40,000 in an interview with Hookshot Inc. earlier this year.

"We already owe Microsoft a LOT of money for the privilege of being on their platform," he said. "People often mistakenly believe that we got paid by Microsoft for being exclusive to their platform. Nothing could be further from the truth. WE pay THEM."

https://arstechnica.com/gaming/2012/07/microsoft-comes-under...

People who think a 30% fee is outsized tend to have no idea whatsoever what the costs were previous to that.

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5. greggm+541[view] [source] 2021-03-31 03:57:41
>>GeekyB+6U
I don't know the specifics of Xbox and patches but I do know that in general, at least in the past, shipping a game on Playstation required thousands of hours of testing by Sony employees. They didn't take your word for it that your app worked. They ran it through a battery of manual testing. Examples, does it recover if someone turns off the power in the middle of saving a game. At that point the save game file may be corrupted. The game better at least boot and let the player start a new game and not just crash.

Other examples include checking all the text meets the platforms spec. It's says "DualShock Controller" not "Joypad". It's always Press ○╳□△ and in the correct color for that button, and responds to the region/system setting. For example that X = select in USA, and ○ = select in Japan

The point being that the game console owners don't just trust that your patch didn't break the rules of their technical requirements checklist. Someone actually has to check and it's not a small amount of work. Maybe $40k is too much but $0 is arguably too little

AFAIK, Apple and Google don't do this much. Certainly not to the same extent as Sony/Nintendo/XBox

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6. GeekyB+ua1[view] [source] 2021-03-31 05:11:58
>>greggm+541
What does that have to do with submitting a simple bug fix?

How can that possibly cost $40,000 except through an extreme abuse of monopoly power?

A simple 30% cut with no other price gouging additional fees was a huge improvement over the status quo.

That article has a developer literally saying that in the end, their percentage of the profit on the XBox 360 was a negative number.

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7. fogihu+Mk1[view] [source] 2021-03-31 07:23:35
>>GeekyB+ua1
> How can that possibly cost $40,000 except through an extreme abuse of monopoly power?

Microsoft has to handle patch distribution, patching itself, tech support for patching, complaints and rollbacks and so on for many years after release -- remember, they still provide patches for Xbox 360 games sold in 2005!

If something breaks then I expect the total costs for all that could easily exceed $40k for very popular titles. Just imagine how many installs of FIFA '06 - '19 (the versions available for Xbox 360) there is! This is obviously not the case with an indie platformer purchased by a few thousand players, though, so for smaller businesses $40k would hurt badly, while it's probably a very good bargain for EA and the likes.

Considering the recent backlash regarding Cyberpunk 2077 on Xbox One/PS4 (not to mention Mass Effect: Andromeda a few years ago), I'd say rigorous testing is warranted. I doubt CP2077 would even have been released for those platforms if they had been properly tested in the first place (not that it would have been an option to not release the game -- It's been pre-orderable for over a year, and the Xbox live store was full of ads for it for many months before the release).

The same logic applies to patches -- if a patch were to actually break a game then it needs to be handled and that isn't necessarily cheap.

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8. rand49+wq1[view] [source] 2021-03-31 08:23:25
>>fogihu+Mk1
I'm pretty sure CP2077 was denied several times by Microsoft because there were so many problems.
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