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Mika Mobile ends Android development

80 点作者 vwadhwani大约 13 年前

10 条评论

MattRogish大约 13 年前
I work for an app company and can verify his comments.<p>Apple has done a great job at getting its users to pay for apps. They've done this via:<p>1) Encouraging Developers to not price free apps (this happens sometimes in review, in their literature, etc.)<p>2) Capturing device owner's credit card info at the start (so buying an app is frictionless)<p>3) Removing low-quality, buggy, copycat, and junk apps from the store via their review process<p>Google, on the other hand, has done just about everything wrong if you want to make money from paid apps. I suspect this is because Google wants to make money via in-app ad impressions and with free apps that's the only way you can make any money (in-app purchasing notwithstanding).<p>1) No review encourages spyware, copycat apps, buggy or broken apps, etc.<p>2) Android's "return policy" (which has since been tweaked) encourages people to pirate apps anyway (it's super easy to do so)<p>3) Initially (I'm not sure if this is still the case) you could sign up for a market account without a credit card, thus leading to a lot of friction when it came to paying for an app (entering your CC information was a royal pain).<p>Also, I share the frustration with the internal v. external/removable storage problem. Our apps are traditionally larger (content-centric, with lots of high quality images, audio, video) and have always ran into problems with Android devices' limited on-board storage.<p>This was purely a cost decision by Google and a profit decision by vendors/carriers as vendors wanted to produce devices as cheaply as possible and make a killing on SD cards - sell a device with xxxMB storage and no SD card, then force the consumer to go out and buy an overpriced SD card (usually at point of sale).<p>This all makes Android a developer-hostile environment; yes it's easier to initially get setup on Android (no provisioning profile, etc.) but it's all pain after that. If I had a choice, and didn't make cross-platform apps w/ PhoneGap, I'd write iOS apps first/only.
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zmmmmm大约 13 年前
I wish Google would take the problems of cross phone compatibility more seriously. Without it the entire purpose of Android is compromised, and yet, they don't seem to put much effort into ensuring compatibility or motivating manufacturers to ensure it.<p>For example, while I support Google's decision to keep the Android market open, I don't see why apps that simply crash upon launch should be allowed allowed to be sold and downloaded to people's phones. Google can easily detect / track this kind of thing and automatically flag phones not supported as incompatible, refund users and notify the developers. On the developers side, they should have access to an extensive database of compatibility information so that manufacturers are shamed into seeing devices that are hard to support getting black banned in the market and crossed off support lists by developers.<p>I don't think you need an authoritarian approach like Apple's to make things better, but you need to do more than Google is right now.
pragmatic大约 13 年前
Too bad. My 5 year old son loves Battleheart.<p>I _bought_ it for the Kindle Fire. It's actually my son's preferred gaming platform (compared to Wii, 3ds and Leapster Explorer) probably because the game are so accessible/easy to use.<p>I've often considered getting into game development on the android. However, it doesn't look like a profitable venture.<p>If the makers of a fantastic (highly rated, almost 5 stars on the amazon app store) game aren't making money on the Android platform...what hope is there for the rest of us.
cageface大约 13 年前
I've been doing iOS dev for a while now and I'm considering expanding to Android as well but stories like this give me pause. I guess I've been spoiled by an environment that's homogeneous enough that I don't have to worry about things like GL shaders mysteriously failing on some devices etc.<p>Can more experienced devs comment on how common these kinds of problems are in practice? If I do some Android ports for my clients do I really need to buy 10+ devices and debug on each of them?
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sawyer大约 13 年前
For those who may not know, and because it's not mentioned in the blog post, Mika Mobile develops their games in Unity.<p>It's a testament to the challenge of developing games to work on all Android devices that even with Unity's support they still have to spend so much development effort on shaders and debugging device specific issues.
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keeperofdakeys大约 13 年前
Google wants the Android platform to move away from SD Cards, their Nexus series really shows this. The Nexus S, their second Nexus phone, had no SD card. However, due to the requirements of a separate filesystem for USB Mass Storage, they partitioned the internal storage into two.<p>Then you get the Galaxy Nexus, with only one partition. It features Ice Cream Sandwich, with MTP (Mass Transport Protocol). MTP allows access to a filesystem without unmounting it, so the phone can continue to use the filesystem. The only real disadvantage of MTP is that OSX and Linux support is limited, since it is developed by Microsoft. It should also be said that ICS still supports USB Mass Storage, but the Galaxy Nexus cannot.<p>The Asus Transformer also does this, using a large internal storage with no SD card. More phones might switch to this model, but for now the SD card is not going away.
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kenrikm大约 13 年前
I would be interested to find out how MikaMobile did sales wise with their Kindle Fire version of Battleheart. It would be a good gauge to base what the total potential a developer has for supporting the Fire and ignoring the general Android market. I remember (back in the day) when they first announced Zombieville USA on iPhoneDevSDK, they have grown a great deal since then and I wish them all the best.
jrockway大约 13 年前
Seems fine to me. No money being made, no money to pay for development. I don't blame this on Android phones or users, however.<p>(Bandwidth is, sadly, becoming a big issue these days, because nobody offers unlimited plans anymore. 5GB per month means one max-size app and maybe a few text messages before you start paying one billion dollars per nanobyte in overages. It's like 1980s long distance all over again.)
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Jaecen大约 13 年前
Perhaps Mika Mobile's problem is that they are trying to provide support like a large company without the resources to do so. I certainly applaud their effort, but would it have been more economical to simply tell people that they can give a refund and that's it?<p>It seems a shame that they're giving up their position in the Android market and abandoning some hard-won experience.
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methodin大约 13 年前
If only people spent as much time working on a decent platform like Andengine (which works on most devices with little effort) instead of porting ios code and ending up with apps that only work on devices they were tested on (or complained from).<p>It makes sense they have to deal with problems all the time since they clearly don't have a thorough understanding of the Android platform itself and what it takes to actually support the range of devices. Buying $1,000+ of test hardware will also not fix your problem if the problem is not doing things properly. You certainly won't get it by patching ios-based code every time a customer complains.
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