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That's a ridiculous assumption. For one thing, the SDK isn't available -- so it's yet to be determined what the iPhone is and is not going to be capable of, once programming tools are in the hands of developers.
I'd argue that the fact an iPhone SDK has NOT been available to date is strong proof that Apple isn't thrilled at the prospect of opening the iPhone up to 3rd-party developers (and had relented after complaints from many groups, which includes gamers). As you say, it remains to be seen exactly what the iPhone SDK will bring to the table; until then, the value of a SDK is pointless if it's contents are unseen.
On the other hand, Apple always HAS clearly intended the iPhone to use 3rd-party web apps (including games: ever see the Tetris version on-line?). I'm inclined to believe Apple resisted the concept of an iPhone SDK exactly for the reason they offered, i.e. the security concerns it presents for ALL users (of course, the unofficial attempts to hack the platform have already opened Pandora's Box).
But as a non-gamer, I primarily want my iPhone to be secure for use as a PHONE, and if that means blocking development for GAMERS to have their "mobile gaming platform" (where an SDK no doubt will also help it become the "ultimate mobile hacking platform", using programs like iStumbler or KisMAC, etc), then so be it. But once again, the decision is ultimately Apple's, not mine or yours.
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Secondly, I can (and do) play plenty of games on my BlackBerry, which was a $400 device when it was new, and I know the same goes for Palm Treo devices and Windows Mobile handsets as well, all of which can tip the scales at $400 or so for their high-end models. So to brush aside the iPhone as not appropriate for gaming simply because of its price tag is little more than displaying ignorance about the present state of the market.
You missed my point: I'm not ignorant of the fact that some gamers are willing to pump $10,000's into liquid-cooled super-computers just to play Doom, just as street racers pump $100,000 into a tricked-out rice burner, ALA Fast And The Furious. Rather, I was commenting on the foolishness of wasting $$$ on expensive toys/games which offer nothing more than amusement, i.e. these users clearly are not using the gear for anything offering a ROI. Buying the iPhone primarily for the purpose of playing games on it is a waste, IMO. There's other devices out there that suit the role better.
I can see a musician/producer investing in a high-powered computing rig to write music (e.g. Hans Zimmer, or Pat Metheny), but it sure seems like a waste for some kid to make an ultimate gaming rig just to have an expensive gaming platform. But on the other hand, it's their money to spend, I guess, and if it helps our flagging economy... But still seems stupid and wasteful (hence why I mentioned how you COULD buy a refrigerator to convert it into a gaming console, I guess, if one were so motivated).
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I think you need a history lesson -- google "Apple Pippin."
Maybe I should've clarified: I doubt Apple released the iPhone to appeal to gamers. There's never been any mention of using the iPhone as a protable gaming device, AFAIK.
But even on the broader point of whether Apple has released ANY products to appeal to gamers: you're not going to argue that Apple HAS tried to market products to gamers, using the Pippin as your example, no less? Because if you ARE, the Pippin is a GREAT example of WHY Apple should stay OUT of the gaming business! The Pippin was a total failure (named as one of the 25 worst tech products of all time, by PC Magazine).
It sure seems Apple may have learned a hard lesson with the Pippin, and would be foolish to repeat the same mistake(s) twice (which included trying to include too much functionality on one product by marketing the Pippin as not just a gaming device, but as an networking computer, too. How exactly does repeating that mistake seem like a good idea for the iPhone?).
I'm guessing the Pippin wasn't a project that stemmed from Jobs, but someone else while he was running NeXT. I dare say the Pippin was canned as quickly as possible once Jobs was back in control (but I didn't look into the story, so I could be wrong).
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So you're not only ignorant about the mobile device market, but you're ignorant about the game market too.
In point of fact, the majority of people who buy and play games are adults, average age 38. 24 percent of them in 2007 are age 50 or over. 67 percent of people in the United States play computer and video games. 38 percent of them are female. Last year, gamers in North America spent $7.4 billion dollars.*
I can't speak for the sales department of our magazine, but I can say that if I was working in ad sales, I'd do whatever I could to score a piece of that revenue for the book. It's an enormous, lucrative market, of well-educated, well-heeled consumers. It's an advertiser's dream market.
Wow, you sure like calling your customers/readers ignorant, don't you? How exactly are you following your own advice (which appears below)? /forums/ubbthreads/images/graemlins/wink.gif
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Apple doesn't make its decisions in a vacuum. It responds to consumer demand just as any other company does.
At any rate, I find those stats incredibly hard to swallow. For example, I bought a Wii for the kids within the past month (I'm in my mid-40's, and the kids are 10 and 17), so technically the warranty and purchase would show up as being registered in my name. That doesn't mean I'm the primary user.... The first thing any such research group attempts to do is build a case for why their market is more powerful than it truly is: believe me, I understand how such statistics work.
Back on point: the 17 y.o. has a PS3, too, but the idea of any adult wasting time playing with a PS3 is just embarrassing; what kind of loser does one have to be to admit to being a gamer outside of their teens? I mean, I can appreciate that you've turned your position into a paycheck-generating job (and game console purchases presumably are a tax write-off for you), but for anyone else? I don't get it...
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Apple doesn't make its decisions in a vacuum. It responds to consumer demand just as any other company does. Unless consumers consistently (and increasingly) deliver the message that they want Apple to pay more attention to games, they may very well not get the message.
Let's hope Apple gets the message from voices representing the traditional core user of Macs, too. Let's not forget those who use Apple's products for producing art/music/video, and those who break the boundaries, not just those who are content to run down the corridors of a virtual maze created by someone else. Nothing inherently wrong with games, but let's not forget the users who got Apple to where it is.