[HN Gopher] Apple says they're removing my game because it's mor...
       ___________________________________________________________________
        
       Apple says they're removing my game because it's more than 2 years
       old
        
       Author : keleftheriou
       Score  : 354 points
       Date   : 2022-04-23 16:55 UTC (6 hours ago)
        
 (HTM) web link (twitter.com)
 (TXT) w3m dump (twitter.com)
        
       | amelius wrote:
       | There is one thing worse than government regulation: having your
       | market regulated by a company.
        
       | keleftheriou wrote:
       | Meanwhile, some of Apple's own apps haven't been updated for much
       | longer than that - example: https://apps.apple.com/us/app/itunes-
       | movie-trailers/id471966...
       | 
       | Rules for thee, but not for me!
        
         | lom wrote:
         | App not available for me
        
         | lupire wrote:
         | I see the data feed is stale, but how do you know the build is
         | stale?
        
           | ImprobableTruth wrote:
           | The version history mentions the last update.
           | 
           | >1.4.4 Nov 3, 2017
        
         | [deleted]
        
         | capableweb wrote:
         | It's almost like actively creating and running a market while
         | also participating in it makes you gain unfair advantage. Who
         | would have thought?
        
           | giveupitscrazy wrote:
           | A company could be perfectly capable of running a market
           | without taking an unfair advantage on their own products.
           | Apple is using terrible business practices here.
           | 
           | Valve as an example runs steam with their own games, and also
           | with paid community created remakes of their games sold on
           | their same platform, they exemplify what I would expect from
           | Apple, epic, Google, etc.
        
         | mentos wrote:
         | For my friends, everything. For my enemies, the law!
        
         | tessierashpool wrote:
        
       | gentle wrote:
       | This is exactly why I refuse to buy any ios apple that cost more
       | than $1. They're inevitably going away.
       | 
       | This is also why the iPad is never going to replace a computer
       | for me. Any productivity ecosystem I create for myself is just
       | going to break after a couple of OS updates.
        
         | nyuszika7h wrote:
         | Generally, even if an app gets removed from the App Store, you
         | can still redownload it anytime if you've previously purchased
         | it. The only exception is egregious cases where the developer's
         | account gets terminated. But even then, if you backed up the
         | app's IPA in advance, you can reinstall it anytime. (This is
         | distinct from sideloading, as an Apple-signed IPA is encrypted
         | and tied to your Apple ID but has no expiry date.)
        
         | phonebucket wrote:
         | But what's the rationale behind this specific $1 limit? If
         | something were to keep me entertained for several hours with no
         | advertising, I'd certainly consider that worth $1. Going down
         | the free route would likely end me drowning in a sea of
         | advertisements.
        
       | keleftheriou wrote:
       | Similar to the author of the tweet, Apple removed a working
       | version of my FlickType Keyboard that catered specifically to the
       | visually impaired community, just because I hadn't updated it in
       | 2 years.
       | 
       | Meanwhile, games like Pocket God have not been updated for 7
       | years now: https://apps.apple.com/us/app/pocket-god/id301387274
        
         | ceejayoz wrote:
         | Can you just add a Marshawn Lynch-style "I'm just here so I
         | don't get fined" line of text to the app's "about" page and
         | call it a day? Or are you gonna have to make major changes to
         | update to the latest versions of iOS?
        
           | keleftheriou wrote:
           | Having to use the latest Xcode to build and submit the app is
           | often already a big enough headache, due to how many things
           | Apple changes between versions.
           | 
           | Another example from someone else:
           | 
           | "That literally happened to us. Boss wants to change our iOS
           | game icon. Changing icon requires a new build. A new build
           | requires iPhone X support. iPhone X build target requires
           | Xcode 9. Xcode 9 requires macOS 10.12. OS update breaks old
           | Unity3D. Upgrading Unity breaks build."
           | 
           | https://twitter.com/aaefiikmnnnr/status/931222777301835782
        
             | golergka wrote:
             | That's not really about Apple but about Unity. I've
             | recently written about what a nightmare it was to be a
             | Unity developer:
             | https://news.ycombinator.com/item?id=31065208
        
               | mlyle wrote:
               | Unity sucks, but:
               | 
               | > "That literally happened to us. Boss wants to change
               | our iOS game icon. Changing icon requires a new build. A
               | new build requires iPhone X support. iPhone X build
               | target requires Xcode 9. Xcode 9 requires macOS 10.12. OS
               | update breaks old Unity3D. Upgrading Unity breaks build."
               | 
               | * Apple requires you add support to new devices to push a
               | new build. (this is the principal policy decision).
               | 
               | * This new support requires you build with new tools
               | (Xcode 9)
               | 
               | * New tools require newer MacOS.
               | 
               | * Newer MacOS doesn't compile old Unity3D code.
               | 
               | * New Unity doesn't work with their codebase.
               | 
               | #1 is a policy decision, and solely Apple's choice. #2,
               | #3 are (reasonable) technical pain owned by Apple's
               | ecosystem. #4 is an annoyance that's mostly Apple's fault
               | but is shared somewhat by Unity. #5 is "Unity's fault"
               | for imperfect backward compatibility.
        
               | iamtedd wrote:
               | I'm not familiar with iOS devices, but..
               | 
               | > * Apple requires you add support to new devices to push
               | a new build. (this is the principal policy decision).
               | 
               | Doesn't the original, old app run unmodified on new
               | devices anyway?
        
               | mlyle wrote:
               | > Doesn't the original, old app run unmodified on new
               | devices anyway?
               | 
               | Only in an ugly fashion because of different aspect ratio
               | & notch.
               | 
               | Apple required you to at least nominally support the
               | iPhone X to push a new update to an app.
        
             | 88913527 wrote:
             | This line of explanation is an excellent example of when
             | C-suite types walk in and ask, "Why can't you do {simple
             | thing X}"?
        
             | qwertycrackers wrote:
             | This is of Apple madness has been my life for 6mo now. I've
             | become the "deal with Xcode BS" guy for our cross-platform
             | React Native app. It doesn't bother me but Apple really
             | does create a lot of unnecessary pain.
        
             | thatjoeoverthr wrote:
             | I remember this sort of madness constantly. At that time,
             | the Unity to iOS build process involved exporting projects
             | to Xcode including C OpenGL code, which I would sometimes
             | have to fix as it their compatibility would drift.
             | 
             | Even currently I don't allow Visual Studio Mac to update
             | after I learned the hard way that the new version needs new
             | Xcode, which needs new macOS which isn't even available on
             | my computer.
             | 
             | (I only recovered a working setup using Time Machine.)
        
             | willis936 wrote:
             | Reading this increased my heart rate.
        
             | viro wrote:
             | > A new build requires iPhone X support.
             | 
             | That sounds like a valid reason to require you to submit a
             | new build. it came out in 2017 and most iPhones follow that
             | build style now.
        
               | superjan wrote:
               | When Apple launches a new phone, they manage to keep
               | "old" apps compatible with the new hardware/OS. After
               | that, developers are no longer allowed to upload such
               | apps, even though they would work perfectly fine. It
               | would not be a big harm for apple or end users if
               | developers were allowed to lag behind for a year or two.
        
               | nvrspyx wrote:
               | Just to clarify, the tweet was a couple of months after
               | the iPhone X came out.
        
               | dwighttk wrote:
               | This tweet seems to be dated yesterday (4/22/22)
        
               | mlyle wrote:
               | The tweet is dated they're talking about/ linked up the
               | thread, is dated: 10:09 AM * Nov 16, 2017
               | 
               | https://twitter.com/aaefiikmnnnr/status/93122277730183578
               | 2
        
         | altairprime wrote:
         | Was the removed FlickType app uploaded to the store 2 years ago
         | with Bitcode on, or off?
        
           | keleftheriou wrote:
           | I can't remember. Regardless, I don't see why they'd remove
           | some apps (that still work fine!) and not others, eg the
           | Pocket God example I gave above which hasn't been updated in
           | 7 years.
           | 
           | Also, "unlisting" such apps would be better than removing
           | them entirely, particularly since we have no alternative way
           | of distribution.
        
             | altairprime wrote:
             | I have a working theory that if Pocket God was uploaded
             | with Bitcode, then Apple can recompile/relink it
             | automatically for each year's platform updates; and for
             | projects not uploaded with Bitcode, the harsher standard is
             | being applied to get that recompilation.
        
             | dwaite wrote:
             | I believe the notice said that they would be delisted
        
               | keleftheriou wrote:
               | Nope, "removed from Sale".
               | 
               | You might be thinking about the fact that users who have
               | previously downloaded the app will still be able to do
               | so.
        
               | jagged-chisel wrote:
               | "Delisted" and "removed from sale" sound like synonyms to
               | me. How do they differ? Neither necessary means "totally
               | removed from Apple servers."
        
               | nyuszika7h wrote:
               | If an app is unlisted it could still be accessible by a
               | direct link.
        
       | bricemo wrote:
       | As a game developer I've always been saddened by the ephemeral
       | nature of games. It seems impossible to make a game that would
       | last 20, 50, 100 years. Books, paintings, even movies have such
       | an advantage
        
         | fsflover wrote:
         | It is possible. Just1 make a free software game. The community
         | will support it forever if there is any interest.
         | 
         | 1 I know, it may harm your profit, but...
        
         | refactor_master wrote:
         | That's not strictly true. There are multiple examples of e.g.
         | Sony and Nintendo re-re-re-releasing old games that are easily
         | 20 years old.
         | 
         | But the comparison isn't entirely fair. If you were to compare
         | a game to a concert or a festival, as an "ephemeral cultural
         | performance by a large group of people" you could also argue
         | that a festival lasts for a set number of days, until it's
         | gone, forever.
        
       | productceo wrote:
       | Expecting to be an unpopular opinion, but this also seems like an
       | effective way to enforce maintenance and progress.
       | 
       | If a good app is no longer maintained, this will release space
       | for new enterprising developers to come in and fill.
        
       | kazinator wrote:
       | If you want to make stuff for the people who chose to impose the
       | Apple platform between you and them, that's what you deal with.
       | It's a choice.
       | 
       | Maybe the breaking churn in Apple is what brings the novelty
       | seekers, and their money.
       | 
       | Unity and whatever breaking and not running well on older
       | hardware has to do with people buying new hardware. Those are the
       | people who bring the money to the table, which is what you must
       | want a piece of if you have your neck in that toilet bowl.
        
       | butz wrote:
       | Is there any effort going into iOS game preservation? Or current
       | mobile games are just not worth it?
        
       | pjmlp wrote:
       | On the other side the grass has the same colour.
       | 
       | https://android-developers.googleblog.com/2022/04/expanding-...
       | 
       | It sucks, but this is what happens when platform vendors don't
       | want to play the Microsoft's card of backwards compatibility to
       | keep old applications going.
       | 
       | Also a way to force adoption of new APIs, even if they are
       | irrelevant for many applications.
        
         | noobermin wrote:
         | At this point, I see no other option other than lobbying your
         | congressmembers to regulate SV companies finally. Now companies
         | are enforcing the uptake of new APIs for no real purpose? Half
         | of the churn is just to pad googler pedigree and advance within
         | the company, it is a shame they are enforcing that culture on
         | their users.
        
         | grishka wrote:
         | Except the use of Google Play is not a requirement. You can do
         | your own distribution on your own terms and act as if Google
         | doesn't exist.
        
           | realusername wrote:
           | Kind of but it's not a practical option, Google made it as
           | painful as possible
        
           | pjmlp wrote:
           | Only if you don't care about making money with apps.
        
           | mdoms wrote:
           | In principle yes, in practice Google makes it much too
           | difficult and scary for typical users.
        
             | grishka wrote:
             | It literally takes three taps to allow apps from an
             | "unknown source".
        
               | pjmlp wrote:
               | No regular consumer bothers with that.
        
               | mdoms wrote:
               | With multiple big scary warnings.
        
         | grumpyprole wrote:
         | Yes, anything written for these platforms is not likely to be
         | around in the same form for the long term. It's disposable
         | software.
        
       | xwdv wrote:
       | > _I 'm sitting here on a Friday night, working myself to to bone
       | after my day job, trying my best to scrape a living from my indie
       | games, trying to keep up with Apple, Google, Unity, Xcode, MacOS
       | changes that happen so fast my head spins while performing worse
       | on older devices._
       | 
       | I can't help but shake my head when Indie game devs unload these
       | sob stories trying to garner support. If it's so hard for you
       | then just stop making games.
       | 
       | I often get this whiff of entitlement from indies that we should
       | be supporting them because they are small, often one man
       | operations. Or that because they invested so much time and money
       | building a game, they should deserve to get that back through
       | sales.
       | 
       | But the world doesn't need more indie game devs, the world needs
       | _better games_. I doubt a game that hasn't been updated in 2
       | years is any good or doesn't have a million competitor clones by
       | now.
        
         | ratww wrote:
         | _> I doubt a game that hasn't been updated in 2 years is any
         | good or doesn't have a million competitor clones by now._
         | 
         | That statement doesn't make any sense whatsoever. Games can be
         | "finished products". Do you also think that movies and songs
         | that haven't been updated aren't good?
         | 
         | There are plenty of games from the 80s, 90s, 2000s that are
         | still selling today, in unmodified form, running via emulators.
         | 
         | And clones are 99.9% pure garbage that don't replace the real
         | thing.
        
       | almostdigital wrote:
       | I think it has to do with swift runtime deprecations.
       | 
       | I have an objective-c app that is as old as the AppStore and I
       | haven't updated it for 8 years [1], Apple even updated it once
       | themselves somehow to support iOS 11.
       | 
       | Another of my apps was removed with a similar vague explanation
       | as the OP got and it was written using Swift [2].
       | 
       | While I understand that they might want to drop support for old
       | runtimes the 30-day deadline is ridiculous. And if you miss it
       | you need to re-submit the app and lose your ratings etc.
       | 
       | I made nowhere near enough in the ~2 year period my app was
       | available to justify spending the effort to modernize the project
       | so I just let them remove it...
       | 
       | [1]: https://apps.apple.com/us/app/seismometer/id288966259 [2]:
       | https://github.com/jnordberg/triggy
        
       | butz wrote:
       | Could it be easier just to rewrite this game on web technologies
       | and build a hybrid app for App Store? As a bonus it will work as
       | PWA on any device (if author wishes to publish is like that), and
       | future updates will be much easier.
        
       | fsflover wrote:
       | https://news.ycombinator.com/item?id=31135278
        
       | jabthedang wrote:
        
       | kbd wrote:
       | What. I still play Super Hexagon occasionally and I've had that
       | game on my phone for like 10 years.
       | 
       | Checked, was last updated in 2018:
       | https://apps.apple.com/us/app/super-hexagon/id549027629
        
       | exabrial wrote:
       | Good luck explaining to a silicon valley hipster why having the
       | absolute latest / greatest isn't necessary.
        
         | [deleted]
        
       | sorry_outta_gas wrote:
       | live by the store, die by the store
        
       | userbinator wrote:
       | I have binaries from early 90s (small utilities) that I wrote
       | back then and still use today, and they do not need changed
       | because they are truly done and bug-free. Thank Microsoft and IBM
       | (PC) for backwards compatibility, it's a good thing I made the
       | choice back then to stay away from Apple. Fuck forced obolescence
       | and this idiotic notion that constant change is somehow
       | necessary. It's only necessary to feed out-of-control corporate
       | greed.
       | 
       | If Apple had its way with everything, we'd probably all have to
       | buy new appliances and rewire/rebuild our houses every few years
       | because nothing would be compatible with anything older. Do not
       | want.
        
       | DaveSapien wrote:
       | This has happened to me also (indie game dev) a few years ago.
       | 
       | The number is about 20 or so games that have been removed by
       | Apple because they hadn't been updated in two years. The worked
       | perfectly fine on all the new hardware/software and even work
       | today.
       | 
       | On top of that, I know that there is another 30 or so apps I was
       | involved in with clients that have also been removed.
       | 
       | These weren't the biggest apps/games in the world, but they were
       | all high quality finished products that had nothing wrong with
       | them. Its just the cost of re-publishing each one out-weighed the
       | return, so I didn't have much of a choice sadly. I do have plans
       | to re-publish some of them, however they have to take a back seat
       | for current work.
       | 
       | All that to say, I have a large part of my portfolio of work that
       | is no longer available to the public, which just sucks.
        
         | septillianator wrote:
         | Seems like there is justification in Seperating them into an
         | archive appstore/section at least.
        
         | macinjosh wrote:
         | How closely does Apple monitor for changes? Could you simply
         | update the copyright text each year and push an "update" to
         | remain on the store. I can't imagine they have people looking
         | at each app for new levels or features.
        
           | meibo wrote:
           | You need to recompile/submit with the newest xcode, which is
           | not feasible for games as that would mean having to upgrade
           | the engine.
        
             | DaveSapien wrote:
             | You are spot on, but that might even be the best case
             | scenario. Thing can quickly turn south and cost quite a bit
             | of time.
        
         | AlchemistCamp wrote:
         | What does it cost to republish them?
        
           | ronyeh wrote:
           | Time.
           | 
           | For a solo / indie shop, you have limited time.
           | 
           | Every time macOS/Xcode/iOS updates, some of the iOS APIs are
           | deprecated in favor of "the new better way of doing things".
           | You have to keep up, or else your old apps stop compiling at
           | some point.
        
           | jws wrote:
           | Best case, check out your code, bump the version number,
           | touch up your copyright date, hit "Run", do your testing1,
           | hit upload, have a sandwich, check it out in TestFlight,
           | approve a release, maybe check a few boxes that say you
           | aren't shipping super secret encryption technology to shunned
           | nations.2
           | 
           | But usually after a few years Xcode will bitch at you about a
           | lot of stuff, so maybe you raise the minimum OS version
           | requirement, click "Fix it" on a lot of API respellings, find
           | a couple that it can't automatically fix so you have to
           | google that a bit. Then test and upload.
           | 
           | Maybe get in a fight with Xcode over your signing keys.
           | 
           | Sometimes something you were using gets deprecated and you
           | have to use the newer replacement. That takes some coding.
           | 
           | It can get ugly if the 'owner' in the app store is not you or
           | is an entity you no longer control. Then you have to get them
           | involved to do the chain of trust signing.
           | 
           | If you produced it under contract, you may not be legally
           | allowed to update it without a new contract.
           | 
           | 
           | 1 _do your testing_ is easy to say, but that could take an
           | arbitrarily long time depending on how thorough you are. I
           | expect this to be the dominant cost for most game updates.
           | 
           | 2 I pulled out one of my aging apps and just did all this to
           | check, 10 minutes from "checkout" to "installed in
           | TestFlight". The dreaded App Store review was 3 minutes. This
           | isn't really a fair data point though, Xcode didn't suggest
           | any source code changes so it was just bumping numbers and
           | rebuilding.
        
             | DaveSapien wrote:
             | If only it where only that simple.
             | 
             | There are many dependancies that require some kind of
             | reimplementation, it's a pain.
             | 
             | I have made things easier (in the long run) with my last
             | game. I wrote it all in c++ with all dependancies under my
             | control. I was thinking >20 years ahead for that one.
        
           | DaveSapien wrote:
           | Zero, just my time. And the cost of fixing all the problems
           | with new versions of Xcode, Unity, and whatever else was used
           | and has now changed.
           | 
           | It can become quite the rabbit hole, and thus quite costly.
        
           | traspler wrote:
           | Mostly time and hassle I would imagine. Apples requirements
           | also shifted in the meantime so you might also be forced to
           | provide more info/pictures/etc. which again comes down to
           | time and hassle.
        
             | DaveSapien wrote:
             | Yeah, spread that over 20 games/apps. It can really mount
             | up, I can think of other indie game dev's that only publish
             | on iOS that their games are now forever lost.
             | 
             | It's a real cultural loss.
        
               | lupire wrote:
               | Publishing only on proprietary OS in the first place is a
               | cultural loss.
        
         | altairprime wrote:
         | Were the removed apps compiled with Bitcode enabled in Xcode?
        
           | DaveSapien wrote:
           | Some, most of them not.
        
       | lupire wrote:
       | Looks like Apple is exposing nasty bugs in Unity's failures to
       | maintain compatibility with old source code.
        
       | [deleted]
        
       | vimy wrote:
       | This happened to my sticker app. Simple iMessage stickers. The
       | stickers are done and I have no desire to add more. What is there
       | to update? ...
       | 
       | I can't wait until Apple is forced to add third party stores.
        
       | kerng wrote:
       | This is very bad news for indies, and will help large companies
       | push them out.
       | 
       | I have games in AppStore not updated for many years. They work
       | well on all devices, I also consider them to be a piece of art.
       | And feedback is very positive!
       | 
       | Getting anxious that Apple will pull it.
       | 
       | Releasing a new version sounds easy, but it's a significant time
       | effort (chain of dependencies, build environments and game
       | engines are complex) with 0 value to anyone - because it is
       | perfect and a piece of art.
       | 
       | Why don't they have better options for discovery, rather than
       | saying "old is bad".
       | 
       | I have comments from people saying my game is their favorite
       | childhood game and they have they have fond memories and stuff -
       | and they are happy to play it now once in a while even.
       | 
       | Apple logic makes zero sense, it's like destroying books or
       | paintings and stuff.
        
         | Crabber wrote:
         | Calling something "art" doesn't magically make it immune to
         | decay.
         | 
         | Paintings have to be restored, books have to be reprinted.
         | 
         | If your art is so cherished to you and other people then surely
         | that should give you even more motivation to spend time
         | ensuring that it is preserved into the future, no?
        
       | infogulch wrote:
       | How much is this about being 'fresh' or using new OS features vs
       | running old apps through their changed policies and app
       | submission screening process?
        
       | m34 wrote:
       | At some point it makes sense to update even if the content itself
       | is "complete": supporting newer screen resolutions natively
       | (instead of going with some kind of fallback behavior), making
       | sure all the outdated and long since sunset 3rd party SDK calls
       | don't cause crashes etc.
       | 
       | Also if you managed to build, prepare (App Store metadata in
       | different resolutions etc), submit and finally get your app
       | shipped to the end user that was no small feat a couple of years
       | ago. Probably not a very useful skillset to have if you only do
       | it very infrequently (read: waste of time).
       | 
       | Requiring additional screenshots, icon sizes, universal app
       | (iPhone+iPad, also supporting split view), new copy for different
       | types of meta (e.g app sub title) for all the locales you
       | probably had translated externally at some point, new privacy
       | guidelines etc.. all not very attractive to get into even if not
       | forced to update like this, especially if you lose your ratings
       | in the process.
        
       | layer8 wrote:
       | I was disappointed when I had to stop using the iSSH app because
       | it wasn't ported to 64 bits, since the author had died. Now I
       | guess it wouldn't have helped much if the app had already been 64
       | bits. Stuff like this is why I would be in favor of alternative
       | app stores.
        
         | ianlevesque wrote:
         | Or switch to Prompt, which is actively maintained by one of the
         | best iOS/macOS developers out there.
        
           | layer8 wrote:
           | I have, out of necessity, but there were some features I
           | liked iSSH better for.
           | 
           | The other "important" app I lost to the 64-bit transition was
           | Mr. Driller. ;)
        
           | tedunangst wrote:
           | Uh, well... I bought prompt. Version 1. Which they quickly
           | discontinued and delisted. I'm not paying again for prompt 2.
        
       | TheChaplain wrote:
       | We need independent appstores where developers can distribute
       | their work as they see fit.
        
       | gameswithgo wrote:
        
       | ianlevesque wrote:
       | I am having trouble summoning the outrage I see in the other
       | comment threads here. The App Store is stuffed full of
       | abandonware. Apple should be more aggressive with this, not less.
       | If you can't recompile your app and patch up support for recent
       | OSes and recent devices on an ongoing basis, then your business
       | model is not sustainable. I know, I used to sell iOS apps.
       | 
       | The market right now is absolutely flooded with indie games, some
       | light pruning is probably for the best.
        
         | poisonborz wrote:
         | Just imagine this requirement on any other operating system.
        
         | logicalmonster wrote:
         | How about using the carrot and not the stick?
         | 
         | If you say something like "apps that are recently updated and
         | using all of the latest APIs should be ranked higher within
         | Apple's search algorithm and recommendations", that would make
         | quite a bit of sense to me as an incentive to keep development
         | and progress moving forward with all of the updated tech.
         | 
         | But it makes no sense to force devs to expend the effort to
         | recompile and update an App just for the sake of staying on a
         | store if everything is already working perfectly as intended
         | with no security issues. This is especially a crap deal for
         | small developers without endless resources to continuously be
         | working on rebuilding and retooling projects just for the sake
         | of Apple's inability to do search and discovery well.
        
           | ianlevesque wrote:
           | A lot of the comments here are focusing on indie developers,
           | but honestly the worst offenders are huge companies that
           | aren't focused on software, like HVAC, IoT, automotive.
           | They'll hire out a subcontractor _once_ to throw an app over
           | the fence and let it rot. There 's no market pressure up
           | front when you are buying a washing machine to evaluate the
           | support model for the companion apps, so this isn't a problem
           | that solves itself. Apple has now forced these companies to
           | maintain their stuff, and the market will be better off for
           | it.
        
             | rtlfe wrote:
             | > Apple has now forced these companies to maintain their
             | stuff
             | 
             | No it hasn't. They can rebuild without improving anything.
        
             | noobermin wrote:
             | I somehow can't believe Apple cares that much about either
             | group, regardless of who in some manufactured statistical
             | methodology you feel is the "worst offender." This has more
             | to do with control than anything else, because I am unable
             | to imagine a better fitting explanation. May be the "why"
             | isn't really what you were addressing with your comment,
             | but if it was, this can't be a "why."
        
             | egoisticalgoat wrote:
             | And then you have the other side, where the company doesn't
             | upgrade the app (either cost savings or the company went
             | under) and now you have an expensive brick because the app
             | is suddenly gone from the store.
        
           | adrianmonk wrote:
           | > _But it makes no sense to force devs to expend the effort
           | to recompile and update an App just for the sake of staying
           | on a store if everything is already working perfectly as
           | intended with no security issues._
           | 
           | Sure, but realistically how does Apple tell perfectly fine
           | apps apart from apps that are abandoned and do have security
           | issues?
           | 
           | Hand-auditing every app doesn't seem realistic. I doubt a
           | good automated solution is either.
           | 
           | They could just take developers' word for it, but Apple has a
           | responsibility to protect end users. If you tell a developer,
           | "your answer to our next question determines whether we
           | remove your app", then you can't count on them to answer
           | honestly because you gave them an enormous incentive to lie.
        
             | kitsunesoba wrote:
             | > Sure, but realistically how does Apple tell perfectly
             | fine apps apart from apps that are abandoned and do have
             | security issues?
             | 
             | Not to mention, the more apps with an inch-thick layer of
             | dust there are on the App Store, the more they become
             | trapped in the same kind of backwards compatibility mire
             | that Microsoft is now stuck in. They could just hide apps
             | that don't run on newer versions of iOS I suppose, but with
             | the extremely high system upgrade rate of iOS users that's
             | practically the same as removing them from the store.
        
             | lupire wrote:
             | I don't know, how does Apple tell perfectly fine _new_
             | apps, that don 't even have a track record of satisfied
             | users (with telemetry that Apple has), from new apps that
             | don't work?
             | 
             | How is the age of the app relevant?
        
         | Hackbraten wrote:
         | Older games sell a lot worse than freshly released ones. Non-
         | game apps somewhat depend on freshness too, but I'd guess not
         | so heavily.
         | 
         | That would make ongoing maintenance more expensive for games
         | than for other apps. Maybe Apple should honor that and allow
         | more slack for games.
        
         | gcheong wrote:
         | If they actually gave any indication of what exactly they think
         | needs to be updated other than the age of the app I would tend
         | to agree but if an app is considered complete and running fine
         | on current devices then it's not abandonware.
        
         | brundolf wrote:
         | Games in particular usually don't use a lot of system UIs or
         | other integrations (and so are less likely to break or visibly
         | age), are often developed on a shoestring budget (so developers
         | will have less time and resources to keep updating them over
         | time), and have artistic value.
         | 
         | Kicking them off the only store on a closed platform is erasure
         | of artistic history. It's doubly insulting when they still work
         | perfectly without modification.
         | 
         | For comparison: I've never heard of a game getting kicked off
         | of a console's store because of a "lack of updates". The stores
         | _themselves_ usually shut down eventually - which is its own
         | problem - but at least there 's a reasonable business argument
         | for why the company can't be expected to offer that service
         | indefinitely.
        
           | scarface74 wrote:
           | And consoles only change hardware or operating systems once
           | every six or seven years.
        
             | brundolf wrote:
             | And the store usually stays online for another 3-4 years
             | after the console's successor has come out
        
         | gameswithgo wrote:
        
         | Asooka wrote:
         | Microsoft somehow manage to maintain backwards compatibility
         | for much longer than two years.
        
         | layer8 wrote:
         | If people are still downloading and using an app, that should
         | be reason enough to keep it. I would understand removing apps
         | that virtually no one has downloaded, and also actually used,
         | in the past two years. This may conceivably have even been the
         | case here, but then Apple should communicate exactly that.
        
         | com2kid wrote:
         | Removing by sale / usage rate might be fair.
         | 
         | No one opened your app in 2 years? It gets the boot.
         | 
         | If an app is still actively being used, removing it hurts
         | developers and users!
         | 
         | I have apps on my Android phone that haven't been updated in
         | years. They work just fine.
         | 
         | Heck on my MacBook I use an app that wad last updated in 2016
         | or so, and I consider it a vital pri0 part of my daily
         | workflow!
        
         | Hammershaft wrote:
         | > The market right now is absolutely flooded with indie games,
         | some light pruning is probably for the best.
         | 
         | By arbitrarily removing perfectly working older games? This is
         | why indie devs such as Vlambeer that used to make quality
         | mobile games now avoid ios and android like the plague.
         | 
         | https://variety.com/2019/gaming/features/android-ios-apple-g...
         | 
         | The result of this is mobile games require significantly more
         | upkeep then games on PC or consoles, and as a result the only
         | games that are profitable in the long run are those that
         | exploit their users with f2p microtransactions.
         | 
         | The end result of this is the sea of uninspired exploitative
         | trash that makes up the games market on ios and android.
        
           | andai wrote:
           | >Ismail said that either Apple has to start designing for
           | backward compatibility support on their end or that people
           | are going to have to get used to the idea of games dying and
           | disappearing.
        
           | AlexandrB wrote:
           | Yes, this is exactly right. And it doesn't make sense for
           | games that have no online component (like those made by
           | Vlambeer) to need updating for security/privacy reasons.
           | Apple consistently misses the mark on what makes a platform
           | good for games and then makes empty promises about "getting
           | serious about gaming".
        
         | kitsunesoba wrote:
         | As a dev myself, I agree. You can't really expect to just toss
         | a binary over the wall and forget about the project for the
         | next decade.
         | 
         | Software is an ongoing commitment and periodic recompiles and
         | fixes should factor into architecture and planning. Some
         | decisions early on can save you a lot of pain. For instance,
         | building your app with stock UI widgets to the greatest extent
         | possible and limiting custom widgets and third party stuff to a
         | minimum goes a LONG way for making your apps weather new OS
         | versions better. These days my UIKit apps only need a handful
         | of minor changes when a new OS version is released, making them
         | trivial to maintain.
         | 
         | Choosing Unity was a big part of the problem in this case
         | because Unity is terrible about maintaining particular versions
         | of their engines over time. Devs need to start dumping Unity
         | over this, because it's the only way that Unity is ever going
         | to fix it.
        
           | howinteresting wrote:
           | This is simply false. _Some_ software is an ongoing
           | commitment. Other software can just be done and never need to
           | be updated. An indie game with no online component falls
           | squarely in the latter bucket.
        
           | wtallis wrote:
           | > You can't really expect to just toss a binary over the wall
           | and forget about the project for the next decade.
           | 
           | You can on Windows. Microsoft has shown us what a three
           | decades of maintaining an OS to that standard will do to a
           | platform and its software ecosystem. There are definitely
           | pros and cons to taking that approach. These days, as a user
           | I'd much rather have decent emulators of older platforms and
           | operating systems, rather than rely on the current OS to be
           | completely and forever backwards compatible. But that doesn't
           | seem like a good solution for mobile platforms or their app
           | stores.
        
             | scarface74 wrote:
             | And Windows also shows you what happens when you have
             | layers upon layers of compatibility hacks and the security
             | nightmares it brings. One of the first major IIS security
             | issues happened because of the eight different string types
             | and conversions between them to work with the various APIs.
             | 
             | You could "hack" a Windows server running IIS just by
             | encoding DOS commands in the URL bar.
             | 
             | http://cd.textfiles.com/hmatrix/Tutorials/hTut_0239.htm
             | 
             | Also, by Apple eventually abandoning backwards
             | compatibility, it was able to migrate Macs to different
             | better processors four times.
             | 
             | By abandoning 32 bit software support, it was able to save
             | space on its processors.
        
             | kitsunesoba wrote:
             | Windows really is the exception and not the rule, though.
             | In fact in the free and open world of Linux, backwards
             | compatibility is even worse... a binary compiled a year ago
             | has a good chance of no longer working. Stuff like Flatpak
             | is improving that situation a bit, but it's still nowhere
             | as backwards compatible as Windows.
        
               | nezirus wrote:
               | It is actually the oposite on Linux. You compile on older
               | distro (e.g. CentOS 6), and it will work on later
               | versions, (CentOS 7).
               | 
               | https://developers.redhat.com/blog/2019/08/01/how-the-
               | gnu-c-...
        
               | wila wrote:
               | > In fact in the free and open world of Linux, backwards
               | compatibility is even worse...
               | 
               | I have linux binaries from 2001 that still work fine on
               | recent Linux kernels.
        
               | berkut wrote:
               | If they're CLI C ones, or statically link all deps:
               | sure....
               | 
               | If they link against libstdc++, Qt or Python, good
               | luck...
        
               | kitsunesoba wrote:
               | Those three you listed have definitely been the most
               | problematic by far when trying to run things on Linux.
        
               | noobermin wrote:
               | An amazing sentiment calling the operating system used
               | the most across the entire world and exception rather
               | than a standard. And I don't know how you envoke the
               | problem (yes problem) of broken dependencies on linux and
               | think it adds to your argument on why this is a good move
               | by Apple.
        
         | Aulig wrote:
         | iOS and Android usually have perfect backwards compatibility,
         | so there's no technical reason to require a new build. The apps
         | work perfectly fine on new devices automatically.
        
       | simonbarker87 wrote:
       | I received an email this morning saying the same about one of my
       | apps, it hasn't got any crash reports, still gets downloads after
       | 5 years, doesn't need a v2 and Apple decide it's time to go. Due
       | to swift version changes I don't have time to push a meaningful
       | change as it doesn't compile any more.
        
       | TheJoeMan wrote:
       | LowStakesConspiracy: Apple needs to keep developers buying newer
       | Macbooks / iPhones.
        
         | meibo wrote:
         | This is/has always been obvious to everyone that works with
         | Apple hardware/software, it's not really a secret.
         | 
         | They move this fast to keep people on their toes - they know
         | that everyone will just have to keep running after them,
         | otherwise you lose a huge part of your userbase.
         | 
         | I assume this isn't as much of a problem for regular apps, but
         | games are finished pieces of art and recompiling them with a
         | new engine version is often unfeasible.
        
           | clintonb wrote:
           | I disagree. The latest version of Xcode ran on my 2013 MBP,
           | until a recent upgrade. Using the latest hardware is much
           | faster, but not required.
           | 
           | I intend to keep my new MBP for another 8-10 years.
        
             | Veuxdo wrote:
             | I'm surprised a 2013 Apple anything even turns on.
        
               | meibo wrote:
               | From what I know, older Apple hardware(<2013) is vastly
               | more repairable/durable. Wouldn't be surprised if quite a
               | few people are still running that.
        
               | schwartzworld wrote:
               | I have a 2012 MBP that still works just fine. Better than
               | some of the newer Apple devices work has thrust upon me.
               | I also have a g3 imac that turns on just fine.
        
               | ratww wrote:
               | I was using a 2011 12" MacBook Air until recently, for
               | work, music making and personal usage. Only traded for an
               | M1 because thought it was cool. If anything it's 3rd
               | party dev stuff that requires bleeding edge machines (eg:
               | Docker).
        
         | woah wrote:
         | No, actually, upgrading X Code requires a trip to Apple's
         | website. On Apple's website, mobile application developers are
         | likely to come across previews of great new content on Apple
         | TV+, thus enticing them to sign up for Apple's streaming
         | offerings.
        
           | dagmx wrote:
           | This is untrue. Xcode is available in the App Store on Mac.
           | You don't go to the website to get it.
        
             | cyral wrote:
             | You can get it from either
        
         | viro wrote:
         | Or they don't want customers downloading apps that don't
         | properly support their devices. makes the customer experience
         | suck.
        
           | Brian_K_White wrote:
           | The customer-breaking changes are coming from Apple, not the
           | app developers.
           | 
           | If Apple is so concerned about customer experience, they can
           | just as well choose not to break existing apps.
           | 
           | The "customer experience" excuse hasn't held water in
           | decades.
        
             | Someone wrote:
             | I think it has. On Windows, famous for its backwards
             | compatibility, you still have software that shows ancient
             | dialogs, have graphics at a resolution for 640x480
             | monitors, or that work with 8.3 file names, and only with
             | those (so, you can't save docs with long names, and have to
             | guess at the short names of files and directories with long
             | names)
             | 
             | Yes, banning such apps is a loss for the customer
             | experience of being able to run such applications, but
             | there are disadvantages, too. For many of those
             | applications, users would be happier _if_ those
             | applications were maintained and adjusted to modern
             | hardware and new OS capabilities.
             | 
             | Now, of course, that's an _if_. Apple makes a different
             | choice than Microsoft there. They think losing applications
             | isn't a big problem (presumably as long as replacements
             | exist, but even that isn't strictly necessary for some
             | tools. The public at large can do without a Kermit program
             | or RSS reader, for example, because it has alternative ways
             | to download files or access news)
        
             | etchalon wrote:
             | "If Apple is so concerned about customer experience, they
             | should stop making their products better." is an
             | interesting take.
        
               | Brian_K_White wrote:
               | What's interesting is no one said that.
               | 
               | Inventing your own false statement so that you can point
               | out how false it is, is an utterly uninteresting
               | approach.
        
             | [deleted]
        
       | mysterydip wrote:
       | This is exactly why I wanted to leave Apple's ecosysyem for my
       | games and go pure HTML5. Attention and updates (XCode, OS) needed
       | just to keep an app up, not worth the time for me.
        
       | aendruk wrote:
       | I'm personally banned from selling on Amazon "due to inactivity".
       | 
       | In college Amazon advertised on campus that you could sell your
       | textbooks, so I did that. Now, years later, they advertise "Sell
       | Your Stuff"--but too bad, in the interim my account was closed
       | _without notice_ and there's no appeal, and no way to open a new
       | one.
        
       | nyuszika7h wrote:
       | 2 years is definitely too early, especially considering they're
       | doing this to developers who are continuing to pay them $99/year
       | to keep their apps up. The iPhone X came out 5 years ago, that
       | was about the last time an update was needed to not look bad on
       | newer devices. Some other commenters here fail to understand that
       | many games are simply completed and don't need much updates to
       | keep working on newer devices, especially if they purposely use
       | minimalistic graphics. Even for regular apps pruning them after 2
       | years is a bit excessive but it's slightly more understandable
       | there as they'll feel dated more quickly.
        
       | mdoms wrote:
       | Stop tending other peoples' gardens. Especially trillion dollar
       | companies' ones. No sympathy here, we all know the drill by now.
        
         | clintonb wrote:
         | > Stop targeting the two largest mobile platforms to gain
         | customers and revenue.
         | 
         | That's my paraphrasing of your statements. If the customers are
         | in the garden, you have to go to the garden. That's easier than
         | building your own.
        
         | amelius wrote:
         | > Stop tending other peoples' gardens. Especially trillion
         | dollar companies' ones.
         | 
         | Meanwhile, Apple built their castle in TSMC's kingdom ...
        
         | gcheong wrote:
         | I will the day the US gets serious about cracking down on
         | monopolies and I have several gardens to choose from or can
         | start my own.
        
         | throwaway14356 wrote:
         | Its just rude to support such eco system.
         | 
         | As an experiment i tried an iphone4. Apple support helped
         | register an account which didnt work any more for multiple
         | reasons, the app store works just fine, you just cant get any
         | software. Clicking on download does dl the apps but then it
         | says you must upgrade your OS.
         | 
         | There is no software!
         | 
         | Developers say they have a version for it but you may not
         | install apple says. What kind of deal is that? Its a good
         | device, it could have all kinds of applications.
        
           | scarface74 wrote:
           | The iPhone 4 is not a "good device". It's 3G only and the
           | networks have already announced that they are completely
           | shutting down 3G networks by the end of the year.
        
             | ratww wrote:
             | Sure, but it could still be used as a wifi-only device. I
             | have an old iPhone 8 that I keep around for music and
             | streaming to a TV.
        
       | jobs_throwaway wrote:
        
       | Bluecobra wrote:
       | Just append "2022" to your game's name and update the copyright.
       | 
       | I just played a "new" Pool & Snooker 2022 game in Apple Arcade
       | and it looks and plays like Pool & Snooker 2012. The copyright
       | says 2012-2022 so I assume the devs just lazily update the name
       | each year and nothing more. Not seeing 10 years of improvement in
       | this. Some of the graphics still don't even have anti-aliasing...
        
       | ChrisMarshallNY wrote:
       | I have had many apps (over 20) on the store, since 2012.
       | 
       | I haven't had any that has weathered the OS changes past a couple
       | of major steps, without having to make some code changes
       | (sometimes, nothing more than just recompiling with the latest
       | toolchains).
       | 
       | I just put out an update to my very first app, which is ten years
       | old, but I have done a few updates, since first releasing it.
       | 
       | I have another app that is about two years old, and it needs a
       | facelift. I don't have the bandwidth to give it said facelift (It
       | still works, but looks like crap). I hope it won't get pulled
       | before I can give it its update. I won't blame Apple, if they do
       | pull it, however (see "looks like crap," above).
       | 
       | I've generally retired most of my apps, when they got long in the
       | tooth.
        
       | [deleted]
        
       | dheera wrote:
       | Yeah I used to have a bunch of (mostly Android Wear) apps on the
       | Google store but they started getting deleted one by one, they
       | kept having new policies that you needed to follow to have your
       | app stay up. I have a dayjob and don't have time for that shit.
       | Pay me and I'll do it.
        
       | w0mbat wrote:
       | It's not hard to do a recompile with a slightly newer SDK, check
       | things still work, update the version and copyright and re-
       | upload. That's how I keep all my apps in the store. Often you
       | find a cheap update you ought to make, like add dark mode support
       | which wasn't a thing when the app was written. Sometimes you take
       | the app across a tech boundary, like adding ARM code to a Mac
       | app. I can see Apple's motivation to keep fresh goods on their
       | shelves that work with current OS versions and hardware.
        
         | TedDoesntTalk wrote:
         | Some apps are feature-complete.
        
         | newbalance wrote:
         | It's hours of work - recompile, test, publish, test again once
         | new versions hits the App Store. Upgrades and maintenance are a
         | bigger time sink than most consider.
         | 
         | And this assumes there aren't any new issues that need fixing
         | during the maintenance.
        
         | capableweb wrote:
         | Games are immensely more complex than your average run-of-the-
         | mill smartphone application. As the author of the submission
         | tweet themselves say:
         | 
         | > Now I need to dig up my project file, update the Unity
         | version to make sure it meets the App Store requirements,
         | rebuild, retest, resubmit all to get the exact same game in the
         | exact same place it was before.
         | 
         | From my own experience, updating the Unity version tends to not
         | be hassle-free, especially if it's a major version. Updating
         | xcode tends to be a hassle as well, if not outright impossible
         | unless you keep buying new Apple hardware too.
         | 
         | And why is the onus on the developers to update apps just for
         | the sake of updating them? Can things not just be "done"
         | anymore? There doesn't seem to be any specific reasons except
         | "we like fresh updates" provided for why the updates should be
         | done.
         | 
         | If it works, why remove it? Are they running out of space? Are
         | people being fooled by the application somehow?
        
           | Gollapalli wrote:
           | Updates should be required only when specific apis or
           | features are deprecated and the app in question uses those.
           | 
           | But there probably isn't an easy way to test whether an app
           | uses them. Aside from literally going through the binary,
           | looking for those calls or something.
        
         | rockbruno wrote:
         | Only if you're doing it constantly for every SDK update. But if
         | your game is complete then you have no reason to do it, and if
         | you haven't updated your SDKs in 2 years, chances are that you
         | will not be able to do it without re-writing a huge part of the
         | software.
        
       | thewebcount wrote:
       | I understand being upset with Apple at this arbitrary cutoff. But
       | can we also talk about why a recompile isn't as simple as opening
       | the old project and hitting "compile"? I work on a large project
       | (millions of lines of code), which has been in continuous
       | development for 20 years. Every new compiler or IDE release
       | results in us having to dedicate at least one engineer full time
       | for a few days to get our project compiling again with the new
       | tools before the team can switch over. That's a project that
       | previously compiled with no errors or warnings (because we set
       | warnings are errors to true) suddenly can't build. It's
       | ridiculous! I can't imagine throwing something like Unity in on
       | top of that.
        
         | cpeterso wrote:
         | Someone replied to the original tweet with an example of their
         | iOS dev experience:
         | 
         |  _Boss wants to change our iOS game icon. Changing icon
         | requires a new build. A new build requires iPhone X support.
         | iPhone X build target requires Xcode 9. Xcode 9 requires macOS
         | 10.12. OS update breaks old Unity3D. Upgrading Unity breaks
         | build._
         | 
         | https://twitter.com/aaefiikmnnnr/status/931222777301835782?s...
        
           | arinlen wrote:
           | > Boss wants to change our iOS game icon. Changing icon
           | requires a new build. A new build requires iPhone X support.
           | iPhone X build target requires Xcode 9. Xcode 9 requires
           | macOS 10.12. OS update breaks old Unity3D. Upgrading Unity
           | breaks build.
           | 
           | * The iPhone X was released on 2018.
           | 
           | * Xcode 9.0 was released on 2017, and 9.4.1 (last release) on
           | 2018.
           | 
           | * macOS 10.12 was released on 2016.
           | 
           | I'm sorry to say, but this sort of setup does not reflect
           | well on anyone working on the project. Apple's call out
           | should be considered a wakeup call.
           | 
           | Also, doesn't Xcode 9 only support iOS releases up to iOS 11?
           | The global market of all iOS versions lower than iOS 11
           | should lie in the lower single digits.
        
             | michaelt wrote:
             | You do realise the tweet you're replying to is from 2017?
        
             | maccard wrote:
             | The problem here is unity (which, by the way is one of the
             | most popular game engines, and is often sold as the indie
             | friendly, mobile friendly engine). Standard operating
             | procedure for Unity games is pick the latest LTS engine
             | version as the base for your project, and don't ever
             | update, because the updates are _so_ much work it's
             | untenable to keep up with them. (This was official advice
             | given to us by a unity sales rep at one point in the last 2
             | years).
             | 
             | These aren't like node updates, these are closer to Firefox
             | removing legacy extensions, except happening quarterly.
             | There's no guarantee that something that is "stable" in
             | your version will work the same way in a newer version.
             | Unfortunately, the engine is tied to specific iOS SDK
             | versions, so in order to use a more recent iOS SDK you're
             | forced to upgrade your unity version alongside it...
        
           | TeeWEE wrote:
           | It's called code-rot..
           | 
           | Systems improve over time. Apple's privacy in iOS improved a
           | lot. Not updating your apps makes it hard to keep up with API
           | changes. Its normal you have todo some work to ensure it
           | still works. Sometimes you're out of luck. But not all
           | dependencies stay with us forever. Software is sadly enough
           | not immutable, environment impacts how software runs... My
           | old android game stopped working on newer devices 3 years ago
           | due to a OpenGL bug that was fixed, i depended on the bug in
           | order to make my app work.
           | 
           | Welcome to the real world
        
             | tragictrash wrote:
             | While I loathe apple's moves lately, including this one, I
             | have to agree with this comments sentiment.
             | 
             | Software is not free once written. You need to expend
             | resources to keep it up to date and secure.
             | 
             | If you aren't keeping things up to date, you are neglecting
             | the maintenance of your application. You wouldn't be
             | surprised if your car stopped working if you never change
             | the oil. Apple is taking proactive actions here, presumably
             | to protect the end user experience. Wether or not I agree
             | with the manner of proactive action is a different issue.
             | We know apple loves to exert tons of control over things
             | like this.
             | 
             | Apple is difficult to work with. It takes maintenance to
             | keep apps up to date. Yes, the two year thing seems a bit
             | over the top but remember the real issue is that this guy
             | can't submit a new build because he hasn't added support
             | for the last two OS versions.
             | 
             | The app store is hard to work with, but they payoff is
             | immense also.
             | 
             | Welcome to the real world.
        
               | ordiel wrote:
               | Immense - 30% they take to give you more trouble and kick
               | you out whenever they deem it "necessary"... you know
               | 'cuz you, their customer is the biggest threat to them
               | and the users (Google/Apple)... honestly at this point I
               | am all down to just go to another app store... once they
               | let you do that without restrictions on the device Yyou
               | paid for....
        
               | tragictrash wrote:
               | Listen, I totally agree with you. It's total BS and
               | should be better.
               | 
               | That being said, I also think your frustrated and typed
               | word salad into the reply box.
               | 
               | I'm not apple. I don't like apple's practices. I don't
               | own any apple devices (beyond what's required to support
               | an iOS app) because I take an issue with the same things
               | you do.
               | 
               | The reality is, if you want to support apple devices, you
               | have to play their game, and that means updating your
               | apps regularly. Sorry if you don't like it. I don't
               | either.
               | 
               | Again, welcome to the real world.
        
             | msla wrote:
             | Linux runs thirty-year-old binaries because of kernel and
             | hardware compatibility.
        
             | exabrial wrote:
             | > Systems improve over time
             | 
             | They do, but Apple intentionally harms older systems.
        
             | ohgodplsno wrote:
             | Meanwhile in the real world:
             | 
             | Windows software still runs 20 years after in compatibility
             | mode
        
               | colejohnson66 wrote:
               | Technical debt has a cost. Raymond Chen has countless
               | blog posts about what it takes keeping backwards
               | compatibility working. For example, an update to some
               | part that should not break anything actually ends up
               | breaking an app because the developers decided to monkey
               | patch based on a match of a byte string or whatever that
               | ended up changed.
               | 
               | The only reason WINE works is because of a massive
               | community effort to reimplement those bugs that Windows
               | is forced to keep.
        
               | frosted-flakes wrote:
               | The binary still runs, but can you re-compile from
               | source?
        
               | ithkuil wrote:
               | As long as you keep your old tool chains and old
               | dependencies etc etc
        
             | franknine wrote:
             | Sometimes they just force you to implement feature for
             | them, like "Sign in with Apple"
             | 
             | > We've updated the App Store Review Guidelines to provide
             | criteria for when apps are required to use Sign in with
             | Apple. Starting today, new apps submitted to the App Store
             | must follow these guidelines. Existing apps and app updates
             | must follow them by April 2020. We've also provided new
             | guidelines for using Sign in with Apple on the web and
             | other platforms.
             | 
             | > 4.8 Sign in with Apple Apps that use a third-party or
             | social login service (such as Facebook Login, Google Sign-
             | In, Sign in with Twitter, Sign In with LinkedIn, Login with
             | Amazon, or WeChat Login) to set up or authenticate the
             | user's primary account with the app must also offer Sign in
             | with Apple as an equivalent option.
        
               | bspammer wrote:
               | Which is great for users. I seriously love Sign in with
               | Apple because it lets you hide your email address from
               | random app #941245.
               | 
               | I always wondered why so many apps support it because it
               | seems like they'd prefer to know your real email, but now
               | it makes sense.
        
               | franknine wrote:
               | And implementing Sign in with Apple in Unity is one of
               | the worst experience in my career that I dedicated a blog
               | post talking about:                 - Native Sign in with
               | Apple button not working in Unity       - Official Sign
               | in with Apple plugin provided by Unity also not working
               | - Hooked up API with help from GitHub and created Sign in
               | with Apple button by myself ended up getting `4.0 Design`
               | rejection without explanation       - Trying crazily to
               | contact Apple reviewer for weeks only to find out you
               | have to use system font on that button       - Unity
               | cannot support new Thai system font after iOS 13 and they
               | mark it won't fix       - Ended up building a native
               | sample app and screenshot Sign in with Apple button from
               | it in 12 different languages into PNGs and ask the my
               | designer co-worker to remove background for me to import
               | them into Unity       - After all these the update is
               | finally accepted by App Store       - Casually downloaded
               | games by other companies a week later, saw a totally
               | malformed Sign in with Apple button not being nitpicked
               | by reviewer and just went live like that
        
             | heavyset_go wrote:
             | I can still run 20+ year old demoscene binaries on Windows
             | and WINE. Linux binaries from that period still work, as
             | well.
        
               | michaelt wrote:
               | While Apple _could_ do a Microsoft and try to keep third-
               | party software working for decades, they 've realised
               | they can offload that work to the third parties for free.
        
             | bagels wrote:
             | Systems improve over time.
             | 
             | They at least change over time. Not all of them improve.
        
           | markdown wrote:
           | > OS update breaks old Unity3D.
           | 
           | I'm still on Mojave because I'd have to say bye bye to Adobe
           | Fireworks if I upgraded.
        
             | KennyBlanken wrote:
             | You've had a _decade_ to find an alternative to Fireworks -
             | a vector graphics program.
             | 
             | It might be time to move on.
        
               | andai wrote:
               | I still use EasyToon, originally published 1998. Then
               | again, I'm on the only operating system that actually
               | values backwards compatibility.
        
               | Robotbeat wrote:
               | Imagine if the tools in your shed turned to dust after 5
               | years. And these are analogue, physical objects. Digital
               | objects if stored in a properly error-correcting medium,
               | can last indefinitely. No excuse for this.
               | 
               | Imagine a library of books where every book over 5 years
               | old is burned.
        
               | driverdan wrote:
               | That's not a reasonable comparison. A more accurate one
               | would be something like having a 25 year old 12V battery
               | drill and expecting the manufacturer to still make and
               | sell the NiCad battery pack it used. Sure they could do
               | it but it doesn't make any sense. Technology has moved on
               | and there's no consumer demand for it.
               | 
               | I agree that Apple and other companies are too aggressive
               | about breaking compatibility but it's not the same thing
               | as tried and true physical objects.
        
               | ryandrake wrote:
               | This is not a good comparison. Nobody is trying to use a
               | new battery. They just want old battery to continue
               | working as it has. Code does not rot like batteries wear
               | out. Companies deliberately break compatibility, and then
               | they blame arising problems on "code rot".
               | 
               | Changing icon should not require a new build. A new build
               | should not require iPhone X support. iPhone X build
               | target should not require Xcode 9. Xcode 9 should not
               | require macOS 10.12. OS update should not break old
               | Unity3D. Upgrading Unity should not break builds.
               | 
               | These are all examples of shitty engineering decisions
               | that throw backwards compatibility under the bus for
               | shaky (expedience, mostly) reasons.
        
               | voakbasda wrote:
               | You deserve more upvotes, because your analogies are not
               | far from the truth. We are living through a black hole of
               | history, where valuable information is being destroyed at
               | unbelievable rates by virtue of it becoming completely
               | inaccessible through the planned obsolescence of
               | incessant upgrades.
        
               | goosedragons wrote:
               | We basically have that with the way publishers license
               | ebooks to libraries. :(
        
               | UnpossibleJim wrote:
               | Yessssss..... come to the Linux community. Become one of
               | us... one of us. There is no better time than now. One of
               | ussssss. =)
        
           | st3fan wrote:
           | It is already very time consuming to stay up to date with
           | Apples ecosystem. Swift evolves. Xcode changes. The runtime.
           | The App Store. The APIs evolve. SwiftUI is radically
           | different every year.
           | 
           | Throw something like Unity in the mix and now you have even
           | more things to keep up to date.
           | 
           | You can say well that is just nonsense. My app is finished.
           | But is it really? what if you actually need to do a critical
           | bug fix. Or something to be compatible with new hardware?
           | 
           | There is no simple answer here. But one thing I've learned is
           | that staying as "standard" as possible is a huge huge
           | advantage. Apples upward path is mostly manageable.
        
           | tedunangst wrote:
           | The longer you leave the yak unshaved, the longer it takes to
           | shave it.
        
             | emsy wrote:
             | My windows is full of bald yaks.
        
             | franknine wrote:
             | Working on games with Unity for nearly a decade, the
             | standard approach is to defer upgrading Unity as long as
             | possible. Generally we stay on the old LTS (Long-term
             | support) version until it's no longer supported. Latest
             | version and new LTS are very unstable with game crashing
             | bugs on certain platforms that I had to spend weeks to
             | track down and spend weeks to convince Unity QA there is
             | actually a problem then wait for months to get it fixed.
             | It's better to just stay away from the latest and greatest,
             | having other people do the demining.
        
             | Wowfunhappy wrote:
             | Games aren't like other software. People are still playing
             | Psychonauts even though it hasn't been updated in a decade.
             | Double Fine doesn't have the resources to go in and update
             | the game engine every year.
             | 
             | (I'd argue there's more room for this in non-game software
             | as well, but _certainly_ for games...)
        
         | verelo wrote:
         | Sometimes recompiling into a new version of Xcode is required
         | and that can result in very painful edits. While locally you
         | can do whatever, apple often requires you to be using a very
         | recent sdk (sometimes for good reasons like OS security of
         | privacy changes)
        
         | ploxiln wrote:
         | -Werror is your mistake here. You can still fix warnings when
         | you see them with a new compiler, without using -Werror to
         | cause complete build failures except with a specific set of
         | specially accommodated compiler versions.
        
         | [deleted]
        
         | kazinator wrote:
         | If you set warnings to errors, and upgrade your compiler from
         | time to time, you're asking the compiler people to help find
         | hitherto undiscovered issues in your code using the latest
         | diagnostic tools that they have come up with.
         | 
         | If you don't want to be informed, then don't do that. But those
         | issues could be real bugs.
         | 
         | For instance, one fine day GCC got the ability to diagnose
         | situations when the indentation of an nested if statement is
         | deceptive compared to the actual precedence of the clauses. So
         | if someone had warnings as errors, and had such a statement,
         | then their build stopped. If that was a real bug, they were
         | grateful.
        
           | gnubison wrote:
           | Please, please, please don't do this for end-user compiled
           | software, because someday they're going to be using a more
           | modern compiler than you and their build is going to break
           | because of new warnings that you couldn't anticipate.
        
             | slavik81 wrote:
             | I've had to remove deprecation warnings because downstream
             | users enabled warnings as errors in their releases. They
             | could fix newer versions of their software, but being able
             | to build old versions on new dependencies was a
             | requirement.
             | 
             | The solution was to introduce a deprecation message that
             | wasn't technically a warning, and warn about the upcoming
             | depreciation warning.
        
             | lupire wrote:
             | When do end users compile software but don't want to fix
             | bugs?
        
               | ploxiln wrote:
               | New warnings usually do not indicate real bugs. Sometimes
               | they do, but usually they are false positives. -Werror
               | causing a build to fail is strictly worse than the
               | alternative (working roughly as well as before, sometimes
               | slightly better or worse due to new optimizations). This
               | is the direct cause of "software decay" here. The
               | software would not "decay" nearly as much without
               | -Werror.
               | 
               | Often a technical linux user will want to download a
               | source tarball for a particular version of a utility or
               | program, and build it on or for a particular linux distro
               | they're using. They usually do not want ad-hoc
               | modifications done to the source of all the specific
               | utility versions they compile for their system this way.
        
               | kadoban wrote:
               | When the bug they're being forced to fix does not affect
               | them. This can happen when they want to make some other
               | change, or maybe they don't even need changes, they just
               | need a build that doesn't exist.
        
             | lolinder wrote:
             | Is there any reason why the user in question couldn't turn
             | off warnings at that point if they don't want to bother
             | with it?
        
         | SilasX wrote:
         | I was really upset when I ran into this problem with Docker.
         | Like, I thought the whole point of virtualization was that, no
         | matter how old it is, it will Just Work, so long as the
         | virtualization software works, and it has enough resources.
         | It's supposed to _sidestep_ the problem having to constantly
         | patch everything that might have changed since.
         | 
         | Then one day, our startup brought some new employees on, who
         | read the README and ran the indicated Docker command ... and it
         | failed with a mysterious bug requiring dev resources to debug!
         | The exact thing you try to avoid by freezing the machine
         | environment.
         | 
         | It turned out that Docker had silently pushed a backward-
         | incompatible change in the format of docker-compose YAML files.
        
       | emsy wrote:
       | It's fine. I mean Apple refunds you if the App you bought gets
       | removed, right?
        
       | aSithLord wrote:
       | only a user having the choice to sideload or not can solve the
       | issues of the AppStore.
        
       | ronenlh wrote:
       | Similar current Twitter thread on the same issue:
       | 
       | https://twitter.com/lazerwalker/status/1517849201148932096?s...
        
       | aeturnum wrote:
       | As with so many Apple policies this is perfectly understandable
       | but becomes unacceptable because they monopolize access to
       | applications on their platform.
        
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       (page generated 2022-04-23 23:00 UTC)