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Apple today published a new support document that clarifies what happens when games are removed from its Apple Arcade subscription service.

apple-arcade-orange-feature.jpg

Apple said that users who download a game before it is removed from Apple Arcade can continue to play the game for "at least two weeks after." Users who launch an Apple Arcade game that is no longer playable will receive a "No Longer Available" message.

Apple says that after a game has been removed from Apple Arcade, the developer might choose to make their game available on the App Store for all users. Apple says the App Store version of a game may differ from the version that was offered on Apple Arcade. For example, while Apple Arcade games are not allowed to offer in-app purchases or display ads, these limitations do not apply to games available to all App Store users.

If a developer chooses to allow users to load their saved progress in the App Store version of the game, users can continue playing right where they left off in the Apple Arcade version. Otherwise, users must start the game over again.

Apple recently shared a list of 15 games that will be removed from Apple Arcade soon. A source informed MacRumors that when ‌Apple Arcade‌ first launched, Apple signed three-year deals with a number of developers, and some of these contracts are apparently nearing expiry and not being renewed, which is why some games will be removed.

Article Link: Apple Explains What Happens When Games Are Removed From Apple Arcade
 
I guess this is pretty self-explanatory, and I don't see any surprises here. Contracts expire, service offerings change.

However, the way it was handled shows how Apple still has to figure out how to run these new services. This support document should have been published as soon as the games were announced for removal, not sneakily published after the backlash and confusion.
 
I've turned to Apple Arcade for games. The ads displayed in "free" App Store games can be sooooooo annoying and disruptive to the point of truly feeling like the user experience is secondary to revenue generation.

My go-to game is Solitaire+, entirely free through Apple Arcade and it's a joy.
 
So if a developer makes an Apple Arcade game, then their business goes under (I can't imagine there being much revenue there), what that means is that such games will simply be gone forever.
Curious to see how the revenue sharing works for developers of Arcade games. Are they sustainable?

In the age of annoying ads and IAPs, I actually like Apple Arcade. But I'm guessing it goes against the revenue generating IAPs and ads for developers.
 
I've turned to Apple Arcade for games. The ads displayed in "free" App Store games can be sooooooo annoying and disruptive to the point of truly feeling like the user experience is secondary to revenue generation.

My go-to game is Solitaire+, entirely free through Apple Arcade and it's a joy.
Yup. For casual users, Apple Arcade is really a fresh take of current trends of annoying mobile games.
 
I also subscribe to Google Play Pass, and It's worth the $35/year to avoid the spammy ads that pop up every time you fail or beat the level in the game. Plus, there's unlimited in app purchases in supported apps. Like I can get 15000 gems for FREE that would normally cost $150 CAD.
 
What happens if one gets this sequence ?
1) Game is available on Arcade (no in-App purchase)
2) Then game is made available for download before removal from Arcade
3) Developer updates game to add in-App purchases

Will my kids be suddenly exposed to in-App purchases ?
 
Apple says that after a game has been removed from Apple Arcade, the developer might choose to make their game available on the App Store for all users. Apple says the App Store version of a game may differ from the version that was offered on Apple Arcade. For example, while Apple Arcade games are not allowed to offer in-app purchases or display ads, these limitations do not apply to games available to all App Store users.
I don't play games, but I was curious how this compares to Xbox Game Pass, which Apple notoriously didn't allow in the App Store (and which I believe is available through Safari instead).

Apparently Xbox Game Pass also regularly removes games but gives you warning and lets you buy them outright at a discount before removing them if you want to continue playing them.

That sounds a lot less confusing than Apple's App Store within its App Store system.
 
What happens if one gets this sequence ?
1) Game is available on Arcade (no in-App purchase)
2) Then game is made available for download before removal from Arcade
3) Developer updates game to add in-App purchases

Will my kids be suddenly exposed to in-App purchases ?
I don't think so if they're playing the Arcade version... The problem is I can see devs abusing (using) Apple Arcade to make their game popular then once it is switch to the App Store with in app purchases. Then your kids are going to say "Come on can I download Bingy's adventure clowns? I really miss playing it and now it's back!" 🤣
 
Speaking of Arcade did anyone else get a 3 month free trial offer? I might try it again.

Edit: It's because I bought the MacBook Air. I saw that when I went to redeem it.
 
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What happens if one gets this sequence ?
1) Game is available on Arcade (no in-App purchase)
2) Then game is made available for download before removal from Arcade
3) Developer updates game to add in-App purchases

Will my kids be suddenly exposed to in-App purchases ?
You will have to re-download the app store version of the game. So no cross over contamination within the same app. Arcade version is separate. Your kids are safe.
 
"Games as a SERVICE"

is just that, a service and services have an end of life.


Games as goods >>> Games as services.

Buy once and own. Keep playing NOT keep paying.


Better yet, allow MULTIPLE STORES and "sideloading" i.e. downloading on Apple devices besides Macs.
 
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I've turned to Apple Arcade for games. The ads displayed in "free" App Store games can be sooooooo annoying and disruptive to the point of truly feeling like the user experience is secondary to revenue generation.

My go-to game is Solitaire+, entirely free through Apple Arcade and it's a joy.
This.

It’s absurd I have to watch an ad after every card game win, or equivalent.

Any game that does this is an instant delete and bad review.

I get the need to draw in revenue but at least consider the user experience too.
 
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You will have to re-download the app store version of the game. So no cross over contamination within the same app. Arcade version is separate. Your kids are safe.

I also subscribe to Google Play Pass, and It's worth the $35/year to avoid the spammy ads that pop up every time you fail or beat the level in the game. Plus, there's unlimited in app purchases in supported apps. Like I can get 15000 gems for FREE that would normally cost $150 CAD.
O
Ideally, yes, but how much would you actually be willing to spend? For many small game developers, that’s not entirely sustainable either. We’ve actually been through this, and the end result is what we have today, mobile games filled with ads and IAPs.
Apple's monopoly app store on iOS devices helped the "drive to bottom of the barrel" over 10 years ago to the point that it can only sustain on "Free" to play games.

It allowed the proliferation of stinkers and clones as quick cash grabs and cultivated a culture of "whales" who are exploited by gambling mechanics.



Small prices for indie games IS sustainable when you look stores on other platforms like PCs, Consoles and Even Apple's own Macs.

- Steam
- GoG
- UPlay
and others.

When there are more stores and allowing end users choice i.e. not be restricted to one App store, it drives competition and allows smaller indie developers/games more chance to flourish instead of having to stand out in a sea of F2P garbage that is Apple's App store.


I can NOT wait unit the European Union passes and effectively enacts measures to end Apple's bs monopoly, because the rest of the world will follow, lest Apple risks losing sales of its devices.


Indie games as well as older AAA games could then flourish when consumers are given a clear choice to get them from other stores.


IF a gamer wanted to a proper indie game and was given the choice between Apple's App store or Steam on their Apple tv/iPhone/iPad which store do you think they will most likely go to?


I don't even go to Apple's App store or use Apple Arcade on Macs, because I actually have a choice to use other things and am better for it.
 
This.

It’s absurd I have to watch an ad after every card game win, or equivalent.

Any game that does this is an instant delete and bad review.

I get the need to draw in revenue but at least consider the user experience too.
There will come a point with 'Games as services'


"Would like some game to go with your ads?"
 
There will come a point with 'Games as services'


"Would like some game to go with your ads?"
Isn’t that the case already with watching TV in the US? Living in Europe I remember the outrage when they started interrupting 30 min shows once for commercials. While in the US, it seems commercials are almost non-stop. Or maybe it’s gotten better since the rise of streaming services?
 
If a developer chooses to allow users to load their saved progress in the App Store version of the game, users can continue playing right where they left off in the Apple Arcade version. Otherwise, users must start the game over again.
Question is how practical is that to casual users. If something isn’t playable, will someone delete it from their phone and lose the data? What if loading the saved game progress isn’t the first feature a developer puts in the App Store version? Many people might start the game, lose the progress and months later get frustrated that the feature finally gets implemented. Seems like an awkward situation. Surely Apple could have some sort of easier migration to simply move the app or something behind the scenes with the developer or something of that nature.
 
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