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Used to be you'd subscribe to various gamer magazines and get a disk full of 'shareware' demos each issue or two. Kinda similar.

I do recall a short-lived magazine called 'The Net' that once had the whole 1990s internet on one CD-ROM for those without actual access to the internet. I wish I archived that thing.
 
I wonder how much of a technical jump it would require for atv arcade games to approach say , Nintendo switch level ?

Is it technically feasible or just impossible at this current time ?
Nintendo Switch has such crappy specs compared to Apple hardware and other gaming consoles. Their first party games just don't really require more than what it has so Mario/Zelda are still great on there. When you try to play another AAA studio game on it, you see the clear issue with it for those.

Apple could have games easily better than the Switch, just a matter of devs putting in the work and effort.
 
Nintendo Switch has such crappy specs compared to Apple hardware and other gaming consoles. Their first party games just don't really require more than what it has so Mario/Zelda are still great on there. When you try to play another AAA studio game on it, you see the clear issue with it for those.
For reference, Switch is on par with a Wii U (its preceding generation). Some of the popular hits were actually from Wii U. Zelda: Breath of the Wild IIRC ended up being developed for both (since Switch was close to getting released anyways). Then the following ended up getting a re-release (nice since Wii U wasn't popular): New Super Mario Bros. Wii U and New Luigi Bros. Wii U (these 2 are combined into one "game cart"), Super Mario 3D World (although this also includes Bowser's Fury which is new).

There are some cases where they can make a version that works for Switch. For example, cut the resolution from 2K or 4K down to 1080p. But yeah, PS5 and XbsX have some spectacular visuals and audios that are way beyond the reach of the Switch. OTOH, if you're really into Steam-like games, and indie fare, Switch is great since you don't need all that extra power. You have a touch screen if playing in handheld mode, and portability options are solid.

Apple could have games easily better than the Switch, just a matter of devs putting in the work and effort.
I believe the biggest obstacle is just the pricing mindset mentalities. AAA Nintendo titles are still getting released at $60 a pop. That's for games on physical media, or fully digital. The fully digital copies of games do go on sale, but that typically takes a few years, and at best, you're getting $5 to $20 off. This is very difficult to do on mobile markets where $5 is impulse purchase price, while $10 is considered "expensive". I don't know what the compensations are for devs on AA, but I'm curious to know if a "$60 game" will be feasible on AA.
 
Build a quality game and they buy it.
The problem is, on the mobile markets, $5 is impulse buy, while $10 is considered "pricy impulse buy". If a game needs to charge $20 to $60 (or more, through other means if not upfront) or whatever the equivalent is on AA, then they've already hit a limit. The buyer doesn't want to pay more, but the seller doesn't want to charge less. Move on. Some have stated they left the mobile markets for others like Steam, Switch, and console because of such.
 
I bought a Wii-U as a protest to the Switch and its horrendous flat UI without any whimsy. I still prefer the U. Something about the glossy plastic design of 2012, coupled with that inviting UI and its music. The Switch only has one row of icons, feels like Microsoft made it (extremely Metro inspired) and no music. Why take the wonder out Nintendo? Must everything today be so bland or boring?
 
I see. Yeah, the developers I hear from, they're not tied to any platform or service, so they were willing to jump ship.
Blind people. It's sad but true: This is a divided market. iPhone vs the rest. Here's the most important fact: The rest want free apps, iPhone users pay.
 
Blind people. It's sad but true: This is a divided market. iPhone vs the rest. Here's the most important fact: The rest want free apps, iPhone users pay.
On Switch and Steam, they tend to pay premium prices. A game that's $5 on iOS or Android can sell for $10 to $20 on those 2 places.

iOS may be better than Android in the regard of "people generally not expecting to pay for things", but the gap has shortened. Is it enough? Dunno, but Android isn't as bad as some are making it out to be.

EDIT: grammar, and extra clarifications.
 
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On Switch and Steam, they tend to pay premium prices. A game that's $5 on iOS can sell for $10 to $20 on those 2 places.

iOS may be better than Android in the regard of "people generally not expecting to pay for things", but the gap shortened.
In my experience, and I don't work developing games. Of all the iOS and Android apps I create for my clients, the iOS ones are always the one with better money income results and the Android ones are always the more downloaded. Thousands of downloads with no revenue at all, versus the least downloaded with the best numbers. That's my reality.
 
I've only just saw this now, looking for Lifeslide. one of my favourite Arcade games. Why?! Now idk if there'll be any point in getting too invested into any of the titles
 
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I've only just saw this now, looking for Lifeslide. one of my favourite Arcade games. Why?! Now idk if there'll be any point in getting too invested into any of the titles
The game was removed on July 2, 2022 (14 months ago). If you haven’t tried playing it since then, it doesn’t sound like you were that invested…
 
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The game was removed on July 2, 2022 (14 months ago). If you haven’t tried playing it since then, it doesn’t sound like you were that invested…
...I just slept better thinking it was there... always there. Forever. For £4.99 a month... Reality has hit. This is a Netflix like saga... "Browse Arcade Games Similar To..."
 
In my experience, and I don't work developing games. Of all the iOS and Android apps I create for my clients, the iOS ones are always the one with better money income results and the Android ones are always the more downloaded. Thousands of downloads with no revenue at all, versus the least downloaded with the best numbers. That's my reality.
Can't argue that! I read that when Monument Valley (1) came out, the piracy rates for iOS and Android were 65% and 90% respectively.

If nothing else, one caution I've heard was to be careful about iOS being better... while there are more paying customers, the money of course isn't going to be evenly distributed, so you may end up joining those who can't really make enough to pay the $99 annual dev fee.
 
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