I'm guessing this comment is aimed for me, my comment came a bit harsher than I intended so apologies for that.
Ed James said:
So rules are rules. You adhere to the Escapist Posting guidelines (I hope), so it's only reasonable that if you want to publicly distribute what you have produced (such as this comment) on someone else's medium, then you follow their rules.
Apple has a strict set of rules when it comes to publishing content and on top of that, they enforce an annual fee, as well as verification (Quality assurance by humans, not machines), something that is not widely done. Rules are put in place for a reason, to be honest, I'm surprised I have to explain why it's fair to play by some one else's rules when your round their house. This gives a barrier to entry that is a necessary deterrent to sub par developers that want to exploit the user base.
On the side of Apple being some sort of pure evil against games as an art form, there are three main factors that you should consider in your argument:
My comment was based on a publicly available document that is actually linked in the article and as far as I'm aware, I did not break any rules. I was mainly trying to condense the main content restrictions.
And what I meant with bending the rules was that because the review process is made game by game basis you might be able to sell slightly more controversial/artsy/morally grey games than what the rules usually allow.
I'm not really against Apple. I don't enjoy OS X, mostly because it is very different user experience and I hated XCode when i tried it during my studies in University of applied sciences. They also have to my knowledge the strictest policy regarding both computer and phone/tablet applications. Which is both good and bad, It's great for overall user experience, but less so for those who want to tinker around with their hardware and software (again to my knowledge, not much experience on the platform)
Ed James said:
Rules are put in place for a reason, to be honest, I'm surprised I have to explain why it's fair to play by some one else's rules when your round their house. This gives a barrier to entry that is a necessary deterrent to sub par developers that want to exploit the user base.
Rules are a two edged sword. I agree that they are useful and often mandatory. But if they are set in stone and never challenged, they will always limit what can be done. In this case stagnating the market eventually. It is fair to play by their rules, it's also okay to ask if rules can be changed provided there is merit for it.
Ed James said:
1. Audience
Like it or not, this a mobile platform, and can be compared to other portable game media such as the Vita and 3DS to some degree. As such, what's the longest period you spend on your phone/tablet/portable games device playing games? Games for mobile platforms are inherently designed for burst style play. You rarely see gourmet chiefs preparing meal deals outside of supermarkets.
Games like Papers Please on iOS are for a very specific audience. Is there really a need to feel angry about a game that you clearly support, and is obviously not in jeopardy following rules that mean you can enjoy it elsewhere.
Personally i feel there is room for many different types of games even on mobile platforms. I'm not really a part of the core mobile audience as I usually play at least half and hour and more often multiple hours on any given platform. Unless I'm sampling through games that i might want to try later. Longest periods would probably be anywhere from 4 to 8 hours on DS/PSP and 3DS but they are very different from phones. I think it's great that Papers Please was released on iOS as the gameplay should work really well on those devices, and I think more good games available is only a positive thing.
Ed James said:
2. Screen Real Estate
Although PP is coming out on the iPad, people seem to be railing against Apple in general, as such, I feel I can generalise the 'war on Game Art' argument to all iOS products. Angry birds sold well because it was designed for the platform. 'Art Games' are not primarily targeted at mobile platforms because of both the audience wanting something with rapid response, and the screen to display such an experience on being sub par.
People often rail against everything popular. Apple is an easy target as it is kind of a niche at least where I'm from. But from what I've seen, iPad has a great screen and you could do a lot with tablet devices. I do agree that the market probably is not quite there yet for games that need more time dedicated for them. I can see them working on tablets but not really on mobile phones, though I hope to be proven wrong.
Ed James said:
3. Battery life
If you actually have an iThingy, if yours last to the end of the day, please tell me your black magic secrete, because the things leak battery quicker than my sink at the moment.
Can't help you there. I don't have one, but smartphones in general are pretty good at emptying their batteries. My phone is empty after three hours of semi heavy usage(usually gaming) though it can last about 3 days in standby. I really hope they'd improve this over getting few more pixels into a little smaller device than the last one.
Ed James said:
TLDR; If you feel that the boobs are the difference between a good game or not, then you are clearly the person who is getting off on this and are projecting your own insecurities, so grow up you (hopefully) teenager and learn that life is following someone else's rules until you are big enough to make your own.
I really don't have an answer for this. Honestly it feels like that was an accidental copy paste from another discussion. I'd like there to be more variety available in types of games and characters. And often "cheap" sex appeal feels really tacked on and can drive me away from even trying the game. I kind of feel guilty ignoring skullgirls based on panty shots and cleavage and then recently hearing that the characters are actually good? Still have not tried it.