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by koonsolo 3201 days ago
Flash games were a serious threat to their app store, that is why they banned Flash. Read the article for more insight.

But since I'm defending Flash, and saying something negative about Apple, let the downvotes begin.

But the blocking of Flash was a business decision, not a technical one, or even a "support the open web" one.

And so yes, if they allowed Flash, then portals were indeed a direct competitor to their app store. That is why they kept them out.

2 comments

First up, was I correct in my interpretation of your initial comment? Nothing else makes sense if we're not talking about the same thing.

Second, I'm not suggesting that the threat posed by Flash wasn't ever a factor in any decision Apple ever made about supporting Flash on iOS (then iPhone OS). But you said "the only reason they did that ...", which suggests that there were no other reasons ever. But if the first iPhone was never intended to run 3rd party apps, then there was nothing to compete with at first. If there was nothing to compete with, then the initial decision not to support Flash could not have been motivated by the threat to the then-not-even-planned-to-exist App Store.

No, that’s not why they didn’t support Flash.

Before the App Store (and still today), iPhone had support for third party apps and an open (non-Apple App Store) app ecosystem, HTML5 apps installable to home screen with offline mode. At the time, you could install games like PacMac that worked fine.

Apple avoided support for Flash because it was absolute crap on mobile, from hardware issues affecting battery life to UX issues such as presumption of a cursor and hover states.

I wish developers and media streamers had let go of Flash sooner and moved to HTML5+JS, before the native App Store captured all the mindshare. Apple’s biggest mistake here was misunderstanding the lasting power of Adobe’s simpler tool ecosystem for “creators”.

iPhone didn’t need Flash. It did need better tools.

// Source: Owned a video CDN throughout the player wars, with ongoing first person conversations with folks from the companies in question, and their key media and publishing clients were our clients.