| From a user perspective, this is why I love iOS. * Barrier to entry. If your project is more than a hobby, you can jump through a couple hoops to reach the iOS userbase. If the difference between $99 and $25 is make-or-break, you're probably trying to publish a hobby/low quality app anyways. There is a reason the Microsoft Store and Google Play are absolutely filled with trash, and this is part of it. * Forcing you to use native controls. Thank god. I hate webapps. The only people who like webapps and their encroachment on good, native apps are webapp developers because it allows them to use their skillset to build something they don't know how to build. Everyone else wants native apps back, even if they don't know it. Case and point: the hatred for all the apps moving to Electron and the ridiculous amount of resources they consume. Most people don't know what Electron is, but they can tell you how much they hate the new Skype. * Requiring a Mac. This is similar to the "barrier to entry" one above, but seriously. I've never met a developer who complained about needing a Mac to develop for iOS that has put forth an even halfway decent iOS app. Software development is already very, very easy. The barrier to wide distribution is almost nothing. This is an extremely developer-centric perspective, which is fair, but at the end of the day, your users pay the bills and it's hard to be developer-first without also being user-hostile. This strikes me as the analysis of a developer I would never support, because they care far more about making everything as easy as possible for them rather than making the experience good for me. It's important to remember that while you are doing some consuming, you aren't the customer in this equation. The users are. |
Or maybe you live in a situation where $74 USD is a meaningful barrier to accessing a market.
>The only people who like webapps and their encroachment on good, native apps are webapp developers because it allows them to use their skillset to build something they don't know how to build.
You're excluding people and organizations who want to maintain a single codebase.
>I've never met a developer who complained about needing a Mac to develop for iOS that has put forth an even halfway decent iOS app.
My takeaway from this is that you've not met a lot of developers outside the U.S. or who have ethical concerns about mandatory hardware / software purchases as prerequisite to market access.