Apple Arcade - because Stadia was so well-received

What fascinates me the most about Apple and gaming is that they fail to correct their smallest hurdle which is obviously an official first party controller.

Playing games on a touch screen sucks. And it shows as the App Stores for Google and Apple are just filled with mediocre content.
 
I don't remember who explained this to me (might've been a KF member) but there was a long time in the early 2000s when Apple was taking off where they pretty much refused to let games for iOS come out on the grounds that they wanted to be seen as a serious platform. Only recently did they figure out how much money they were missing out on.
Well, the iOS (the iPhone-based software) wasn't released until spring 2007, and I didn't really remember them banning or discouraging games for it (I could be wrong); partly the problem was that it was extraordinarily expensive and it didn't pick up with the general public at the time (everyone had a cell phone, but it was usually the slide up-type, or if you had money, a Blackberry). I got my first iPod touch (the redesigned iPod designed to look like a iPhone, sans phone capabilities) in fall 2009 where the price had dropped enough for a somewhat thrifty high schooler like me (at the time) to afford one, and by early 2010, there were tons of games on there, but mostly either old ports (like Mega Man 2, which controlled horribly), scaled-down versions of consoles (a Katamari Damacy game based on tilting), or the aforementioned Flash-type games (things like Cut the Rope or Angry Birds).
 
Well, the iOS (the iPhone-based software) wasn't released until spring 2007, and I didn't really remember them banning or discouraging games for it (I could be wrong); partly the problem was that it was extraordinarily expensive and it didn't pick up with the general public at the time (everyone had a cell phone, but it was usually the slide up-type, or if you had money, a Blackberry). I got my first iPod touch (the redesigned iPod designed to look like a iPhone, sans phone capabilities) in fall 2009 where the price had dropped enough for a somewhat thrifty high schooler like me (at the time) to afford one, and by early 2010, there were tons of games on there, but mostly either old ports (like Mega Man 2, which controlled horribly), scaled-down versions of consoles (a Katamari Damacy game based on tilting), or the aforementioned Flash-type games (things like Cut the Rope or Angry Birds).
I meant OSX because I'm an idiot. Woops.
 
I meant OSX because I'm an idiot. Woops.
During the 1990s, the Mac got less games than the PC partially because the market share for the Mac was so low relative to the PC userbase, but Mac OS X was its own issue.

By the time Mac OS X (as it was known prior to 2012) was released in 2001, the computer game market had dramatically shrunk, partially due to the big publishers of the computer game era either merging out of existence or switching to console, with almost no big PC-only titles released anymore (whole genres pretty much went extinct). Mac OS X had some features of its own, and it also featured CarbonLib, a set of programming tools that allowed games to be used for Mac OS X and the "original" Mac OS. Giants: Citizens Kabuto was released as a Mac OS X-only title, and other titles released at the tail end of the classic Mac OS era, including The Sims and Warcraft III received Mac OS X upgrades as well. Aspyr Media and a few other companies made ports of the big EA (or Activision) titles in the early 2000s, but these usually had abysmal performance issues and bugs.

The Intel switch made ports easier to make (including retroactively, like Half-Life 2 or early GTA titles), but the use of compatibility layers and wrappers crippled performance.
 
i got three months of this for buying an IPad, but there's no way to play this on a PC?
 
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