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The Best Mac Gaming Experience Is a PC Sitting in a Dallas Data Center

I’ve seen the future of Mac gaming, and it’s not Metal 3 or Apple silicon. It’s a PC sitting in a Dallas data center with an NVIDIA 4080 GPU. That’s the data center my Mac connects to when I log into GeForce NOW Ultimate, the top tier of NVIDIA’s videogame streaming service. NVIDIA has data centers like it across the US and in Europe, streaming the latest, most demanding titles to a wide range of devices, including the Mac.

GeForce NOW is a technological marvel that turns traditional computing expectations on their head, offering Mac users a world where your Internet connection and display are more important than the computing power of the device on which a game is played. For Mac users, GeForce NOW is an opportunity to finally play the most advanced games available on the computer they love, which is exciting. However, for Apple, which has begun to market Macs as capable of playing modern games, GeForce NOW and services like it may end its AAA gaming ambitions before they leave the gate.

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Six Colors’ ‘Apple in 2022’ Report Card

For the past eight years, Six Colors’ Jason Snell has put together an ‘Apple report card’ – a survey that aims to assess the current state of Apple “as seen through the eyes of writers, editors, developers, podcasters, and other people who spend an awful lot of time thinking about Apple”.

The 2022 version of the Six Colors Apple Report Card was published yesterday, and you can find an excellent summary of all the submitted comments along with charts featuring average scores for different categories here.

Once again, I’m happy Jason invited me to share some thoughts and comments on what Apple did in 2022. MacStories readers know that last year didn’t exactly go as planned. While iOS 16 delivered a meaningful update to the Lock Screen for people who care about customization and the iPhone 14 Pro came with substantial improvements to the display and camera tech, the iPad story was disappointing and confusing. This is reflected in my answers to Jason’s survey, and it’ll be a recurring topic on MacStories in 2023. At the same time, I was also impressed by Apple’s performance on services, concerned by the evolution of the Shortcuts app, and cautious about the company’s newfound approach to HomeKit.

I’ve prepared the full text of my answers to the Six Colors report card, which you can find below. I recommend reading the whole thing on Six Colors to get the broader context of all the participants in the survey.

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The Practicality of Art in Software

I’ve been following with great interest this series of articles by John Gruber (and Matt Birchler’s related story) about the chasm between iOS and Android apps. I have some thoughts since expanding my app knowledge beyond iOS and iPadOS is one of my goals for 2023.

About a month ago, during my holiday break, I purchased a Google Pixel 7 as a way to re-familiarize myself with Android.1 To say that I found the ecosystem worse than I remembered would be an understatement. It’s not just about the fact that – as Gruber and Birchler noted – most Android apps suck compared to their iOS counterparts; it’s that the entire OS lacks cohesiveness.

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Club MacStories Sample: Federico Achieves His Universal Control Dream and John Reflects on Indie Life

Editor’s Note: Every now and then, we like to share some of the writing we’ve published for Club MacStories members with the broader MacStories community to give readers a feel for what we offer in case they’re thinking of joining themselves.

The Club has grown to encompass far more than just our writing. There’s the Discord community, AV Club events to discuss community-chosen media, Club-only columns, podcasts, and more.

But, at the heart of the Club are our two regular newsletters available via email and the web. MacStories Weekly, which is packed with new app discoveries, tips, shortcuts, columns, and more, is published roughly 48 times a year, and the Monthly Log, which features longer-form columns, comes out every month for a total of 60 newsletters a year.

Today we’re sharing the November 2022 issue of the Monthly Log, featuring two columns. The first, by Federico, is an in-depth look at how he’s used Universal Control to achieve the iPad Pro setup he’s always wanted. In the second story, John reflects on some lessons he’s learned since joining MacStories.

We hope you enjoy these stories and consider joining the Club. MacStories wouldn’t be possible without the generosity of its readers, so thank you to all of you who are already members or were in the past, and welcome to those of you just joining now. Your support means a lot to us.

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Hands-On with Apple Music for Windows

Apple Music for Windows.

Apple Music for Windows.

Last week, Apple released native versions of Apple Music, Apple TV, and Apple Devices for Windows. The apps, which are available on the Microsoft Store, are labeled as “previews”, and they’re meant to eventually serve as replacements for iTunes for Windows, which is the only flavor of iTunes Apple still distributes after they transitioned to standalone media apps a few years ago. I suppose the apps are also part of a broader strategy from Apple to establish a stronger presence of their services on Windows, as we saw last year with the launch of Apple Music on Xbox and iCloud Photos on Windows (which joined the existing iCloud configuration panel for Windows devices).

As an Apple Music subscriber and owner of a Windows gaming laptop, I thought it’d be fun to take Apple Music for a spin and see how it compares to Spotify on Windows as well as the existing Apple Music experience for Apple’s platforms, which I know very well and enjoy on a daily basis.

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Twitter Intentionally Ends Third-Party App Developer Access to Its APIs

Late yesterday, The Information reported that it had seen internal Twitter Slack communications confirming that the company had intentionally cut off third-party Twitter app access to its APIs. The shut-down, which happened Thursday night US time, hasn’t affected all apps and services that use the API but instead appears targeted at the most popular third-party Twitter clients, including Tweetbot by Tapbots and Twitterrific by The Iconfactory. More than two days later, there’s still no official explanation from Twitter about why it chose to cut off access to its APIs with no warning whatsoever.

To say that Twitter’s actions are disgraceful is an understatement. Whether or not they comply with Twitter’s API terms of service, the lack of any advanced notice or explanation to developers is unprofessional and an unrecoverable breach of trust between it and its developers and users.

Twitter’s actions also show a total lack of respect for the role that third-party apps have played in the development and success of the service from its earliest days. Twitter was founded in 2006, but it wasn’t until the iPhone launched about a year later that it really took off, thanks to the developers who built the first mobile apps for the service.

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Apple Arcade Has Carved Out a Unique Niche in the Videogame Market, but Is It Sustainable?

With the introduction of the App Store, mobile gaming took off, quickly becoming the number one driver of revenue for the store. By the time Apple Arcade was released, more than a decade later, mobile games were dominated by free-to-play titles supported with ads or In-App-Purchases, virtual toll booths designed to interrupt the fun until the player paid with their time or money to continue.

This week, in an interview with CNET’s Shelby Brown, Matt Fischer, Apple’s vice president of the App Store, explained that Apple Arcade was created to eliminate those toll booths:

…many users are also looking for game experiences they can enjoy without interruptions, [and] without having to pay up-front for each title. So we saw an opportunity to bring an exceptional set of games together for players who want unlimited access to an evolving catalog of great games, all for a low monthly price, all without in-game ads or in-app purchases.

That perspective fits well with Eddy Cue’s comments to BuzzFeed in 2015 about gaming on the Apple TV, four years before Apple Arcade launched:

When we first announced the iPhone, we didn’t tout it as a gaming device. But games became a huge part of iPhone, because it turns out that a lot more people than just hardcore gamers love games. We expanded the market. I think the vast majority of people around the world probably aren’t looking to buy an Xbox or PlayStation. But that doesn’t mean they don’t enjoy playing games. I think Apple TV expands the gaming market to those people.

Those two quotes are about as good an explanation of Apple’s approach to Arcade as any I’ve seen. The $4.99 per month subscription is designed to appeal to people who like videogames but aren’t likely to play console or desktop games and who would rather pay a monthly fee than be interrupted by ads or In-App Purchases.

That’s not to say that Arcade isn’t testing new ideas, though. A good example is Dead Cells, a big hit before it debuted on the App Store in 2019. Dead Cells has always been a paid-up-front title, with paid DLC that was released periodically in the years that followed. Now, it, too, is available on Apple Arcade as Dead Cells+, a version that collects the original game and all DLC for subscribers.

Apple has also expanded its Arcade catalog with App Store Greats and Timeless Classics, which, unlike Arcade Originals, don’t always support the Mac or Apple TV. According to Fischer:

Over time, something we heard consistently from players was that they wanted more casual titles, along with many of the richer Arcade Originals in the catalog. So we saw another great opportunity to offer our subscribers a collection of classic games along with award-winning titles from the App Store, but with all the benefits that players love about the service. In April 2021, we introduced two new categories of games, App Store Greats and Timeless Classics, to expand the catalog.

Those titles, along with Originals and others, have grown Apple Arcade into a much more diverse and interesting service than it was when it debuted in 2019. However, games that were previously only available on consoles and desktop computers are increasingly coming to handheld devices like the Steam Deck. Arcade has some titles that rival console releases, but the selection is limited. With more competitors’ devices handling everything from casual games to console and desktop releases, both locally and via game streaming services, I won’t be surprised if competitors start chipping away at the position Apple has carved out for itself in the videogame industry. How Apple reacts will be one of the stories worth keeping an eye on in 2023.


MacStories Selects 2022: Recognizing the Best Apps of the Year

Introduction

John: It’s time for the MacStories Selects awards, our annual celebration of the apps we love and the people who make them. Every year since 2018, we’ve paused at the end of a busy year to reflect on the hundreds of apps we’ve tried and recognize the best.

It’s been another big year for apps, driven by the ingenuity and creativity of the developers who make them combined with new technologies introduced by Apple. Note-taking apps were big again, and just as we get ready to put 2022 in the rear-view mirror, the read-later app space has begun heating up like it’s 2010 all over again.

Last year, we kicked off the MacStories Selects Awards with a new Lifetime Achievement Award, which we gave to PCalc by James Thomson whose app will celebrate its 30th anniversary in a couple of days. This year, we’ve got another app that has stood the test of time and had an outsized impact on the world of apps, which you can read about in a special story written by our Alex Guyot, whose history with the winning app makes him the perfect choice to present the award.

It’s also time to pause and honor the best apps of the year in the following seven categories:

  • Best New App
  • Best App Update
  • Best New Feature
  • Best Watch App
  • Best Mac App
  • Best Design
  • App of the Year

which were picked by the MacStories team, plus the winner of the Readers’ Choice Award, which was picked by Club MacStories members, for a total of nine awards, plus six runners-up, all of which are covered below.

We also recorded a special episode of AppStories covering all the winners and runners-up. It’s a terrific way to learn more about this year’s apps and includes an interview with our Lifetime Achievement Award winner.

You can listen to the episode below.

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So, without further ado, it’s my pleasure to introduce the 2022 MacStories Selects Awards to the MacStories community.

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