Take a moment to read a short post on Bloomberg’s new tech blog, reporting on a discussion CrowdGame’s Steve Cellini had with Dina Bass.
During the excellent discussion with Dina, we covered a lot of ground. Dina’s main interest was in trying to connect any dots that would help explain why developers – especially former developer advocates from Microsoft – are so strongly attracted to Apple’s mobile platform. There are a lot of reasons for this, which have been more than adequately covered elsewhere.
In this post, however, I’d like to muse about on the uniqueness of the iPad in particular and why CrowdGame found themselves building apps for the iPad.
An important aspect of the realization process for CrowdGame has been just how capable and powerful the iPad is. For example: we’ve run tests with a modified version of CrowdGame Trivially (in a special, soundproofed room, with ambulances standing by) where 50 simulated users connect to the app and play the game, with pretty good response times… on a 1st gen (single core) iPad.
Combine that kind of cpu horsepower with pretty good graphics, a reasonably-sized screen, and excellent battery life and connectivity options, and it’s easy to see why the iPad is exhibit #1 for the “post PC” era – an alternative to the PC that no one realized they even needed.
Add in a huge user base that’s been educated on how to learn about and purchase apps and related content.
To keep things interesting, provide a default browser that does a pretty good job rendering the latest HTML and CSS, giving developers who want to avoid the App Store an increasingly viable option for delivering app-like cross-platform experiences.
I’m not saying that the iPad is the only place for CrowdGame apps, but it wasn’t a bad place to start. Trivially is an interesting proof of concept for the CrowdGame technology because it’s an app whose screens are a mix of native graphics and web pages, and because the app serves up customized, dynamic web pages to as many as 11 simultaneous players.
We took this approach because we assume that sometime down the road we’ll find ourselves with alternate configurations for other tablets, smart phones, or web sites, for scenarios involving hundreds of “players”, mixed WAN/cell coverage environments, etc… we can dial-in the level of required performance or behavior along the HTML-to-native app spectrum as needed… you want an app, with some HTML on the side, or vice-versa?
With the third-generation iPad apparently just around the corner, and perhaps a another turn of the Apple TV crank posed to also happen this year, developers are definitely going to be busy in 2012.