sonycowboy
Member
The negative comment is pretty much in line with my concerns. It seems problematic for games and problematic for people with bandwidth limitations such as caps. So there isn't some magic sauce that is being overlooked that makes this a non issue.
How does bandwidth caps come into play? Instead of downloading 2GB, you only download 200MB (and then 2GB) afterwards (if the dev really needs it all immediately or is lazy and wants to pull it all down immediately). So, for the initial purchase, it has 0 effect on your bandwidth. Going forward, you could "imagine" a situation where you're downloading the same 2GB over and over and over again, but in reality, that's not going to happen. If you're really using the app that much, it's NOT going to get deleted. It's other apps which are rarely used which will get purged first...
The app assets are only downloaded when they're needed so if it takes a month to get to level 10, that's when you'll download it. And if you never needed it, it never gets downloaded... And why keep level 1 when ~most folks won't play it again.
App Thinning is a "for the user" kind of thing and other than perhaps the slight inconvenience of having to wait for a resource, it's a really, really good deal for the consumer. We've all had to make the decision to delete apps because we ran low on space... This feature has the capacity to make it where that just doesn't happen. You'd need like ~300 apps (OK, if all apps took 200MB and say you actually got 24GB of usable space on the 32GB version, you'd be able to download 120, but the average size won't be 200MB).
Yes, the apps have to slim down to 200MB by putting multiple portions of the app into discrete app bundles, but there's already far more significant changes you have to make to an iOS app to get approved for Apple TV than actually tagging your resources appropriately. I'll trust the app developer quoted above, but it's actually very hard to have a standard app where you aren't putting your resources into the resource bundle and get anywhere close to 200MB sans the resources. It was a trivial matter for my company to tag the images, multimedia (sound, video), etc we use in our apps... Not that we were close to being a huge app by any means. I'm sure it's the game developers that are the most impacted as they have non-trivial resources (game levels, high resolution artwork, music/sounds) that they've probably had complete control over how they packaged them before and now will need to slice it up, but it's really not going to be a big deal...