this post was submitted on 03 May 2024
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I feel like that’s a bad example as consoles tend to be household items rather than individual ones. Regular releases mean that people can choose their upgrade schedule and always have a recently released product available. Good example is cars, manufacturers release a new version of each model every year, but the differences are fairly minor. Then every 5-10 years they do a major revision to the model that’s a significant change. This way most people don’t feel put off when they buy a 2-3 year old model and a revision come out the following year, but a person can buy a new model after 5-10 years and feel like they got a significant upgrade from the previous one.
I mentioned game consoles as an example of consumer electronics that function without having yearly updates. This is largely due to giving game devs a performance tagtet to hit, but it shows you don’t need marginal updates every year. Mobile app software could probably benefit from not having better hardware every year, forcing devs to write better software.
From a software standpoint, iPhones are locked down like gaming consoles, focused on consumption and not general computing devices. Apple controls what software runs on their devices just like Nintendo.
I think yearly car updates are also wasteful and the car industry has adopted a fashion style model where the changes are mostly atheistic and they try to make people’s cars feel outdated/obsolete and for them to buy a new model. Cars are viewed as a status symbol, so this works.
Apple has been applying the same play book as the auto industry, though they can actually obsolete hardware through their software.
On the other hand, console generations often provide a hard cut-off for compatibility. You can’t always use previous gen accessories with a new console, and those accessories are usually only comparable with that console. I can’t play my Wii games on my switch, nor use the controllers and other accessories. This is kind of inherent to consoles in that they’re meant to be a consistent platform that allows developers to maximize performance by knowing that each console is going to be pretty much the same. With iOS though the software evolved from the idea of desktop software that runs on a variety of devices. Developers develop with the idea that their software will be used on devices with differing hardware and performance. It’s a completely different paradigm. With computers, people expect that the one they buy this year will be better than the one available last year, but they also don’t feel the need to buy every revision(aside specific performance heavy use cases), they decide on their own replacement schedule. That’s the paradigm that the iPhone came from, regular iterations, occasional major revisions, and long term support/backwards compatibility with previous models and accessories.