If you grew up playing console or PC games, it’s easy to forget that games working forever isn’t just *how things are*. Another big one is that Apple doesn’t really care about backwards compatibility, so games usually don’t live more than a few iOS revisions unless they’re popular enough for the developer to keep them updated. For example, Apple doesn’t allow games with significant mod or scripting support, because that starts to compete with the app store itself. The problem is that to live in the iOS walled garden, you’re subject to Apple’s whims. Phone browsers aren’t beefy enough to run action-game-grade web apps, and they certainly won’t be by 2020 - both major manufacturers have incentive to make sure games stay *off* the web and in the app store so they get their cut.Īdobe AIR lets you target native PC or mobile using the Flash toolchain and API, so porting individual games isn’t too hard. Really, the issue Flash game devs face isn’t that Flash is going away, it’s that a huge chunk of their user-base ran off to mobile phones. Instead of foaming at the mouth with my own views on the subject, I thought it might be more interesting to get insight from the people that this matters to the most: the developers who used it. Once support is finally phased out of modern browsers, many of these experiences run the risk of being lost to the unforgiving void of time. Jim Crawford, Tim Donley, Tyler Glaiel, and Tom Fulp join us to reflect on the past, present, and future of Adobe Flash.įor over 20 years, people have been creating with it, and, despite its current security flaws, this is still an important part of video game history. Now that Adobe has announced it will be discontinuing support for Flash after the year 2020, I decided to speak with some of the creators who got their start with the platform.
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