| | May 17, 2000: Now that we think about it, why did Phil Schiller break company policy and flatly deny the Apple handheld's existence? Meanwhile, Mac game developers may have an uphill battle to fight now that the role of Game Sprockets has been "de-emphasized" in Mac OS X, and the government shocks us all by filing a rebuttal to Microsoft's remedy proposal... | | |
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Why The Denial? (5/17/00)
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Okay, we've had a full day to digest this whole fracas with Phil Schiller publicly denying any development of an Apple handheld computer, and the suspicion centers of our brains are starting to click into gear. Given all of the talk we've been hearing for so long, given all of the hints dropped by even Uncle Steve himself, is it really likely that Phil's bald statement that "there's nothing going on" regarding Apple's development of a handheld is an accurate portrayal of the situation? Consider, too, that while Steve hated the Newton because it was Sculley's baby, he obviously isn't pathologically averse to handhelds in general-- he admitted trying to buy Palm, and rumor has it that he tried to buy Handspring too. So with that in mind, we can't help but think there's more to the story of Phil's exasperated denial than its face value.
Now, for a highly-ranked marketing suit, Phil is remarkably guileless-- or, at least, he seems to be. Some would say he's got that "I'm far too cuddly to lie" vibe about him; others might replace the word "cuddly" with "simple," or even "dumb." The tricky bit is trying to determine whether that vibe is genuine, or all part of the act. If it's genuine, then we still consider it possible that Steve knew Phil would crack under the pressure, and intentionally kept him in the dark about Apple's top secret handheld development, figuring that sooner or later he'd spill the beans to the press. If the vibe is just a highly-effective front, then we figure Steve told Phil to put on his clueless face and go tell the press that there's no handheld in the works. (Steve couldn't pull it off himself, because people know him far too well; there are some things even a Reality Distortion Field can't smooth away.) Either way, the rumors get squelched, the rumormongers turn their attention to other things, and all the while Apple's lab gnomes tinker merrily away on some translucent PDA with full Palm compatibility, integrated Newton handwriting recognition, AirPort functionality, a built-in corkscrew, the requisite tweezers and toothpick, and a Columbus anti-gravity unit thrown in for good measure.
In the final analysis, what really pushes our conspiracy buttons is the way in which Phil-- not some nameless, faceless, junior "spokesperson," but Phil Schiller himself-- blatantly disregarded Apple's official policy of never commenting on rumors or unannounced products. This wasn't a rookie mistake; it's either a public relations blunder of fairly sizeable proportions, or a diabolical plan to draw attention away from Apple's real efforts. Frankly, at this point we're equally inclined to believe either scenario, but the latter is lots more fun, isn't it?
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Bye-Bye Sprockets? (5/17/00)
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Oh, the games people play... or don't play, as the case may be. The latest word from WWDC doesn't sound very pleasant as far as the future of games on the Mac is concerned. According to a ZDNet article, Apple quietly announced that support for Game Sprockets in Mac OS X may not live up to earlier expectations; certain Sprockets will only be partially integrated, and others won't make the cut at all. That doesn't bode well for developers who wrote their existing Mac games with Game Sprockets assuming that, as hinted earlier, the APIs would be supported under Carbon, thus making a Mac OS X-native "tuning" much easier. Worse yet, there's some concern that the Sprockets-reliant games of today might not even function properly in Mac OS X's Classic environment.
Game Sprockets, for the uninitiated, are Apple's guts-level APIs that do lots of the heavy lifting for game programmers. By using them, a developer can spend less time figuring out how to integrate network play or add 3D stereo sound and more time crafting the perfect spurting arterial blood effect when a character's head gets torn off. Mark Adams, the one-man wrecking crew at Westlake Interactive responsible for single-handedly bringing dozens of games to the Mac, is "very disappointed and worried" about Apple's change of direction. "We were told Sprockets would be in Carbon," says Mark. "That would have made our lives a lot easier." Indeed, Apple's spent the last couple of years trying to convince games developers that the company is now striving to become the premiere gaming platform-- but actions like axing Sprockets are speaking louder than words.
On the other hand, it's not unlikely that ZDNet is playing a game of its own, and kicking up panic and angst unnecessarily. (Not that there's anything wrong with that.) An article at X Appeal paints a far less dire picture: "while Game Sprockets was some kind of add-on (or a kind of wart) to the real OS, the facilities that Game Sprockets provided in OS 9 will just be built into Mac OS X and available to everyone, not just for gamers." So everything that Sprockets does will somehow be addressed in Mac OS X; for instance, InputSprocket's functionality will be taken over by the HID Manager, which will allow a wider and more flexible range of input device support. So there's probably no reason to panic-- though we certainly sympathize with those developers who are now going to have to rewrite a lot of Sprockets-specific code.
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