What were they thinking?
Seemingly throwing in the towel by abandoning flash for mobile platforms, and now, linux, Adobe is now planning to charge developers a 9% revenue share for apps which use higher end APIs in flash 10.2.
Adobe says that the higher end APIs will enable developers to create ‘console quality’ games. That said, I just don’t get why you’d use it. Adobe has shot itself in the foot by killing Flash’s biggest selling point, its cross compatibility. WebGL/OpenGL will work on all the webkit and gecko browsers (Safari, Chrome, Firefox), and I’m sure that Microsoft will pack in a solution in their newest version of Internet Explorer, especially since it’s now the backbone of MetroUI. The WebGL solution will work across all platforms, and in the future the major mobile OSes will support it since they all use webkit browsers.
Flash is also apparently not allowed to run within Windows 8 for ARM, which will constitute Microsoft’s portion of the growing smartphone market, and will likely be used by manufacturers for low end netbook devices due to their low costs.
For adobe, its part of a larger problem of double dipping. Adobe’s currently trying to push people into the adobe creative cloud. Adobe’s had problems getting people to jump on the publish suite, and for good reason with cost per download and download limits.
It’s clear who this change in policy is supposed to attack, namely social game creators like Zynga. Facebook already charges these companies a 30% revenue share, but with Flash in such a precarious situation these days, I really have to wonder why Adobe would think that now would be a good time to antagonize developers with thin profit margins. This revenue sharing scheme will drive developers away from flash, not to it.