Why Apple Bounced Back: Software
The Cross Platform Threat
Adobe, Quark, Macromedia and other Mac developers built their own in-house cross-platform development systems to allow them to deploy versions of their software on both Windows and the Mac.
This new style of "lowest common denominator" cross platform development resulted in Apple's customers having fewer reasons to stick with the Mac platform. Apple could invent all sorts of new software technologies, but if these features complicated developer's cross-platform efforts, they simply wouldn't ever get adopted.
Third party developers weren't anti-Mac; they were simply acting in their own best interests.
The same situation has also threatened Microsoft and other platform vendors; both Sun's Java and Netscape's web platform threatened to create software that worked anywhere, which would erase any differentiation or value from Windows as a platform. Microsoft worked hard to stop them.
DIY Software
Apple needed to differentiate the Mac platform with innovative software applications, but it increasingly had less and less power to do so, as big developers ignored its unique features and toolkits.
If Apple wanted unique applications for its Mac platform, it would have learn how to deliver them itself. There was a huge risk involved: it seemed impossibly difficult to create software without angering third party developers.
Realizing the importance of a healthy third party development ecosystem, Apple determined not to repeat the same mistake with the Macintosh.
When Apple released the Mac, it only shipped it with the simple MacWrite and MacPaint applications, which were supposed to serve as placeholder demonstrations.
By the time NeXT arrived to reinvent Apple a decade later, the once innovative Claris software portfolio was largely dead, apart from its basic ClarisWorks suite and the popular FileMaker Pro.
The new Apple renamed Claris to FileMaker, Inc. and scraped the remains, apart from ClarisWorks, which Apple itself began to sell under the name AppleWorks.
After a decade of pointedly avoiding application software, Apple was now back in the development business, even if it didn't yet realize how important that would be to the Mac’s recovery.
Apple Strikes Gold with KeyGrip
Shortly after starting work on its "Premier killer," Macromedia decided to stop competing directly with Adobe. Instead, it would target the market for web development tools, and leave the video and print markets to Adobe. Macromedia put the unfinished project up for sale, but couldn't find a buyer.
What began as a fortunate accident would become Apple's new killer app for the Mac.
Final Cut Pro Cleans Up
Final Cut Pro quickly destroyed Adobe's Premier. Apple's new product was essentially an entirely reworked new version of Premier, while Adobe had let its Premier languish as it focused on graphic design and print production.
What Final Cut Pro did offer was easy access to the power of QuickTime. It allowed both large and small studios to set up a relatively inexpensive Mac to do their simple post production tasks at much lower cost than if they were to tie up their own Avid, or have to rent access to an expensive Avid studio.
The Turnaround Discovery
Final Cut Pro was a great demonstration of the flexibility of Quicktime, and importantly for Apple, distinguished the Mac platform. Apple had canned the development of Final Cut for Windows, making Mac hardware the only way to run Final Cut Pro.
The new Apple suddenly discovered that the way to sell more Macs was to offer compelling new software that was only available on the Mac. This might seem obvious in retrospect, but the company had been cautiously avoiding the application software market for over a decade. Claris had even ported FileMaker to Windows.
The initial worry that bundled software would chill third party development had been overwhelmed by the much greater fear that the Mac would cease to matter unless Apple differentiated its platform with unique software, something that the big third party software developers saw no need to do.
Apple's Software Explosion
Hot off the heels of Final Cut Pro's emerging success as a new Mac application, the new Apple went on a buying frenzy to acquire other strategic software projects and their development teams.
Combined with Final Cut Pro, it supported an emerging new market of pro, freelance, and small corporate film studios producing their own DVDs.
Suddenly users had compelling new reason to buy a Mac over a PC: Macs came bundled with a lot of unique software that just worked. It would cost a couple hundred bucks to assemble a similar suite from third party Windows developers. That effectively erased the price advantage held by cheaper, low-end PC makers.
Apple shocked analysts by dumping the Windows version of both Shake and Logic, and releasing new versions as Mac OS X only.
Low Profit, High Value Software
From avoiding any software development at all under the Apple name, to becoming a significant developer of professional studio software, prosumer tools and two consumer suites, Apple clearly landed at the conclusion that it needed to deliver its own software or watch its Mac platform shrink into obscurity.
At $15-40 per application, that leaves Apple's consumer offerings in the price range of shareware. Clearly, Apple isn't making huge revenues from developing consumer software.
Selling Hardware with Software
Apple also released new hardware designed to exploit these software applications. Apple added Firewire to all Macs especially for digital video work, and has updated its latest machines to all use optical digital audio ports; few PCs offer either, particularly not in consumer models.
By building its own hardware, operating system, and application software, Apple can release new technologies and implement them at the same time, rather than simply wish that third party developers would adopt them, as the company did in the early 90's.
If Apple had left Aperture for Adobe to develop, it is unlikely Apple's Mac specific technologies would have been incorporated, because Adobe would have to replicate Apple's technology to make it also run on Windows. By shipping its own product, Apple can tune the best performance from its hardware offerings and deliver a better product for its customers.
The Suite Deal
Similarly, Apple's 30" displays aren't a dance with Dell into the market for crazy high end gamers, but a product carefully targeted toward pro and prosumer users of Aperture and Final Cut Studio applications.
NeXT's resuscitation saved Apple, but its the software that has given new potential users a reason to buy Macs. Still, there's other key reasons behind Apple's recovery.
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