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In fairness to Samsung they do incur non-trivial cost doing this.

Imagine this situation Verizon says, "Our Samsung Galaxy S phone must get 2.2" while Sprint says, "No need". Should Sprint have to pay for what Verizon is getting?

The issue is that you're going to pay, whether its Samsung or HTC. Some companies will build the price into the phone, others will price it in some other way (or some companies could eat the cost -- but that's probably not sustainable).

Charging directly to the end user seems like the best way to do it. If I want 2.2, then I should pay for it, and if I'm happy with 2.1 why should I pay for other people to get 2.2? But short of that, charging the carriers makes sense.



The biggest downside I see is that it will shackle Google's ability to move the platform forward. For example 2.3 is reported to include some major improvements for low latency audio. As a game developer how do you handle this? Just ignore this 2.3-only feature and target 2.1? Or do you build a 2.1 and 2.3 version? 2.2? 3.0? 3.1? Unfortunately we're talking about these phones being around for another 2-3 years at minimum so realistically you might be asking a developer to support 2.1 3 years from now? That's going to be a really tough sell. The other issue is security. Leaving all those old versions out there with little or no post-release updating is just begging for trouble. (and let's not forget about bug fixes -- no one wants to suffer 2 years working around an annoying bug. They simply won't buy another Android phone after a bad experience like that)




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