It may be that other developers are finding that their games play better on one platform over the other, so they're choosing to migrate to that platform.
It's natural to assume Roblox will be on more and more platforms.
The single most important thing for any processor is getting adoption by software developers.
I was interested in Java the beginning, but the problem with Java is you do have to switch your platform.
Apple has always leveraged technologies that the PC industry has driven to critical mass - the bus structures, the graphics cards, the peripherals, the connection networks, things like that - so they're kind of in the PC ecosystem and kind of not.
The goal for us to do with Squanchtendo is to approach all of our projects with a goal of adding interesting characters, personality, and a story to interact with in-game. Every game we make will be built from the ground up for whatever hardware it will launch on.
After releasing Mono 1.0, we started work on a new edition of Mono that will be released later in the year.
When I am starting a new game, I have to program it for the Apple, because I want to get all of the markets.
We believe Roblox, as well as many other social games, can be experienced across platforms with great native controls.
Everybody who wants to join 'WhatsApp', we'll go out of our way to build a really awesome client for them.
We certainly hope that Facebook allows users to connect with their friends on Path and with any other partner applications in the future.
So if we're going to build new applications that require a large time investment, like say movie editing - today that doesn't matter for the enterprise desktop, but eventually it will when we get closer to consumers - you really need to have a cross-platform story.