You mean like every retail store - digital and physical?
You mean like every retail store - digital and physical?
Assuming you are in fact in the tech industry, you should know that near-zero marginal distribution cost is one of the core principles underpinning software economics.
I'm also not arguing that Apple shouldn't pass some of the costs it incurs to provide apps (e.g. APN, engineering costs, etc) on to developers and by extension on to consumers. But it should be priced fairly and transparently.
A flat 30% fee without the ability to itemize that for customers or signal the existence of alternative payment methods is just wanton, nefarious extortion.
The 'right' solution would be to charge a specific, itemized "Apple device usage fee" that's separate from and in addition to the primary fee for a service itself. Apple deserves to take a portion of revenue specific to the provision of a service to its users. I can't see an argument where it deserves to take a portion of all revenue developers receive.
But Apple is not permitting this because it would pull back the curtain on their rapacious practices and their customers, having already paid a significant amount of money for their devices, would almost certainly be quite angry about it.
Spotify is a good example of the distortion occurring because of this misguided system. They're charging customers $12.99 if they subscribe through the App Store instead of the $9.99 they would pay outside of it for exactly the same service. So, right now, some Spotify customers are being needlessly pillaged by Apple when, unbeknownst to them, they could get the same exact service at less cost. Spotify apparently had plans to email affected subscribers to alert them about this nonsense situation, but I don't know what became of that.
How many stores actually “transparently” tell you their markup?
Game consoles are not general purpose computers and have a much more narrow intended purpose. Apple themselves argue that the iPad is just as capable (or more so) than your typical computer, which means that we expect it to be capable of computer-y things which are inherently flexible and versatile, not hamstrung by Apple’s rent-seeking behavior.
This also isn’t about 100% transparency of Apple’s costs — saying it is misdirects. We don’t know their costs (though it certainly is below 30% of all revenue passing through in-app-purchases), that isn’t the issue. Requiring 30% of others’ revenue and being forbidden to even mention alternatives is another matter.
Again. Just like consoles and the Roku - the console makers get a cut of every game sold - even physical games. At one point, Nintendo limited the number of titles third party companies could publish and force them to use their manufacturing facilities.
No retailer just sells things at a markup that covers costs.
You keep bringing up video game distribution though, so let's roll with it. Pretend all of software was like video game distribution. How much worse would software be for users? Imagine FOSS on that.
Software would be better for the average user if PCs (and Macs) had tighter permission models - no viruses, spyware, adware, ransomware, surreptitiously reading your contacts without your permission, etc.
The distinction is video game consoles are not general purpose. Just like nobody is going to write an essay on an Pinball machine, nobody will (ordinarily) do so on a console. If a game developer need to follow special rules to get into the console market, that's par for the course.
In contrast, on Windows/Linux/Mac/Android I can run whatever software I damn well like without talking to Microsoft/Canonical/Google/etc. It is truly 'general purpose'. There is no required gatekeeper for these systems (as much as they are try to make themselves one). iOS stands in contrast to these - it is not 'general purpose' if I can't run whatever. If Apple decides some software is not allowed on the store that is not 'general purpose'. That is something else - gatekeeping. So when they advertise 'general purpose' that is only true until they decide they don't like something. And they can change their rules anytime they want.
To the 30% thing, every retail store has markups they don't advertise and that's perfectly fine. If Apple or a retailer wants to charge me for access to their store, I'm happy to pay.
But when they force a change to a product and company in arbitrary ways to suite their whims that's pretty concerning because it's a sign they are abusing their power in a very historically been-done-before way. Think about it - 50-100% of a target market is controlled by them. You can do whatever you want - why not charge 50%? 70%? There is no competition - it's literally whatever the highest is you think your PR department can get away with. Not sure how you feel about anti-trust, but sure feels like abuse to me.
You mean how Walmart forced the music industry to edit CDs or they wouldn’t sell them or how they force manufacturers to sell crappier versions of their products to meet a price point?
Or do you mean again how Nintendo is infamous about the strict content controls they have on games and have since the 16 bit days and no blood in Mortal Kombat?
Also, see how movie theater chains are saying that they won’t show studio’s movies if they start releasing straight to consumers now even though most movie theaters are closed?
We could also mention GameStop threatening not to sell MS consoles this generation because of their original intention to make games harder to resell.
iOS's app sandboxing and permissions model would work just as well if apps could be sideloaded.
And in effect, I did create a editor for scripts to run on the Xbox 360 many years ago so QA could tweak things, so it is possible, but developers just publish games. If the only 'apps' developed for the iPhone were games, would it stop being a general purpose computer then?
Also, didn't the PS3 have an official linux bistro for a while? Blue something?
Spotify charges a lower monthly price if you sign up on their website (and then go and sign in on iOS) than if you sign up through the iOS app.
Whether or not this hurts Spotify isn't at issue here; there are Spotify customers who are paying more than they have to because Apple refuses to let Spotify tell them about the lower price.
Of course this would be entirely reasonable if it was a conscious choice by those users, but Apple is intentionally keeping the market non-transparent, screwing their own most loyal users.
It's not the concept of retail is somehow unethical, but certain stores are certainly less ethical (in how they treat employees, customers, environment, etc) than others, and some of those stores are very widespread.
Also the thousands-of-years argument holds up pretty poorly for a lot of things.
> “There’s a rationale for this on console where there’s enormous investment in hardware, often sold below cost, and marketing campaigns in broad partnership with publishers.”
I guess it really just comes down to console makers acting like a partner whereas Apple acts more like a mobster running a protection racket.
1) https://www.theverge.com/2018/8/3/17645982/epic-games-fortni...
I don’t think it’s any different from consoles. The main difference is that with a console you know what the deal is.
With an App Store app, the problem is you don’t know if Apple is going to deny your app on an inconsistently applied rule after spending 2 years making it.
Right now they are double-dipping, not because of value they are adding, but because of the power they have given themselves over the consumer/developer relationship.
The App Store is a service.
If you allow 3rd parties to sell something, you create a market. That market should be free and competitive.
If you want to keep it a service, don't allow 3rd parties in.
With consoles the primary justification was always that the hardware is sold below cost. This is purely to the benefit of the game developers, all the risk falls on the console maker, so they accept it for that reason. The iPhone is not only not sold below cost but its price has never fallen in the entire lifetime of the product, from what I recall.
I wouldn't mind one bit if there would be a general inquiry for practices of all app stores.
Last time I checked it was not close to 30%
https://www.quora.com/How-much-do-game-companies-make-from-e...
Thus, retailer margin can vary anywhere from negative (doorbusters) to 1000% (i.e., alcoholic beverages).
An app developer is free to charge 43% more to still get their desired amount.
But since we are talking about software. How is all retail more relevant.