Roblox pays 26% of its revenue to Apple/Google for payment processing
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Basically 1/4 is the Apple/Google cut, 1/4 is Roblox profit, 1/4 is what they say is used to run servers etc.
This is not a complaint. I’m a big fan of the platform and think they provide huge value to developers. Just thought some might find the economics of it interesting.
My feeling was basically based on the tooling for the platform being awful, and some script I saw that was being passed around as boilerplate for new game development that was one of the biggest plates of spaghetti ever made!
My feeling on it changing is stuff like this article https://medium.com/@OverHash/roblox-development-in-visual-st... and other people doing things about sharing workflows and tooling improvements that reminds me of when some professional programmers first started to write JavaScript a long time ago.
But that's just a feeling I have for the situation, from the outside looking in.
Wow, that's crazy.
If I understand correctly, someone can buy 10,000 Robux for $99.99 and spend it all in your game. You'll get 7,000 Robux and you can cash them out for $24.50
I’d say creating a new mobile device is more easily possible today than at any time in the past, and in fact can be done on a relatively modest budget. [1]
Take for example Purism, maker of the line of Librem devices, which has raised a few million dollars over the years and has about $1 million in revenue.
[1] - https://medium.com/os-alternative/2020-will-be-the-year-of-a...
It’s not because they dominated Windows. They owned Windows, they could do what they wanted on Windows, but for something very specific. In fact, it was a key element of the case that the government had to prove before they could proceed with proposing a remedy.
>Judge Thomas Penfield Jackson issued his findings of fact on November 5, 1999, which stated that Microsoft's dominance of the x86-based personal computer operating systems market constituted a monopoly, and that Microsoft had taken actions to crush threats to that monopoly, including Apple, Java, Netscape, Lotus Software, RealNetworks, Linux, and others.
https://en.wikipedia.org/wiki/United_States_v._Microsoft_Cor....
It's the taking actions to crush threats to that monopoly part of the equation that got Microsoft into trouble.
With Robux you can buy 100 Robux for real money and then spend 20 Robux in one game, 15 in another, 40 for a skin you can use in all games and save the rest for use in some future game that you haven't discovered yet. This flexibility makes Robux much more 'desirable' than any single in game currency.
Roblox is free too, so you need to pay for the platform somewhere, which means it has to be part of the microtransactions. I expect to pay for Android and iOS while I buy the device, not during the subsequent multiple microtransactions, thus that platform fee is double dipping.
What one pays for Android/iOS gets them a device with calendar, email client, camera, web browser and not much else. Since one can extend that functionality later by installing more apps — including these that did not even exist at the time of buying the device — the double-dipping is double-edged. The buyer can get more functionality, and the platform creator can get more money.
I think when you buy an Android phone you aren't paying for the OS (based on a quick search it seems that Google doesn't get a cut of Samsung phone sales and doesn't charge OEMs any licensing fees).
Hence, why they're willing to offer the OS for free and why they push so hard for it. They make far more money from app purchases.
They might reasonably say they'd rather pay for the OS upfront instead though.
I'm not sure how you are measuring that value or what you are comparing it to.
Before the App Store, iPhone developers were stuck with web apps and jailbreaking (both of which still exist of course.)
Suppose iOS supported sideloading and multiple app stores? Would anything change?
Well, Android supports sideloading and multiple app stores, but Google can still command comparable royalties to Apple's.
In all three cases - Roblox, iOS, Android - the platform developer is providing a great deal of value (by creating the platform) and is trying to monetize it via commissions. Arguably iOS and Android provide much more value than Roblox since those platforms aren't restricted to running Roblox games.
This isn't a new model; Nintendo makes money on hardware sales (the Switch is basically customized tablet/phone hardware with some nice controllers) but still acts as a platform licensor and takes commissions for eShop sales.
It's probably not a coincidence either that most of the apps in the App Store are games.
Sales tax, ca 20%
If you meant Canada, then Canada's HST is similarly less than 20%, though the exact rate depends on province.
Of course, the publishers and distributors and retailers took a lot more risk than the AppStores and actually had to hold inventory. It's probably just a coincidence, but it's interesting we've come full circle.
A app store offers reliable hosting of the game binaries and provides a versioning and upgrade mechanism on a platform with billions of user accounts.
Keeps the user's OS and device drivers up to date, maintains the OS and develops the hardware that it runs on.
Maintains the developer tools, compilers, documentation, so that your binary can run on the device's OS.
These things are expensive. I don't know how much exactly it would cost a company like Roblox to develop and maintain all the necessary tools and services provided by the app stores in order to run on all those devices.
Probably a lot. In fact, if they could do it, they would be Apple or Google :).
Whether it's a lot more than it should be, I don't know, but it helps to keep in mind that the app store cut is for a lot more than just payment processing.
That's a license fee that you pay once you buy the device. It shouldn't be buying applications for it that fund it. In fact considering how little older phones get supported, it's pretty meaningless to say that it's to keep devices drivers up to date as they aren't ;).
> Maintains the developer tools, compilers, documentation, so that your binary can run on the device's OS.
Again, it's the customer that pay for it once he buy the device.
> A app store offers reliable hosting of the game binaries and provides a versioning and upgrade mechanism on a platform with billions of user accounts.
It doesn't cost 25% to host game binaries. I'm pretty sure Roblox host it all on Windows for example...
By the way, on Android, the license fee isn't for the Android system, it's for the Google Play services specifically. So that 40$ you paid, it's going toward the shop already.
True for android devices, not for iOS.
Those Cupertino mortgages aren't going to pay for themselves.
So PayPal get a cut of the wholesale price and a cut of the sales price, on literally the same goods. Some of our customers create their own products from our products and use PayPal to sell them on again, making it a 3x cut for PayPal.
Being a payment processor and solving that last click purchase problem / apps store is incredibly lucrative.
Personally, if I don’t see an obvious co-branding for Stripe or another trusted service I will usually pick PayPal over a naked credit card field. Who knows what the heck is going on in the backend. People are still doing stupid shit like storing untokenized cards in 2020.
Edit: talking about smaller merchants in case it wasn’t clear.
Basically, I see no value in PayPal to be in a credit card transaction. However, I wouldn’t do the same for an ACH/debit card transaction.
At least on Google phones you're allowed to jailbreak it and install whatever you want if you're a power user, but you can't do this on Apple's phones.
They should allow people to download and install APKs.
That is not really hard to imagine. Most of what we purchase has markups.
I know little about the apple store but there is a lot of content on the play store with most of it bring drek and the search is terrible.
In all fairness, though, while a Store listing doesn't guarantee users, the absence of a Store listing does guarantee no users. Epic found this out with Fornite when they tried to get users to sideload via their own website. So a Store listing is a necessary-but-not-sufficient condition.
The user funnel seems to be awareness via non-Store marketing channels -> search on Play/App Store -> install. Remove the second step and your funnel disintegrates.
On the other hand, it's also possible that Fortnite's Android woes were due to artificial hurdles (e.g. requiring users to first navigate menus to allow "unsafe" side-loading). I suspect they don't have this difficulty on PC where it's just a simple go to website->download->install.
I'm not sure how to account for that fairly, it seems wrong to charge for prominent listing, but on the other hand it seems wrong to charge small indie devs the same as the majors while shuffling them in deep in the catalogue. Maybe the discount for small publishers Apple announced recently will help with this, though that system does seem to have it's own flaws.
Major apps don't really need that anyways. One of the promotions on the iOS App Store is "If you love indoor plants". The first three apps in that story are "Get some inspiration: Instagram, YouTube, Pinterest". I sincerely doubt any of those three needed any additional promotion in order to get App Store downloads. The apps that actually would benefit from getting promoted, and also the Ebay app, are further down in the article.
I suspect this is a big part of it. I chickened out installing a 3rd party App Store once because Google’s warnings sort of make it sound like you’ll lose the permission prompts on individual apps. Even side loading a single app I think it might be a bit ambiguous.
No matter what the details are, side loading is always an intentionally degraded experience regardless of platform based on my experience.
BestBuy is always teetering on 'not making money' - their markups are a function of market competition.
Apple is leveraging it's market power on all sides i.e. consumers, suppliers, and 3rd party marketplace vendors.
The massive margins (after markup) are basically a measure of that power.
The alternative to an App store with a 30% cut on everything is a store without free apps and a complete ban of in app purchases.
I personally have never understood the selfish HN user arguments against any particular cut because if you followed those arguments through they would want Apple to give them a negative cut because they only care about themselves with no single though about the consequences of their wishes.
Where do I sign up for this dream store? I’d be pretty happy to see all the low effort skinner box trash disappear overnight.
Why can't people see that mobile phones are just a different form factor of a computer?
https://gadgets.ndtv.com/apps/news/google-play-store-main-di...
But yes, there is a "supervision required" subset of users. Still, shouldn't calibrate the level of big brother involvement for everyone based on this.
Treating users like idiots that need to be placed in the "pillow room" and building these app platforms under the pretext of security and convenience/ease of use is the reason we're in this swamp where your awesome pocket hardware has been reduced to an ad client which you have 0 control and ownership over.
Everyone's parents have survived the earliest days of computing where security was as its lowest, lack of common knowledge at its highest.
No, absolutely not.
"I personally have never understood the selfish HN user arguments against any particular cut because if you followed those arguments through they would want Apple to give them a negative cut because they only care about themselves with no single though about the consequences of their wishes."
This is ridiculous.
Apple is printing money hand over fist, the richest company in all of history.
The 'alternative' to 30% cut is a 0% cut!
Developers would get 30 percent increase which is might probably 2-3x their profits.
Apple's profits wouldn't be hurt that much.
If they aren’t, what’s the difference?
If they are, then a markup isn’t a function of cost, it’s more accurately a function of pricing power, or how much your customers are willing to pay you over a competitor.
Best Buy can’t markup more because people will buy from Amazon or Walmart or Costco or Target or Aliexpress. Apple can markup more because people can’t get a similar product elsewhere for cheaper.
'Margin' is sometimes 'gross' and sometimes 'net'.
In competitive markets, price ends up being a function of cost: it's always cost + a little bit. That little bit is profit. Anyone who marks up more, gets lost sales.
The fact Apple can take 30% of a software sale, which is in many cases 80% of a companies revenue, and that it's all gravy (i.e. all net), is huge.
Best Buy takes 40% margin because they have underlying costs, meaning other competitors will have similar structures.
Apple takes 30% because they can and that's that.
I wish there were more big name apps that would get on F-Droid or one of the alternative app stores on Android. The more competition there is, the better for developers and users.
You can a couple of different ways if you are a power user, but its a bit more work than most are willing to put into it…
It can happen even if roads are taxpayer owned.
In fact Steam kills the whole "Apple store is a gouge" premise stone dead. It literally is just a distribution mechanism on desktop computers, where you absolutely can side load apps and games as much as you like, and they're still considered very much worth 30% by the market.
There's a reasonable discussion to be had about side-loading on iOS, that's a separate issues, but the idea that the App Store cut is unreasonable in the market is clearly bogus.
The other 2 are a total scam unless you get put on a featured page. What’s the value of being alongside 1 million other apps with terrible discoverability?
Developers still have to do all their own promotion and drive customers to the platform for purchase, but then Steam or Apple get 30 % for ringing through the transaction. IMO those 30% fees would drop to 10% very quickly if there were competition.
I think if developers set their price and Steam listed their 30% as a “Steam Fee” you’d see outraged gamers.
Epic Store had to give games for free to start being considered.
Well, how many platforms even run on linux?
There's also the review system, the workshops, automatic updates, easy browsing, communities, friend lists, customer service (getting refunds is easier than on any other platform) etc.
The competing platforms biggest problems is that they assume that all they need to do is set up a HTTP server to download games from and add a few discounts/exclusives to get a customer base. But their UX is miles behind what Steam offers.
Steam also has a ton of social network features like chat/communities/etc.. and they support multiple platforms. They also reduce their cut to 25% and 20% above $10 million and $50 million respectively.
Developers and users are completely free to use or not use Steam, GoG, Epic, Itch.io, or others. Quite a few developers do pre-orders on Humble, and then sell on Steam, etc.. You're stuck with Apple/Google TOS for the vast majority of apps regardless if you're the developer or user. Epic couldn't possibly bring the same lawsuits against Steam, maybe the consoles, but even they allow different in-app purchase payment providers (F2P games collecting credit cards again) and subsidize the consoles quite a bit at the start of each cycle.
Are they?
Look at how insane the backlash from the gaming community has been over Epic opening their own store, or how gamers acted when EA opened up Origin.
Steam also provides significantly more for their 30% than Apple/Google do for their storefronts.
A person in charge of the Apple App Store told the US Congress it takes ~$100 million to run the App Store[1]. That's about $5/developer/year instead of $99/developer/year that Apple charges.
[1] Page 345: https://judiciary.house.gov/uploadedfiles/competition_in_dig...
One would imagine that they would try to compete and start offering lower rates to undercut rivals like Epic (which is much smaller than Steam/Apple/Microsoft/Google as a distribution channel) is doing.
The situation here is like all air major travel companies charging exactly the same for tickets for a given route and then justifying that by saying they offer a great value to customers.
Except we also have off the top of my head / quick google search EA origin, bethesda game launcher, rockstar game launcher, ubisoft uplay, blizzard battlenet, and Epic game launcher all of which were almost certainly built because it is cheaper to just write your own distribution software and market your games yourself than give steam such a big cut once you reach a certain scale.
If you become popular, you can de-list yourself off of Steam, and continue running on your website for free.
The issue isn't that the app store takes 30% of your purchases to manage payments. If I'm a startup, I don't wanna deal with all of this complexity, so I'm all for it.
What bothers me is that they control everything that's allowed on your phone. If you want to target iPhone users, you have no choice but to go through them.
App stores are great, but forcing companies to go through them is bad.
Allow people to plug in their phones and install apps from their computer. Easy solution, Google phones already allow this with some technical know-how.
Allow other app stores on your phones.
A more apt point of contention is whether or not you should have the right as a customer to install apps outside the App Store retail experience.
You can actually but it isn’t easy.
Another related issue is whether or not customers acquired outside the Apple store should yield a margin once installing an iPhone app.
Essentially the entire question is if the phone is a general purpose computer owned by the end user, the end user ought to have the right to install apps as they please without having to go through Apple.
How?
Some more variants on the above in this article.
https://www.cnbc.com/2020/09/01/how-to-get-iphone-software-w...
The crux of the argument against Apple is are they a legitimate intervenor in your personal decisions about what software to run on your hardware?
Thankfully nobody buys games on Steam to encourage such awful behavior.
I too long for the low markup over wholesale that we used to enjoy on boxed software before the advent of these predatory app stores.
> At least on Google phones you're allowed to jailbreak it and install whatever you want if you're a power user, but you can't do this on Apple's phones.
It is undoubtely very true that you are allowed to jailbreak Google phones but Apple phones are forbidden. Chalk it up to Apple's absolutely unbreakable security and bug-free OS and the DMCA.
It would be very nice if we could get a DMCA exception to explicitly legalize jailbreaking, like this one from 2018:
I would argue that prices are already as high as the market can bear so that raising prices would not raise total revenue. Instead you would have to imagine publishers making much less in profit, which would still be bad since less people would be inclined to make commercial software.
Who decides what is a right amount of "platform fee" in either case?
Unfortunately, there isn't a free market in payment processors for phone apps as there is no choice, and therefore no competition.
I want to support creators as directly as possible while giving a fair amount to those who provide the tooling and infrastructure so that they can keep the lights on.
To not care about this is to be complicit with unethical business practices in the creative industry, ignorance or not.
Whoever’s running the game servers, moderating the game, providing new content to keep the game relevant, etc. is doing a lot more to earn their cut, right?
I find the graphic even misleading. Roblox takes double that: 50,5%.
If you calculate a share out for hosting and user acquisition you also have to do that for the App Store. And everything Apple does (OS development, new hardware, advertising) could count as “user aquisition”.
That contention simply isn't reasonable. Apple was charging exactly the same right form the start of the store, when a lot of pundits and industry analysts were still saying the iPhone was a dead end. You can't accuse them of abusing their power as an industry whale to charge more, when they are charging exactly the same as they were when they were a minnow, and are still charging pretty much the same as every other comparable business. That just makes no sense at all.
That doesn’t mean it’s settled, or that the opposite argument isn’t also reasonable, but it’s certainly a valid controversy.
That doesn’t mean the now National chain isn’t doing other things that are anti-competitive, or that their other business practices must be ok, but clearly the market has decided the shake is worth $5.
I would say the fact that the case survived a set of initial hearings before a Federal judge and hasn't been dismissed means that it meets a very clear and precise definition of being valid and reasonable in a legal sense.
Steam, which operates on completely open desktop platforms charges 30%. Even Humble Bundle charges 25%, operates on open platforms and the only thing they do is marketing. Another 5% for running a store client and associated services hardly seems excessive. So nether arguing that open platforms would push down prices, or that app store competition would push them down has actually happened in the real world. 30% is very much validated as a competitive price. If the big stores did cut prices, this would arguably squeeze out the smaller stores and operators like Humble Bundle, reducing choice even more.
That 30% is charged to developers, not consumers so in this case it's developers that are the market.
Apple and Google will both argue that it's not a monopoly because they're competing with each other. Not sure if they can in any way argue that it's not a duopoly however.
Many here pretend that Apple, Google, MS - first layer platform hegemons - and Roblox, unity, Uber etc - second layer platforms - charging 30% is fair because it's result of competitive market dynamics. But there's no true competition between these platforms. Specially when you consider that the longer a user is in a ecosystem, the costlier it is to move away from it.
Specifically, what Judge YGR said on Apple/Epic case seems very relevant:
> “Well plaintiffs always want me to define relevant markets as narrowly as possible. It helps their case. And defendants always want me to define markets as broad as possible, because it helps their case”
Anyway, metaphors fail to help understand this situation in my opinion.
Also, in a real word mall, the rent and maintenance fee will not increase as you makes more money. Yes, they can try to sell you a better location for a higher price, but it's a mutually beneficial sell (You get a better location from the sell).
My point: 30% was too much for what Google/Apple is providing.
Let me also add:
> And imagine that you are selling goods with almost zero marginal cost
First of all, developing a product costs money, you need to pay everybody including yourself. After all that, advertising, user support etc all costs money. So even if Google/Apple wants other people to treat this service as a mall, it's not a mall, they don't even provide lighting, long bench, air conditioning and free toilet (all of these are inescapably expensive to maintain). Instead, it's more like a searchable list + content delivery service where people can search the item and then download it. They should design their fees more close to that.
Now, imagine saying this to your user: "Hey dear user, yes, that 30% increase in price won't give you any advantage compare to those who directly purchased it from our website. Yes, it's expensive just because you brought it from Google/Apple, nothing else, because we end up receive the same amount of money.... yes, 30% every month for your subscription, and this is the only approved way for Google/Apple to allow us to provide our service to you."
Nope, malls often charge a fixed rent PLUS a percentage of sales.
Not exactly true, Mall will raise rent if you are making more sales, knowing you are making lots of money they want a bigger piece of it. And in many cases, they are taking a fix rent as well as percentage of sales. It kind of depends on your business segment and brand. For example Food Court and Restaurants operate on different terms, Super Market and Jewellery shops will have different arrangement.
So it is a little more complicated.
Yeah, that sounds pretty bad.
Sorry you can't sell that TV, it can be used to watch pornographie.
Restaurants typically work on 30/30/30/10 for rent/wages/costs/profit.
Edit: Also, equating the rent of a physical space with what amounts to a webpage and checkout seems ludicrous to me. Physical space, especially one suited to a particular business is limited asset, not to mention the taxes and other costs to the owner of the physical space incur which don't exist for an app store.
As I added in my edit, equating the rent of a physical space to an app store seems absurd to me, as well.
Your own feelings don’t make a basis for law. You’ll need to find a meaningful difference here that constrains the rights of the private parties to draft contracts as they wish.
I'm also not sure why you're attacking me and "my feelings" here, especially when it's not that I "feel" that commercial rents should be negotiated, but that they can be and often are negotiated.
The problem with committing to your sense this is absurd is that you are neglecting to check if it is absurd. Perhaps your own assertions are the problem.
For instance the Apple App Store fee can also be negotiated. There is nothing preventing Apple or an app developer from negotiating prices.
Famously they did with Amazon for instance.
The crux of the Apple case is whether they may legitimately control what apps you may install on your own general purpose computer. That element is critical to not just Apple but how much power any computer manufacturer now and into the long future may possess.
The shopping mall analogy doesn't hold because both sellers and buyers have access to the entire free market. It's not controlled by the landlord.
I would guess your sense the situation is absurd is based on this, but you haven't been able to articulate it. However, it is very common to argue digital freedoms based on what we want and feel rather than what rules make sense, and that is necessarily critiqueable as a bad habit.
I find the comparison to rent absurd, because as I've said elsewhere, the risk and marginal cost of a property to rent is much higher than the cost of an appstore selling another app.
However, this is only an issue because there is only one app store allowed on the iPhone that is controlled by Apple.
That's the rule-based point of contention that won't cause collateral damage to other retailers who don't have a similar singular point of control.
The app stores perform payment processing, asset distribution/CDN work, malware detection and some minor tasks that AIUI have O(1) cost to them. They charge for only one of those, and make that charge high enough to cover all of the costs.
What is it that you're unhappy with — are you unhappy with the payment processing fee but feel that the price level would be acceptable if structured as a sum of three fees, or are you saying that the total fee is too much for the total work they do?
Even on Android, where it is possible, side loading is a pain and without root the play store has capabilities that cannot be duplicated, I think the fee is only acceptable because of the iOS appstore's fee being the same.
"Now, a handful of Chinese developers have started the fight to push their revenue split down to the global standard." https://www.bloomberg.com/news/newsletters/2020-10-08/china-...
IMO your argument is NULL, if there were alternatives like an Open source store, a Google, Microsoft and Amazon store on iOS you would not be forced to use them. Check the Android model, most people are using the Google store and the GIANT benefits is that if Google decides or is forced to not allow an application you are not screwed, you can go around that.
Again, if you want to consume ONLY Apple approved content then nobody would force you to not do it, see Android.
I actually agree with you on the fact that having other stores on iOS would not stop people from just sticking with the App Store. That’s true. My concern about forcing Apple to support other stores is the ‘forcing’ part.
People, throw around the term ‘forcing’ companies to do this and ‘forcing’ consumers to do that very liberally in situations where nobody is forced to do anything, but this is different. Apple doesn’t want to implement the APIs, security controls and services to support third party stores. Mandating that they do so would literally be forcing them to do development and testing work, and support features they don’t want to support. Presumably such a mandate would also have to specify exactly how such features must be designed and implemented in order to be compliant, so now we’d have government specified features and UIs. To me, that seems a few steps too far.
When companies do anti-competitive things they are forced by the society with laws to stop, without this kind of laws we would still have mobile phones that are locked forever to a network, still have a big tax when you call someone on a different network, still have a big tax when you would transfer to a different back or use other bank ATM(this examples are from EU not sure about other regions).
For example the laws related to preventing fires also FORCE companies to add more exit doors, use the correct materials, add fire suppression equipment etc. A few years back some night club bribed the fire department and opened without respecting this laws, around 100 young people died because some greedy bastards didn't want to do the correct thing.
Anyway, my comment was about the argument "I love Apple to protect me" that argument is NULL.
We can attempt to debate the actual market share of Apple, to define the actual markets, to decide if Apple and Google are actually competing or have an hidden agreement, to define how we measure the damage by the market abuse (if any), to determine fixes for this abuses (if any).
Moreover, while location (e.g. access to customers) is a good portion of what makes rents in the same locale different, the costs and risks of providing the physical location are higher than providing a webpage and checkout (of which the marginal cost is basically $0).
If all it were was just some webpage and checkout, then why don't someone replicate it and just charge less and undercut. mm?
At least with Android, it is possible and does happen. The play store still gives the most reach as it's pre-installed and has special permissions. I still think 30% is ludicrous, but at least it's possible to have competition.
It wont happen now, but in later stage of the cycle where they fail to find new sources of revenue or profits.
One good thing with the current 45 days terms is that customer can ask for Refund of the past 30 days and Apple generally are pro customers. In the Mobile Gaming, Pay to Win Gaming Industry this gives tremendous power to the players / customers, especially those "whales" ( as they are called, meaning heavy / top spenders ) could threaten for refund. But there are also group of people who abuse this system and Gaming Developers have no way to appeal, it is literally Apple took away their's revenue. ( And it is even worst if those people sold their account before the Refund )
I still see Gaming, being 80% of App Store Revenue should be a separate store with separate set of rules. We cant have one size fit all solution to the App Store. And Apple needs to work better to help both its customers and developers.
There are of course some legitimate case for refund. Example I bought a package that has a Value, or Attack / Def Number of 100. The gaming company decide it was too over power and changed it to 80 without compensation. Now of course as a buyer I feel cheated because I bought it with the value of it being 100. And in case of App Store you can immediately ask for refund.
Most developers are now aware of this problem so their solution was to inflate their next package to similar level to the Over Power Package, the problem with that is it devalue the current unit economics too much and player will refund and quit.
Basically "In Game Economics" ( especially mobile gaming ) is not a well understand problem. ( And they dont seems to care since most mobile games has a very short life span ) Apart from very big companies like EA which has Data Scientist running and monitoring, most gaming company just goes by the flow. It is a bit like giving Games designers the job of Central Bank and they just keeping print money. Sometimes the balance is right, sometimes it is wrong and they destroyed the whole game.
That is a great analogy!.
And sorry for the grammar, I just reread my post and it was awful.
Additionally in my industry about 80% of the value chain is taken by the retail outlets. 30% would be pretty awesome for us.
30% is way less than a lot of other industries pay to have their products distributed to a market full of waiting buyers. I’ve read that writers of books only get about 10%.
As you said, there's no competition on iOS, and a slight window of opportunity on Android with sideloading.
They already do, it’s called “rent”.
Maybe it would be more similar if we said "Imagine if all the retail real-estate property was owned by 1-2 companies, and they took...".
If they give me free rent and hand me a lot of customers, sure why not?
“for payment processing and worldwide store distribution” is a more accurate headline, and specifically highlights that they’re not just paying a payment processor. This is, however, more complicated and no longer permits the easy comparison with card processing fees, and so I see many headlines show up that try to dodge this.
It’s fine to disagree with app store fee structures, it’s fine to disagree with how they manage their distribution models or handle approvals or whatever — but it’s totally uncool to lie-by-omission that it’s about credit card processing fees alone.
The game's business model is basically "like these Korean whale-milking RPGs, except we're outsourcing the development to 12-yo kids".
The games themselves are usually ports of popular games (Counter Strike, Day Z, Minecraft, etc) where the quality is... well, frequently amateurish, for obvious reasons. I suspect the reason these ports are so popular is that a huge portion of the audience is made of kids who can't convince their parents to buy them eg Call of Duty, so they play the Roblox version instead.
Which is all fine and good when we're talking about Little Big Planet levels or Minecraft maps, but becomes kind of exploitative when you see that their creators systematically use classic free-to-play tactics to get other players to fork over money. Money which, of course, is wrapped in an in-game currency designed to make players not realize the true value of what they're spending.
And since there's very little curation, almost no dev involvment whatsoever, and the creators are 12-yo kids who are amateur game designers at best, the idea that players get their money's worth is really dubious.
Honestly the whole thing feels like a pyramid scheme of sorts, where kids will be lured by the promise of making money by selling in-game items to other kids, and therefore will try to spread the game to as many people as possible in the hope of making more sales.
(The Unity Asset Store feels similar)
"Charge more" is somewhat common advice. A high-quality business that played its cards well might get away with it.
One generally doesn't want to play a race to the bottom anyway.
Hmm, maybe I'm thinking of the fact that you can't redeem a gift card on iOS, you have to go to a desktop to do that.
It is really easy to say "that's extortion" but I personally would take the extra revenue over not having it at all.
When people pretend they are arbiters of what is and isn't valid because they don't consider it fair it stops any avenue of investigation because they consider it forbidden.
As much as I don't like Apple or their store, if they are going to provide value I am going to work with them. Pretend that for a minute that apple gave me a 10 fold increase on revenue. 70% of a 1000 is still more than 100% of 100.
Also number of people sideloading an app on Android I would wager is negligible compared to store purchases and could be considered to be irrelevant.
So again the question is how much of their revenue came from those stores and how much value does that add to the business?
Even if the product/service you are selling is mostly outside of apple ecosystem (like email or cloud storage or something like that, where web users pay only 2-3% payment processor fee), Apple won't allow you to use your existing payment processor via a link to your website. If that's not anti competitive behaviour then what is?
Hope EU legislators take action soon.
Do you have any data to back up this claim?
edit: I was misled by doing a "25% for everything" in my head, sorry.
https://stripe.com/en-ca/pricing
So for a dollar, it is a 32.9% charge.
I assume that there are other higher and lower priced options and that Google/Apple would get a bulk discount.
If you're paying a 1/4 to 1/3 cut for $1 purchases, that's basically on you, not the credit card companies.
Large players also get very little interchange fees charged onto them because they can negotiate.
https://www.businessinsider.com/heres-how-much-walmart-pays-...
Walmart pays very little interchange, I can also assume Google/Apple negotiated good rates.
They don't take 25% though, that's misleading. If the purchase is $100, they take around $2 in fees.
If the purchase is very low, they'll take 25%. Hence why a lot of stores say they won't take Visa or Mastercard on low value sales.
The seller also has a choice of not taking credit card and not lose 50% of their potential sales.