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’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.
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.