> Yvonne-Gonzalez was skeptical of the 30% fee during the trial, and in the ruling she was suspicious about Apple's justification of the commission, writing that "the 30% is not tied to anything in particular and can be changed," but did not order Apple to do so.
Nothing in the ruling[1] seems to prohibit Apple from still charging a "iOS License Fee" for access to the developer tools, APIs, etc. I can very well see them charging based on # of installs or % of revenue, even if developers direct people to an outside payment processor.
0: https://www.npr.org/2021/09/10/1036043886/apple-fortnite-epi...
1: https://www.documentcloud.org/documents/21060696-epic-v-appl...
It'd end up functioning similar to income tax: Apple has a pretty darn good sense for what the numbers should look like, but they'd rely on you to fill in the gaps, and if you didn't do so accurately they'd sue you for breach of contract.
I'm not sure what would make that an easier anti-competitive lawsuit than the one that Epic lost.
If they decide to ban these kinds of messages, and only enforce link tracking, that would be directly in conflict with the ruling.
Most apps that currently go through the App Store for sales are simple. There are sales for apps (or subscriptions), and they can be individually accounted. You and Apple both know how many users you have on Apple devices, and Apple gets a cut of sales to those users.
I don't like it any more than you do, but it's not hard to do the accounting.
[0] "A Licensed Application may read or play content (magazines, newspapers, books, audio, music, video) that is offered outside of the Licensed Application (such as, by way of example, through Your website) provided that You do not link to or market external offers for such content within the Licensed Application."
If I buy Epic in-game currency from Epic and use it on my PC to buy some skin, and then use the skin I bought that way when playing on my iPhone, should Apple get a cut of the money? If yes, how much? The cost of the skin, or the cost of the in-game currency (maybe I bought a 10 USD bundle, but the skin only cost 1 USD, the other 9 USD is just staying in my account unused)?
Worth noting that they only charge the commission on In-App Purchases, which are "Not Apple Pay".
Apple Pay itself is just a way to pay with Wallet-saved cards and Apple only charges a nominal 15bp fee to the bankcard issuer.
Which part of the judgments would that conflict with? Both the District Court’s ruling and the 9th Circuit’s decision that affirms it only speaks of anti-steering, without any qualifications on potential limitations on steering users away
They also both affirm that the commission would still be due and that Apple would have the right to audit to enforce payment of said commission.
Apple, since then, has implemented changes to its policy that allow steering, albeit under circumstances that will enable them to track users using the purchase link and claim commission over sales in the seven days that follow.
Any opposition to these requirements would be met with a “legitimate interest” counterargument, the legitimacy of the interest already being established by the courts by them stating that they still owe Apple a commission.
In layperson’s terms:
The courts have said that Apple can’t prohibit developers from steering users to an alternative purchase flow while simultaneously stating that developers will still owe Apple the commission. Apple, in response, said: Fine, but we want to be able to track it when you do this and make sure you don’t make it look like the native IAP flow to trick users.
What’s the argument of the developers here? They’re allowed to steer users away to their purchase flow of choice; they just have to do it in a way that makes it easy for Apple to audit the owed commissions.
I can’t imagine the courts frowning upon this, especially when both courts have stated on multiple occasions in their judgment how arduous it would be for both Apple and the developers to ensure payment of commissions if alternative payment methods are utilized. This alleviates some of those concerns.
So they do definitively know the volume of apps a developer has sold.
StoreKit API likely phones home as well: https://developer.apple.com/support/storekit-external-entitl...
[0] https://developer.apple.com/support/terms/apple-developer-pr...
On the one hand Apple payments are really frictionless. There is no way 3rd parties can match it. Plus easy to track/cancel.
On the other hand a lower price is a lower price. But is it low enough to get enough users to enter a credit card?
Combine this with the alternate App Store thing (looks like EU only) and we’re in for some shaking out of what is and is not a good strategy as an app maker with never before seen on iPhone options in the mix.
An excellent question. I think the thing is that for the prices that often show up in apps, maybe not? Like, for a $3 app I don't think I'm going to go visit some website, go through their flow, and get out my credit card if I'm only going to save $1. (Ok, I'd probably do it on principle at this point to stick it to Apple, but that's not the same thing.)
If I were going to shell out $100, I'd certainly go to the extra trouble to pay $70 instead, though.
The dangerous thing is that with all these mobile games that slowly siphon money from you, you might over time end up spending many tens or even hundreds of dollars (where 30% off might be a significant amount of money). But if each transaction is small, you might not think much of the difference of a dollar or so per transaction.
And right now we don’t know how big (or small) that effect is.
- no need to enter a CC number in another site (and maintain it)
- no need to create another account to make that payment (or unironically use Apple Pay flows)
- trivial cancellation
- trivial cancellation of limited time trials
Maybe I'm fortunate, stupid, or a combination but not being able to pay for Netflix using Apple subscriptions really bugs me and I'd pay more to avoid it. Which reminds me I need to cancel it...
Well, Apple Pay makes that way easier. But that brings them back to Apple.
https://www.wsj.com/articles/apple-pay-fees-vex-credit-card-...
Would be hilarious is Apple decided to make ApplePay less convenient in Safari now to hobble the competition.
App Store refunds are not that different from credit card chargebacks. They mostly happen automatically, with some automatic abuse mitigation as well as a mechanism for the developers to report abuse.
With Stripe, foreign exchange is an extra 1%. The rest of those are taken care of as part of the 3% fee. It doesn't cost that much to process payments.
The one nice thing about the App Store is the centralized recurring subscription management. Seems like a nice juicy low-hanging fruit for Strip to disrupt now that they're allowed to.
It's actually worse with the AppStore, because Apple provides absolutely no assistance to the developer unless you're a billion-dollar plus company.
So Apple gets paid. The customer who has to pay more loses.
And the debate is whether Apple or the app developer gets the blame. I suspect the latter.
Apple will still be collecting 27%: https://www.macrumors.com/2024/01/16/us-app-store-alternativ...
The EU will attack this eventually and demand that the number of taps/clicks/screens to do an apple payment match those of third parties...
2023 New years day I signed up for an offer 6 bucks a month. I knew it was only for a year, but then I forgot. On new years day 2024, I got charged 50 bucks. Maybe I could have fought it, maybe I could have spent some time challenging it, but it was not worth my time, so I canceled my subscription. But what cost me 12 X 6 = 72 for a year now cost me 50 bucks for a month.
This is the difference Apple's payment system can make. You visit the store regularly (hopefully), so you know when the renewal is up, and at what price. Even if you do not visit regularly, I presume you can set up alerts to notify you of expiry, and IIRC they allow small adjustments to the price without notification, but 6=>50 would be notified. Pretty sure.
Of course this does not work for some companies who thrive on people slacking off on canceling re-priced subscriptions.
I don’t think I have any monthly or weekly subscriptions so I can’t be sure about those. I would expect they’re the same though.