You can work for a year on an app for iPhone or iPad and then not be able to distribute it if Apple doesn't want to. This is not even hypothetical.
Apple owns 30% of your business but has 100% control of it.
Happened to my company.
At the time they had no guidelines on sending "tips" digitally, and when we asked for an exception (before building) we were granted it.
Submission day, rejected.
Cue 3 months of back and forth, which ended with "yeah, you gotta use IAP for that, and we're gonna take 30% from the tips."
Google's Play Store and Microsoft's Xbox charge the same as Apple's App Store.
Microsoft's Windows Store charges less, but nobody uses it store anyway.
But digital goods? Thievery.
There's clearly something else going on than just the 30% number, and it's worth investigating what that is rather than fixating on the wrong thing.
The fee could be next-to-free and many would still be upset if they're not able to use their own payments infrastructure. Developers are not able to offer customers refunds on IAP or discounts or credits.
Steam demonstrates that it's not about the 30%. It shows how 30% is viable in a competetive market if it's what consumers (and developers) prefer.
I like your sibling comment's summation:
So while the 30% take of the app store is likely too much, you can't really do an "imagine if" because actually prior to the software industry things were far far far more difficult.
Facing building out exactly this stuff myself using Stripe, a traditional website, building in licensing keys, etc etc. If something like the app store were multi-platform and had a bit more support around offline licensing and things like upgrade pricing, then honestly I would not immediately discount it even at 30% cut. Especially if I got some marketing out of it too.
You can argue wether 30% is the right number, but what the app store provides is definitely not "basically nothing".
There are lots of things worth criticizing about Apple's model, but I'll never understand the fixation on the 30% rule. They provide a distribution platform that is every bit as robust and has a much larger reach than the video game consoles, and if they want to charge the same prices as the consoles I don't see why that's the hill to die on when there are so many other things that are more obviously rotten.
Not the only one.
Meanwhile Apple forces their app store down their customers throat. And charges for the forced privilege.
Consoles are not general purpose devices. But I wouldn't mind if EU went after them as well
> Not the only one.
A) For the video game consoles this isn't true, they have full control just like Apple does.
B) Like I said, there are better hills to die on. App store monopoly is one that makes more sense to me (though I still actually disagree with the mainstream HN consensus on it).
You can still go to any physical retail store and buy a game developed by a 3rd party. Yes that 3rd Party company had to pay a license fee to release the game on the hardware but you can still choose where you want to buy that game from, including any sales or discounts that retailer might see fit to try to gain your custom.
Consoles get a pass for things that Apple gets raked over the coals for. There's clearly something more going on than just "these specific behaviors are unacceptable always", which is the simplified take that gets popular on HN.
Begrudgly and in a way that is very much viewed as malicious compliance, hence them now being investigated for it.
>but people flipped out when they announced you'd still have to pay the fee
I agree with them
When I buy an App from the app store, Apple should take a cut for providing the infrastructure, payment system etc, thats fair.
If I am buying something from a company directly from their website or marketplace, for a service they provide in that app, why should I pay Apple a fee?
Ok, but explain to me why it is ok for Sony to charge a license fee to release a game that is only sold in retail stores as physical copies, while it is not ok for Apple to charge a similar fee?
The parent's point is that HN goes all frothy-mouthed about the $0.50/download fee from Apple, and then uses pretzel logic to justify why it is ok for Playstation/Xbox/Nintendo to do the exact same thing.
It does not limit publisher in any way how they want to sell the physical copies, it does absolutely not apply to non-first-sale (depending on the structure of distribution, the box you see in a retail store might already be beyond first sale).
It also does not setup any limits on publishers activities that do not involve Sony licensed IP.
It's similar to how many vendors had revenue share licensing on their products in the past, which is legally distinct from flat percentage applied to distribution channel and limits on said distribution channel
n.b. Sony has, apparently, since PS4 sometimes been cheaper to develop for, in terms of non-revenue-share pricing, than Apple - often providing no-cost loaners for smaller teams.
source on Sony terms: https://www.sec.gov/Archives/edgar/data/1821175/000149315220...
No matter how hard you try to compare this to the console market, its apples and oranges. The amount of xboxes sold and the market they are sold to just pales in insignificance compared to Apples domination of the world.
Also the gaming world has a much shittier nemesis, gambling. The loot box and microtransaction scandals have overshadowed any issues with store fees. I feel if these things hadnt been so big over the last decade, there would have been much more focus on the payment issues of app stores.
As a kicker, I feel that the courts would probably argue that the console world is very specific to gaming, and therefore is a much more targetted audience. Phones have apps for everrything that run your life, hell you cant even get a bus ticket or do any banking where Im from if you dont have a smart phone. So it is much more of a lifestyle device which is required to live in the modern age, whereas consoles are purely entertainment.
Am I misreading this, or are you advocating for a monopoly? In what world is a monopoly better for consumers?
They have very positive mindshare with gamers but at the end of the day gaben's not your buddy either.
you'll note humble bundle isn't literally the only sales those publishers make on those games, or even a majority of their sales, and it's also something that's specially blessed by valve. if you pull that as a random shit publisher not through humble bundle you'll get kicked off.
Silly argument. All of the consoles support apps.
Not so with your average Apple device with access to the App Store, outside of maybe the TVs these days. The iPad ad that made all the headlines recently was clearly trying to bill it as a general purpose everything device with few if any such limitations. In terms of how the devices are marketed to consumers, it's night and day, and that does make a huge difference when trying to determine if consumers have been mislead by shady business practices.
Ah, this old chestnut of circular reasoning. It's not a general purpose computer because people think it isn't, so they don't use it as one because it's not a general purpose computer.
> The consumer is pretty well aware of what they're getting.
Is the consumer not well aware that iOS is a walled garden?
But regulators don't tend to write laws based on the actual tech, as much as how it gets used. That's the disconnect, but it still helps to try to understand the other point of view.
It's a platform for games.
With input devices targeted for games.
With an operational system target for games.
Primarily. Some can also play Blu-ray disks and all can stream music and movies from a bunch of different sources. The PS5 also has integrations with some social media sites and a built-in web browser. The PS5 Game Base application also lets you call and text other PS5 users.
> With input devices targeted for games.
But also bluetooth keyboard and mouse support.
> With an operational system target for games.
Did you have something specific in mind for this?
Sorry I wont indulge in this level of discussion.
Waste of time for all involved.
We know the OS is great for games. What I'm asking is why it's not good for other things (the OS kernel is FreeBSD 11).
The PS2 and 3 had full user Linux support so those were obviously general purpose PCs. They removed Linux support for the PS4 and 5 though and apparently that seems to be enough for many people here to no longer think of them as computers.
If the dividing line between general purpose computer and appliance is in how the manufacturer lets you use it, then what functionality would the iPhone need to lose to in order for you to stop thinking the iPhone is a general purpose computer?
https://www.cnet.com/tech/mobile/apple-lowers-app-store-tax-...
Apple only makes concessions when it is under legislative pressure.
It's the fact that there's no alternative to get spotify, etc onto your phone that's the ultimate issue. The security of the app store in an enourmous advantage, but they're using it to extract huge premiums.
Like it or not, our phones have become the primary medium we use for news, entertainment, etc. If it were me, I'd allow side-loading of apps onto the app store, but they'd then have zero access to your contacts, unique phone IDs, and strict privacy rules. Apple could still enforce malware via the apple subscription. Essentially, they can make it like MacOS, but not allow any unsigned apps.
Yep, that's something that's better worth focusing on than 30%.