Exactly this policy and their interference to app developers created a selection pressure and a cutout hole in shape of "only slightly gamelike && technically not pornographic && in high demand", and the category of apps more accurately represented as "strip clubs with casinos with no cash-out" filled the vacuum like a Ghibli film blob monster.
Early iOS games were more game-like. Apps like SNES remakes, flappy birds and music games, were more common, but they all converged down and down into porn territory.
It doesn't happen naturally; not even pornographic game markets, let alone Steam or Itch, aren't as badly infested with gambling as App Store. It only happened artificially by how Apple ran it over the past ~15 years.
Last year, 58% of PC gaming revenue was from microtransactions, and that percentage is only growing.
Game devs discovered pretty quickly that, Apple having set the initial expectation that an iOS game should cost $0.99, the only viable way to run a business on a mobile platform was a f2p/exploitation/casino model.
(Setting aside the issue of defining who are the goodies and who are the baddies in a way that does not enable the baddies to purely technically comply with the goodie guidelines while remaining baddies.)
Do you give a shit about honest indie devs? Putting them in quotes says you probably don’t.
If you did, perhaps you’d find that this is an obvious path to a better state of affairs that to walled garden operators is zero cost (or even profitable), financially and reputationally, while making it more economically viable to make good games that don’t use dark patterns to keep your kid glued to the screen and regularly asking for money to exchange for some in-game coins and lootboxes.
> zero cost (or even profitable)
Having to handle _more_ developers isn't zero cost, but let's assume they actually sell games and indeed, make profit. That would be great! I would love a mobile ecosystem where there is a variety of things, where my phone is an actual viable platform for more than just browsing online and shitposting on HN.
>financially
You fundamentally misunderstand just how much money gachas generate every year. You could release a dozen Hollow Knights, a dozen Balatros, a dozen Stardew Valleys every year, and you'd still make less money than taking 30% off of a _single_ gacha. Genshin Impact grossed $10 billion last year. WuWa, ZZZ, HSR all gross close to half a billion each, each year. Pokemon TCG is on track for 1.5bil. And that's just gachas: games like Call of Duty Mobile and other just print out money.
There are no universes, neither in Apple or Google's imagination (which is very locked in on how much money they're making right now, as opposed to how much they could) or in anyone reasonable's thoughts where indie games take off so much they overtake any amount of profit they're currently making. There's no catching up to the amount of content a team like Genshin's puts out every three months.
> reputationally
If you think Apple gives a single shit about reputation when they're the only dealer in town, I have news for you. If you think Google gives a single shit about reputation when 90% of traffic goes through their store anyways, I have news for you.
Where exactly have I written “honest indies”?
> You fundamentally misunderstand
Sorry no, you fundamentally misunderstand the point. Try to do the math. Those microtransactions generate loads of revenue; taxing them higher will generate more revenue for the walled garden. The revenue that can then be used to subsidise a drastic reduction of the tax for the rest.
> If you think Apple gives a single shit about reputation when they're the only dealer in town
You are casually sneaking in falsehoods, so I’m not sure reading the rest was even worhtwhile. Not only is Apple not the only dealer in town, it is not even the largest one.
Designing entire hardware, software, and backend platforms and investing billions of dollars into them every year is not nothing. If what these companies built took no work, try making your own platform to release games on and see how little work it truly needs.
Designing the hardware does not entitle you to extracting more money from anything. If you don't want to lose money on your hardware, don't sell it at a loss. (Which Apple isn't doing, nor are any of the Android device manufacturers.) I haven't seen Dyson try to extract 30% off of every hairdressing salon that uses their dryers.
> software, and backend platforms
Are made to attract users on the platform. With the intention of making money from it after. Cool. Quick question, do you pay for Chrome, or Firefox ? They invest hundreds of millions of dollars every year into it, how dare you not pay them 30% of every purchase you make online ?
> investing billions of dollars into them every year is not nothing
The billions have been invested initially. The ongoing costs of running the App Store / Play Store are not even close to a billion, especially not for Google that already owns all the network infrastructure necessary to run it.
>If what these companies built took no work, try making your own platform to release games on and see how little work it truly needs.
Sure, that's very simple: take any open publishing store on Android, and ask yourself why noone uses them for games delivery. I'll even add a hint: it's not because they don't offer diff based assets upgrades.
> With the intention of making money from it after.
What else do you expect—the goodness of their heart alone? That would be the shortest lived business ever.
Don’t get me wrong, it’s great to base a business off creating positive value for people; but it’ll create vanishingly little value unless you also make sure this business is profitable—that allows to create more positive value for people over time and incentivises the ongoing improvement.
> Quick question, do you pay for Chrome, or Firefox ? They invest hundreds of millions of dollars every year into it, how dare you not pay them 30% of every purchase you make online ?
No, but I hope both of us know how both of them are financed—by Google’s ad revenue, primarily. I would prefer the software I use in general, and operating system in particular, to not be financed primarily through ad revenue.
But they can work together with 3p to expand the capabilities of the device and incentivize it with revenue sharing agreements.
>how dare you not pay them 30% of every purchase you make online ?
It's somewhat strange but payments have been taken up by other vendors like stripe. If payments were built into the browser it would make commerce easier and would allow them to take a percentage.
>and ask yourself why noone uses them for games delivery
Because being able to distribute to a store billions of people already visit is valuable.
The irony is that Japanese game platforms have been using the walled-garden licensing and platform fee business model for more than 40 years[1], and it continues today in the Nintendo eShop and PSN store. I doubt Nintendo and Sony are going to reduce their platform fees just because developers don't like them.[2]
[1] https://en.wikipedia.org/wiki/CIC_(Nintendo)
[2] https://www.1d3.com/blog/platform-fees
Interestingly enough the Wikipedia article claims that Nintendo introduced DRM and licensing to combat shovelware. But shovelware on Nintendo platforms has continued to be a problem from the Wii to the current Switch eShop.
More seriously: There have always been mobile games that have a purchase price or ask for a single payment. You could find one right now. The vast majority of popular apps have in game transactions. Game developers just want to get paid for the work they do.
At one point in-app purchases were listed clearly and prominently so they were easy to inspect (and hopefully embarrassing for nonsense like $99 wheelbarrows of smurfberries[1].) Now it seems like IAP rates are hidden below the fold, unfortunately.
[1] https://www.pipelinecomics.com/smurfberries-apple-app-store-...
So now there's an alternative way to pay. Let's be happy about that.
... actually, I just checked, and if you scroll down enough in the Games tab on your iPhone's App Store app, they seem to be running it now under "Pay Once & Play". Might be worth a look.