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Apple: Person-to-person experiences do not have to use in-app purchase

developer.apple.com

31–40 of 492 posts

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#31

Earlier quoted context omitted.

Of course it's arbitrary - the whole fee structure of the app store (stores, to be fair) is arbitrary. 5% could be more than enough for everyone, but no, it has to be 30%...

Just wait until you learn what % retail used to charge developers for promoting, distributing, and selling software. People quickly forget what a tremendous liberation the App Store created for developers. It's also not about the developers, the success of the App Store comes from Apple's users. They trust the App Store because they trust Apple's curation/privacy/security. That's what has caused this flood of softwar…

Wait till you learn how much Apple charges for app promotion -- which the 30% cut has nothing to do with. App promotion is a $500 million to $2 billion dollar industry for Apple.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#32
post #25
post #8

Earlier quoted context omitted.

Exactly. Apple takes a lot from you, then gives you some crumbs back, and everyone praises it for how "generous" it is. Imagine if Microsoft decided to take 30% of all online transactions that happen on Windows PCs...Pretty ridiculous thought, right? That stuff Apple has gotten away with and continues to get away with is beyond absurd.

> Pretty ridiculous thought, right? Yeah, because Apple isn't doing that at all. What's more, it seems like the fee Microsoft charges for every sale in their Microsoft Store is also either 15% or 30%. (Source: the App Developer Agreement, https://query.prod.cms.rt.microsoft.com/cms/api/am/binary/RE... )

They allow third party stores though, and even installation without any store at all. Apple devices OTOH are severely limited regarding sideloading. This leads to Apple capturing a much larger percentage of transactions pertaining software for their devices.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#33

Earlier quoted context omitted.

Just wait until you learn what % retail used to charge developers for promoting, distributing, and selling software. People quickly forget what a tremendous liberation the App Store created for developers. It's also not about the developers, the success of the App Store comes from Apple's users. They trust the App Store because they trust Apple's curation/privacy/security. That's what has caused this flood of softwar…

> Just wait until you learn what % retail used to charge developers for promoting, distributing, and selling software. Zero %. Retail used to buy boxed software and sell it at risk. Were Apple buying units of software/service up front and the taking a risk reselling it, it would be valid to compare the split of end-user cost with classic retail, but Apple's not doing that, so it isn't.

> Retail used to buy boxed software and sell it at risk.

I though they just returned unsold boxes back to the vendor?

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#34

The bigger story here is for game streaming apps (section 4.9). Previously Xbox game streaming and Stadia had been rejected as they were a single app that provided access to multiple apps. tl;dr the new rules allow For games to be streamed, but each title must be a separate app and run all in-game purchases through in-app purchase. They’ve also explicitly allowed for game streaming services to have catalogue apps tha…

I disagree. This is an annoying compromise for something that doesn't need compromising. My phone's home screen is cluttered enough as it is and now I'll need separate apps for all the games in my Xbox library and those on Game Pass? I'll also need to download a redundant amount of code for each game and may not be able to play certain games due to Apple's arbitrary rulings? I'll have to dig through hundreds of games on Microsoft's developer page just to peruse through Microsoft's non-gaming apps to stumble upon something like Family Safety or Math Solver?

This sounds like a huge pain in the butt for users and kind of loses some of the value proposition of game streaming: trying games instantly, not needing to download anything, and not taking up a bunch of space for your whole library.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#35

Earlier quoted context omitted.

Of course it's arbitrary - the whole fee structure of the app store (stores, to be fair) is arbitrary. 5% could be more than enough for everyone, but no, it has to be 30%...

Just wait until you learn what % retail used to charge developers for promoting, distributing, and selling software. People quickly forget what a tremendous liberation the App Store created for developers. It's also not about the developers, the success of the App Store comes from Apple's users. They trust the App Store because they trust Apple's curation/privacy/security. That's what has caused this flood of softwar…

Apple does just the distribution. The promotion is still on the developer and you may not even promote your own services in your own app. It is also save to say that a lot of developers would like to do the selling themselves. Apple is not supposed to do the distribution for free, but 30% is really a lot, especially when they do unwanted stuff for you (the payment).

Also the App Store really is the only way to get apps on an iOS-device, so the user has no real choice anyway.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#36
post #24
post #2

Relevant section: 3.1.3(d) Person-to-Person Experiences: If your app enables the purchase of realtime person-to-person experiences between two individuals (for example tutoring students, medical consultations, real estate tours, or fitness training), you may use purchase methods other than in-app purchase to collect those payments. One-to-few and one-to-many realtime experiences must use in-app purchase. This is huge…

Once again Netflix is crowned as the biggest of the Les Incorruptibles on the App Store by Apple since they can get away from not only the 30% charge as it is a reader app but is able to roll their own payments on the web and still scale to many users without in app purchases. There are probably more apps / companies who belong to this group due to secret deals by Apple, but now Apple says: No 30% charge for apps who…

There's nothing "secret". Everybody can roll their own payment in the web. They cannot advertise alternative payment methods in the app.

See Spotify as an example.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#37

The bigger story here is for game streaming apps (section 4.9). Previously Xbox game streaming and Stadia had been rejected as they were a single app that provided access to multiple apps. tl;dr the new rules allow For games to be streamed, but each title must be a separate app and run all in-game purchases through in-app purchase. They’ve also explicitly allowed for game streaming services to have catalogue apps tha…

Games offered in a streaming game service subscription must be downloaded directly from the App Store, must be designed to avoid duplicate payment by a subscriber, and should not disadvantage non-subscriber customers

Imagine having to download every netflix movie separately from itunes. Well some progress is better than none.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#38

Earlier quoted context omitted.

> Just wait until you learn what % retail used to charge developers for promoting, distributing, and selling software. Zero %. Retail used to buy boxed software and sell it at risk. Were Apple buying units of software/service up front and the taking a risk reselling it, it would be valid to compare the split of end-user cost with classic retail, but Apple's not doing that, so it isn't.

They may have meant mobile marketplaces before AppStore. Those charged anywhere up to 90%. And retail doesn't charge "0%" on boxed products, or they would go out of business. Logistics, distribution, and store markup all add up to the final price of the product on the shelf.

> And retail doesn't charge "0%" on boxed products

Yes, they do, unless it's consignment model, which wasn't usually the case for boxed software. The retail sale happens after retail has made the purchase. It’s obviously usually at a higher price than the retailer paid, but they don't take a cut of what the vendor is asking for the software. They pay whatever the vendor (or, often in real retail, a distributor that sits in between) is offering to sell the product for, in advance, and takes a risk that they will be able to sell the units they have purchased at a higher price.

It's structurally not at all the same as what an app store does, where it pays no one, anything (indeed, often charges an access fee up front to the seller) before a sale is made, and then pockets a share of the sale at no risk.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#39

Apple should just be forced to allow alternative app stores. Yes, they will loose out on money and yes, this will dilute the iPhone experience. But come on - That company is worth 2 trillion and it’s holding a whole economy hostage.

> a whole economy hostage.

iOS is not even near to the "whole economy" of mobile software.

Companies should just stop being based in the US.

With what’s happening to TikTok and this ridiculous push for a Communist-style reappropriation of Apple’s platform, it seems that the US may no longer be a safe place for businesses to become too big in (except of course, the ancient titans of oil, guns, pharmaceuticals etc. that have been happily screwing the planet since forever..)

None of this indignation is really about protecting the people, is it, but rather about taking a slice of the billion user pie, which Apple has historically denied other companies ever since they refused to put AT&T bloatware on the first iPhone.

Re: Apple: Person-to-person experiences do not have to use in-app purchase

#40

Earlier quoted context omitted.

> Just wait until you learn what % retail used to charge developers for promoting, distributing, and selling software. Zero %. Retail used to buy boxed software and sell it at risk. Were Apple buying units of software/service up front and the taking a risk reselling it, it would be valid to compare the split of end-user cost with classic retail, but Apple's not doing that, so it isn't.

They may have meant mobile marketplaces before AppStore. Those charged anywhere up to 90%. And retail doesn't charge "0%" on boxed products, or they would go out of business. Logistics, distribution, and store markup all add up to the final price of the product on the shelf.

Stores buy products wholesale and sell them on, and accept the risk of the products not selling.

Apple act as a middleman and and add on their fees, with absolutely no risk to themselves.

They're very different business models.

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