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: Person-to-person experiences do not have to use in-app purchase
31–40 of 492 posts
Re: Apple: Person-to-person experiences do not have to use in-app purchase
#32Earlier 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... )
Re: Apple: Person-to-person experiences do not have to use in-app purchase
#33Earlier 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.
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
#34The 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…
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
#35Earlier 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…
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
#36Relevant 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…
See Spotify as an example.
Re: Apple: Person-to-person experiences do not have to use in-app purchase
#37The 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…
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
#38Earlier 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.
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
#39Apple 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.
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
#40Earlier 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.
Apple act as a middleman and and add on their fees, with absolutely no risk to themselves.
They're very different business models.