Earlier quoted context omitted.
> Wasn't that a reaction to users who refused to pay for games and just sideloaded them instead? My impression at the time was that the supply of games in the app store was just too great, with hundreds of casual games being released every day. Thus driving down prices. And Apple was more than happy to commoditise their complement; if 20 developers decided to clone Flappy Bird that was fine with Apple.
I'm talking about early standouts, not also rans. I think 2010's Infinity Blade pulled in two million dollars the first week, back when the user base of the devices were comparatively tiny. People were willing to pay up front on iOS, but Android users just sideloaded, leading to Skinner box free-to-play games being the most reliable way to monetize.
Sideloading makes piracy a service problem instead of a freedom one, and Apple knows their service can't compete on an unstacked deck.