Earlier quoted context omitted.
And Apple taking 30% of that... for what? Payment processing is a 4% thing. It’s in the app developers interest to make it not have errors. It’s just for access to the market. That is the only value Apple truly brings, outside of the brand and a privacy commitment
Considering no one else seems to be able to sell access to a similar market, it seems to be a valuable thing to sell.
We are leaving the Apple App Store and all its problems
121–130 of 454 posts
Re: We are leaving the Apple App Store and all its problems
#122And how do I know sparkle works so well? Well whenever a dev has an app both in the store and directly downloadable from their site I choose the latter. The price is the same, the functionality is the same (or sometimes more) but the dev gets 30% more. I've never heard one suggest that I download instead of using the store so I assume Apple somehow contractually bars that.
I never use the store for discovery; duckduckgo works perfectly well.
All in all I thought the App Store would be a good idea for me as a user but in the end it didn't add much. At least I think it got rid of some of those crufty download sites.
Re: We are leaving the Apple App Store and all its problems
#123Earlier quoted context omitted.
And Apple taking 30% of that... for what? Payment processing is a 4% thing. It’s in the app developers interest to make it not have errors. It’s just for access to the market. That is the only value Apple truly brings, outside of the brand and a privacy commitment
People get hung up on apple having a 30% entrance fee, but that didn't come out of nowhere. I work in the video games industry and access to steam or other first parties (Sony/Microsoft) is 30%, no negotiations. You could argue that first parties such as sony/microsoft have subtle costs involved such as printing of disks, but that's paid for before market by the publisher. The thing you pay for is: content distributi…
Is your claim that the iOS store cut is 30% because Steam was 30%? Kind of an odd argument given that the iOS store was heavily focused on "apps" initially, and still sort of is, even if games ended up being a big moneymaker.
The 30% is now coming out of a different sort of product than it did at store launch, too. Lots and lots of F2P stuff with in-app purchases, subscriptions, etc. Even if 30% was justified for single-purchase apps, does it make sense to continue giving them an ongoing 30% of all revenue when IAPs and subscriptions are literally not using any Apple infrastructure if they're things like 'unlocking premium features in the app you already have' or 'getting premium support'?
Re: We are leaving the Apple App Store and all its problems
#124Earlier quoted context omitted.
The amount of value steam provides on top of payment processing and distribution is immense. Valve basically single handedly created Linux gaming. Their client is so many years ahead of everything else with the forums, workshop, broadcast streaming, streaming to your tv, gamepad support and gamepad virtualisation as well as a mountain of developer side APIs for things like inviting friends to games. Apples 30% would…
Apple meanwhile created the entire OS and all of the developer APIs that your apps rely on, including things like Metal that games rely on. And Apple gives this all away for free.
What you're looking for is something like "free for owners of Apple hardware", which is true, but very different. You paid for it.
Re: We are leaving the Apple App Store and all its problems
#125Earlier quoted context omitted.
Nah, maybe for US citzens. We were already using Symbian, Psion and PocketPC based phones. The first phone with hardware support for OpenGL ES was the Nokia N95 released in September 2006, one year before iPhone, with Asphalt as their show game.
Yeah, but those phones were not very good
Re: We are leaving the Apple App Store and all its problems
#126I'm sorry but as a user, I trust my relationship with Apple more than I trust random third party devs. As a user, I want Apple to lock down the system and make things hard for developers. As a developer, I empathize with my perspective as a user and build products that take this into account.
A balance has to be struck somewhere. Developers increasingly do not like where Apple is placing the balance (generally on the side of 'go screw yourself, time to rework your app for our latest guideline and API changes, also buy some new hardware to run the latest xcode')
Re: We are leaving the Apple App Store and all its problems
#127The fact that we have to have humans look at our software before we can go to market in 2019 is absurd. I had high hopes for the future as a teen growing up with Napster, Bittorrent, IRC, Trillian/Pidgin, and an explosive WWW. Look at what a pinheaded mess everything has become. Greed destroyed the open and experimental Internet.
Re: We are leaving the Apple App Store and all its problems
#128Earlier quoted context omitted.
You’re not allowed to create a crippled or discounted version per the App Store rules. You are allowed to make the same version available elsewhere and pocket the margins. This is what BBEdit has been doing for many years for example.
Even if the products had different names? Or are you saying once you put one product in app store they all have to go in.
This is why you can't purchase kindle books from the iOS app and have to use a web browser to do it. Even that is kind of an exception (people already have existing Kindle libraries, so it's not really reasonable for Apple to tell them to go screw themselves - but you bet they're gonna demand 30% of on-device purchases!)
One pattern I've seen however in modern mobile games is that instead they use an loyalty program, where if you buy direct from them (at the same price) they give you free bonuses that you don't get on the iOS store. That satisfies the "equivalent price" and "no crippling" semi-rules but I suspect eventually Apple will decide to punish it too.
Re: We are leaving the Apple App Store and all its problems
#129Earlier quoted context omitted.
If the human review is the reason for the 30% cut why not charge a flat fee per review? I doubt that's the reason for their cut.
The reason Apple charges the 30% is probably partly because of the whole infrastructure and services needed for the app-store, and mostly Apple's desire to profit. The reason developers pay the 30% is probably because there's no other channel that offers access to such a huge market for free, and mostly because they still profit. Every app could be cheaper from the buyer's perspective. Maybe even yours. Should or wil…
Because there's no choice you mean? When the developers have choice, on the Mac or on Windows, they generally avoid the store. The AppStore still works on mobile because they force it.