Earlier quoted context omitted.
> would basically make indie development impossible We aren’t talking about indie development though. People like to paint a picture of a small, scrappy startup or beleaguered solo dev being held back by Apple’s crushing 30%, but that isn’t the case. Unless you are earning more than a million dollars a year through the App Store alone, you don’t pay 30%, you pay 15%. And if you earn more than that, you still only pay…
Let's run the numbers for indie development. Say you're a team of 3. Your game takes 2 years to develop. You spend on salary for 3x2 years. You've spent ~$600,000 so far. Let's assume you haven't had any other sources of operational costs like software licenses for your art tools (3D modelling, 2D drawing, music production, sound production, game engine), marketing expenditure, development hardware, outside contracti…
> If you pull $800,000 in the first year
This is not what people have in mind when you talk about poor little indie devs being unable to cope with 30%. We’re talking about a well-funded operation that can run for years without revenue.
> So if we want to talk about Apple's 15% it's actually worse.
Paying 15% is not worse than paying 30%.