Earlier quoted context omitted.
> I'm perfectly happy to pay $20-30 for an app That's where you diverge from the population. Apple needs a solution for the general problem of people not wanting to pay much for iOS apps. It may disappoint those of us who prefer spending more up front for quality, but Apple has surely determined that more people will buy more apps this way. (By the way, you compared paying $X upfront to paying $X per year which of co…
But Apple already had a solution for this. The Mac App ecosystem. The Mac app eco system was thriving despite a ridiculously small market. The indie devs focused on delivering quality applications and a lot of people paid good money. Enough to sustain many indie companies and developers. I don't get why Apple has chosen to ignore the factors that helped make that eco system such high quality. Edit: I want to add I am…
... none of which went to Apple. So that's one business model they're not particularly keen on. It might have benefited the platform at large and drive Mac sales (unlikely -- what drove sales were always the big creative suites), but it didn't directly benefit Apple in the same way as appstore sales now do.
Apple simply doesn't want big-price shrinkwrap on iOS. 75% of the market is games where whales are nickled and dimed; that's what they want: high frequency, low-price, constant, reliable revenue.