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Apple to soon take up to 30% cut from all Patreon creators in iOS app

macrumors.com

291–300 of 944 posts

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#291

Earlier quoted context omitted.

You joke, but legally they could. If game engines can charge a licence fee as a % of revenue from games developed on those engines, then legally there's not much to stop apple doing the same. Of course consumers and enterprises wouldn't tolerate it, but the barrier is commercial rather than legal.

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What is absurd is finding yourself paying 30% on every digital item purchased on a smartphone app. It would never even occur to us that Microsoft takes a 30% margin on Steam, yet that is what happens on webtoon apps.

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#292
post #128

Earlier quoted context omitted.

I just use the bank's website.

Many banks require you to two-factor authenticate with an app on your phone.

2-factor auth is free, so it doesn't incur the 30% cost.

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#293

> "According to TechCrunch, only 4% of Patreon creators are still using the platform's legacy billing system, with the rest having already switched over." The very last line of the article.

Yes, because intimidation and scare tactics work

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#294
post #249

Earlier quoted context omitted.

Jobs was a greedy bastard like all the other CEOs. The difference is that he also had mostly good taste as far as products go.

At that time 30% was not something you would consider high in contrast to the situation before the advent of app stores.

This is outrageously wrong. Back in 2011, the pricing model for "an app in your pocket" was 99 cents. The universal pricing model of apps was a one-time fee and the pricing range was that of an mp3 roughly. 30% of that is a lot. App sales worked only in volume.

If you sold software over the internet, you had PayPal, which had a flat fee of $0.35 + 1.7% or so and if your shareware was $30, the transaction fee essentially was ~$1. Stripe had roughly the same fee when they launched. You had more traditional credit card merchants and when I inquired one in Germany back in 2010, it was more or less in the same ballpark (~10%).

In Europe, you could also just get money wired, which cost you something like 0-10 cents.

30% for payment processing were always extremely high.

Edit: The only thing where you had no other options was when you tried to sell stuff on the internet for $1, because the flat fee part of credit card processors would eat up all of that. Apple indeed helped here a little bit, because it was always 30% and no fixed part.

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#295

Earlier quoted context omitted.

You joke, but legally they could. If game engines can charge a licence fee as a % of revenue from games developed on those engines, then legally there's not much to stop apple doing the same. Of course consumers and enterprises wouldn't tolerate it, but the barrier is commercial rather than legal.

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It’s reductio ad absurdum to make a point. But you could argue that income from Patreon forms part/all of a creator’s salary.

I don’t agree that this is an Apple hating thread. Its commentary on a pretty despicable action that Apple is taking.

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#296
post #232

Earlier quoted context omitted.

They must be looking at the revenue Claude Code is making on Mac and thinking “Why aren’t we getting 30% of that?” Wouldn’t be surprised if macOS starts locking down CLI tools towards an App Store model too.

I'm not sure Claude Code is making enough for Apple to take notice & drastically alter their CLI like that? CC has 100-150k users across all platforms, paying $200-1200/yr each. Even if every developer is on the top tier Max plan, and on MacOS, that's $180mn in revenue at Anthropic. So even in the most optimistic scenario, that's only ~$50mn revenue for Apple at a 30% take. That pales in comparison to the hardware &…

Claude code reached $1B in six months in early Dec and given what I am seeing on ground, I wouldn't be surprised if just in last 2 months after that their revenue grew by double.

[1]: https://www.anthropic.com/news/anthropic-acquires-bun-as-cla...

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#297
post #244

Apps bad. Web good. Why did we let mobile go down the one-app-per-website path?

When iPhone came out the sentiment was clearly opposite. The “sweet solution” was ridiculed and workarounds found. When web caught up, it was plagued with self inflicted performance issues. And eventually Apple decided to not invest in good PWA support. I was an app advocate for a long time, now I made a PWA and it’s maybe 90% there. But you still get behaviors that you can not fix. IMO the worst however is products…

Yes. It's improved now, but the mobile web was bad for a long time. The early days of Android experienced a "web-first" ecosystem by force, as lazy businesses just threw a webview around their site, and it was awful

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#299
post #203

Just stop publishing the app, not every little thing needs an app. What the use for the app anyway? Notifications and apple pay?

Apps are usually built so people can't skip ads. Its the only reason to have an app. Other than esoteric reasons like "we also have an app because x,y,z also have apps".

Re: Apple to soon take up to 30% cut from all Patreon creators in iOS app

#300
post #285

4% of Patreon iOS users. That's how many use the legacy system Apple is insisting they remove. The other 96% already are using IAP.

> Patreon gives creators the option to either increase their prices in the iOS app only, or absorb the fee themselves, keeping prices the same across platforms.

I'm curious what percentage of creators chose which

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