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It made me laugh, if you pretend to be worth 30% of revenue (an insane markup), you better really invest in those developer tools to show it off because the sad state of xcode really isn't showing that.

I don't know where this money is going but certainly not in the developer tooling because it's absolutely terrible




If Apple were worth 30% of revenue, then they'd have no problem allowing competing app stores on their devices, because they support their rate with their value.

The fact that they're deadset against competition should tell the courts all they need to know about how competitively supportable the 30% is.


I thought Apple's argument was that the 30% pays for iOS itself, not that the 30% pays for the App Store. Under that theory there's no reason to allow other app stores.


this would be a silly argument - surely the customers buying the devices should be paying directly for the operating system?


They used to do that back when the iPhone first came out. I don’t think anybody liked that better, and having people hang around on older iOS versions was (and still is) bad for security.


iPhones never had paid iOS upgrades. iPod touch did, but that's because Apple was worried free updates would violate an accounting rule. Specifically, the iPhone was considered subscription revenue while the iPod touch was considered purchase revenue. And after an accounting scandal[0] GAAP had been changed so that you couldn't say you sold, say, a bunch of stuff that hadn't actually been finished yet, and then finish it later with, say, a software update.

This is, of course, how basically every tech company works nowadays[1], because Apple lobbied to have that accounting rule removed.

None of this has anything to do with "App Store pays for iOS". That's an excuse Apple came up with after Epic Games sued them, there's no point in time I can point to where iOS is just the bundled OS vs. "paid for with app sales". The reality is, everything pays for everything, because Apple only sells fully bundled experiences. Their opposition to sideloading or third-party iOS app stores is only somewhat related to security[2], and more related to the fact that they don't want anyone dictating to them how the customer experience is, even if those changes improve the experience.

Well, that, and the fact that they make bank off App Store apps.

[0] I'm not sure if it was Enron or Worldcom

[1] Looking at you, Tesla FSD

[2] If it was, they'd be locking down macOS


Steam takes a 30% cut, but it's actually apparently worth it for discovery and low-friction sales alone, since developers still sell on Steam when the PC is an open platform with competing storefronts with lower cuts.


Steam also reduces their cut down to 25/20% at $10m/$50m in sales, whereas Apple reduces it to 15% only for devs under $1m/yr. A small number of games/apps make the vast majority of revenue so Steam's average cut is likely considerably lower in practice.


> if you pretend to be worth 30% of revenue (an insane markup)

Back in 2008, if you were an indie dev then their 30% ask was more than reasonable because the cost-of-doing-business on other platforms (like Windows Mobile) was much higher due to the lack of any central App Store; for example, you'd often need to partner with a company like Digital River, and pay more for marketing/advertising and overcome the significant friction involved in convincing punters to register/buy from your website, download the app *.cab files to their PC, install the app onto your device, and hope no-one uploads a copy to a filesharing network because this was before the days when an OS itself would employ DRM to enforce a license for third-party software.

...then one day Apple comes along and says: "We can manage all of that for you, for far less than what you'd pay for e-commerce and digital distribution, and our customers have lots of disposable income".

Ostensibly, competition should have come from the Android and (lol) Windows App Stores: "surely if Android's Play Store offers devs better rates then devs will simply not target iOS anymore and Apple will reduce their % to stay competitive" - but Apple's secret-sauce of a markedly more affluent customer base with already saved credit-card details meant that Android apps leant more on ad-supported apps while more iOS apps could charge an up-front amount, not have ads, and result in iOS devs still making far more money on Apple's platform.

--------

There exists an argument that Apple should not be forced to open-up the iOS platform because Apple is selling a closed platform on the merits of it being a closed platform, and Apple's customers want a closed platform (even if they don't realize it) because having a closed platform looks like the only way to enforce a minimum standard of quality and to keep malware out precisely because normal-human-users (i.e. our collective mothers) will install malware because the installation instructions for "Facebook_Gold_App1_100%_Real_honest.app" tell them to disable system protections.


> because having a closed platform looks like the only way to enforce a minimum standard of quality and to keep malware out precisely because normal-human-users (i.e. our collective mothers) will install malware because the installation instructions

Well no, the most secure platform in 2025 is still the web. You can't get as much data in a web browser as you can in a mobile app and the sandboxing is tighter.

And I may mention that the majority of the appstore revenue comes from casino like games, not really something I would give it to my family.

And sure, I'm opened to the idea that the appstore was innovative in 2008, unfortunately for Apple, we're now in 2025 and it clearly isn't anymore.


> Back in 2008, if you were an indie dev then their 30% ask was more than reasonable because the cost-of-doing-business on other platforms (like Windows Mobile) was much higher due to the lack of any central App Store

The first iPhone indie devs were Mac indie devs who already knew Objective-C and Cocoa and Xcode and paid 0% to Apple on the Mac.


At the time, the Verizon/Qualcomm BREW platform had absurd levels of revenue sharing: Up to 90% (!!!) went to the carrier unless you were big enough to negotiate a specific deal.

The 30% that Apple announced was a game changer.


2010: "Man, charging people money to install software on a feature-phone they bought is kinda fucked up. Both companies are in the wrong for doing that."

2025: "You don't appreciate how lower publishing fees foster competition, except when there's no fees at all, because that's too competitive for the OEM."




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