Devs must ask permission to use 3rd-party payments, and Apple still wants a cut.
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And for MMO type games, the MMO servers for hosting / processing and game play bandwidth are not Apple servers. 99% of the work and expense is paid by the app developer, next to nothing by Apple.I know not every app developer is a Netflix or a Spotify, but apps like those seem like they don't really get much benefit out of the app store besides access to iOS devices. They host their own content, servers, and people largely discover them outside the app store so the big benefits that Apple provides to small developers don't apply to them.
It makes sense that Netflix dropped IAP altogether given that. It sounds like Apple doesn't want to let smaller developers follow that same path. That unfairness is part of why I'm against Apple on this issue.
I think this action is gross from Apple… but if it complies with the ruling, how exactly can they be hit with a hammer over it? (Also, assuming this complies, the original hammer was obviously teeny tiny so not a big bar to clear)Hit 'em with a bigger hammer this time.
do you lick those boots for free, or are you at least getting paid? A literal trillion dollar company doesn't need you rushing to defend its rent-seeking behaviors.They want their App to have access to the iOS ecosystem? and it's massive user base? then they pay Apple!
News flash that's how every store and ecosystem works!
I'm going to start with that I don't think the 30% fee is at all fair. However - I am going to be forced to argue against that Apple does nothing.It would be nice if there was a follow-up ruling saying that no, you don't get to collect 27% for doing nothing.
Yep, as clearly demonstrated by Windows, MacOS and Android, all of which are fully locked down and do not allow third party app installation outside of their app stores. /sThey want their App to have access to the iOS ecosystem? and it's massive user base? then they pay Apple!
News flash that's how every store and ecosystem works!
The justifications for that in the past included:Isn't this basically the same thing that happens with console games? Fees are paid to the console manufacturer on both digital and physical purchases. You don't get to skip the fee by selling only discs (using a third-party vendor, a la Gamestop, etc). In fact, physical gets a smaller cut, as the physical retailer takes another cut on top.
Not sure that is legally relevant.Only that consoles are cheap and usually lose money on the console itself lol.
Only for the first year of so and because the console makers get fees for every copy of every game released for their consoles and the 30% cut of $60+ games makes up the loss from early console sales quickly even when games where mostly sold physically it was 10% to the console makers.Only that consoles are cheap and usually lose money on the console itself lol.
By that logic, Microsoft should get 30% of every transaction on Windows. Oddly, people seem to have a very different reaction when it comes up in that case.They are providing iOS and the user base the App creator gets access to!
We'd revolt if Apple did that for Macs or Microsoft did that for any PC running Windows.They want their App to have access to the iOS ecosystem? and it's massive user base? then they pay Apple!
News flash that's how every store and ecosystem works!
Android Studio is a horrible example because Google right now is trying to enforce the exact same rules as Apple for the exact same reasons. Google has the same motivations as Apple for making Android Studio free - and they've made the exact same arguments that a free Android Studio means they should be able to charge their cut.lmao. xcode is awful, android studio is also free, and apple benefits by, for example, having apps on their app store, without which, nobody would buy their phone.
Can you use the tools on iOS without paying the $99/year developer fee? (Serious question, I'm a Windows developer not mobile).I'm going to start with that I don't think the 30% fee is at all fair. However - I am going to be forced to argue against that Apple does nothing.
Apple does put substantial resources into developer tools including Xcode, the backend compiler, the Swift programming language, all the debugging tools, etc etc. Even if you're using a third party IDE - that IDE has likely built it's toolchain on a ton of developer tooling that Apple has built.
Apple is unique in that they give away all developer tooling for free - including all the debuggers. Their 3D graphics and game debugger? Free. Instruments - an extremely good memory and performance analysis tool? Free.
Not only that - but Apple only charges $50 to open an incident to get a direct response from their engineering teams. Which they've got to be losing money on.
One counter argument is that maybe you don't like Xcode and so you don't want to use it anyway - and that's fine. But the competition still charges for their tooling. Even Microsoft charges for the commercial grade versions of Visual Studio. And like I said - even if you decide to go use some other tool - they're likely just using Apple's own command line tool infrastructure to do their thing.
Maybe you feel like that the benefit to Apple doing nice tooling is that people build apps for their platform and they can sell more hardware. Also fair! But before the App Store - Apple charged for higher tiers of software access and engineering incidents. I used to pay around $1000 a year for my tooling access - just like MSDN devs do.
I think a reasonable solution is that Apple just starts charging developers directly for tooling. That will adversely impact free applications. Whatever they do - I just have to point out that Apple does in fact do something.
I think a reasonable solution is that Apple just starts charging developers directly for tooling. That will adversely impact free applications. Whatever they do - I just have to point out that Apple does in fact do something.
There are no per-copy or revenue sharing fees paid to release apps on Windows.You think that paid software don't pay Microsoft, Apple and Google a fee per copy sold? really? huh.
I'm going to start with that I don't think the 30% fee is at all fair.
Not only that - but Apple only charges $50 to open an incident to get a direct response from their engineering teams. Which they've got to be losing money on.
Yes - they're free for web download, and available for free on the App Store. You can even get a personal code signing account for free.Can you use the tools on iOS without paying the $99/year developer fee? (Serious question, I'm a Windows developer not mobile).
Bastards. Another example of big tech leveraging their monopolies to hurt the consumer. It's my hardware and I want to use it however I want
EDIT: Downvote all you want but I stand by it. Epic is 100% in the right here. I dont care about Epic, though, but as a owner of an iPhone I don't want Apple telling me what apps I can install and I sure as hell don't want them to forcibly take a cut of other companies that I do business with so they can make a quick buck at the expense of driving up costs for the rest of us.
If my pocket computer gets spyware, that's my problem. Apple is greedy company that will milk a customer as much as they can get away with, which is a lot considering they exploit their walled garden to the detriment to their customers. The FTC should smack em hard... but they wont.
As other commenters have pointed out, if you use Apple’s development tools and publish to their store, you should have required to pay something.
It doesn’t make sense for someone to be able to put something on someone else’s shelves without giving them a cut. Even if they do charge people admission to the store.