> No it’s the same for every marketplace. Profits accrue to a few. Look at YouTube, books, artist on Spotify etc.
Many of those are things where the value of a single user is very low and then you need a significant audience just to earn an ordinary salary.
> Software has near 0 marginal costs
But it has significant development costs, and the fact that you're required to use Apple's store makes them even higher, because their restrictions are incompatible with free software licenses, which locks you out of even using LGPL code on iOS, much less anything else.
Apple's hardware has those fancy chips in it, right? Suppose you want to create a front end for Blender and run it on iOS. Your front end doesn't have to use the same license as Blender itself if it's a separate program, so you could charge for it. But Blender is GPL so you can't run it on iOS at all. Then you'd have to write Blender yourself, by which point you're talking something that would need a million a year in revenue, and a 30% deadweight loss could very well make the difference between viable and not.
It's also incredibly disheartening, because you do the work and take the risk and then if you actually succeed you know someone else is going to cut out a huge chunk of the revenue, which discourages people from making the attempt.
> Well known publishers have tried the pay $10 once for a premium game on iOS and users wouldn’t pay for it.
Which is kind of weird when they're empirically willing to do it on other platforms, right?
But that's what happens when you establish a reputation for being capricious while taking a large cut. Who wants to make a significant investment into a platform when the platform is eroding their profits and there is a non-trivial chance they could be arbitrarily cut off at any time with no recourse? At which point the users come to expect apps to be scummy and become disinclined to pay for them up front.
And you are still blaming the 15% cut. How does that have anything to do with discoversbility and people’s unwillingness to pay money for mobile apps? Apple’s “capriciously” has nothing to do with it.
We have an existence proof. In the US, any developer has been able to link out to their own payment scheme for awhile now without paying Apple a dime. That hasn’t solved a single problem for indie developers. It’s not the 15% cut - the same that every other marketplace has
> How does that have anything to do with discoversbility and people’s unwillingness to pay money for mobile apps?
It's rooted in the same source. Their rent-seeking creates a distribution monopoly to those customers, which they try to keep a strangle hold on because otherwise people would use alternatives to avoid the large cut, but then once they exist those same tentacles squeeze people in other ways too. Moreover, the effect is cumulative, so those costs layer on top of the revenue loss and exacerbate each other.
> In the US, any developer has been able to link out to their own payment scheme for awhile now without paying Apple a dime.
This is something that was forced on them by the law and then they do everything possible to make it an inconvenience. For example, where is the Paypal or Stripe app that already has the user's payment info and allows other apps to use that for in-app purchases without entering it or signing in again?
> the same that every other marketplace has
Epic Games Store is 0% up to a million dollars and 12% after instead of 15% and 30%, isn't it?
Many of those are things where the value of a single user is very low and then you need a significant audience just to earn an ordinary salary.
> Software has near 0 marginal costs
But it has significant development costs, and the fact that you're required to use Apple's store makes them even higher, because their restrictions are incompatible with free software licenses, which locks you out of even using LGPL code on iOS, much less anything else.
Apple's hardware has those fancy chips in it, right? Suppose you want to create a front end for Blender and run it on iOS. Your front end doesn't have to use the same license as Blender itself if it's a separate program, so you could charge for it. But Blender is GPL so you can't run it on iOS at all. Then you'd have to write Blender yourself, by which point you're talking something that would need a million a year in revenue, and a 30% deadweight loss could very well make the difference between viable and not.
It's also incredibly disheartening, because you do the work and take the risk and then if you actually succeed you know someone else is going to cut out a huge chunk of the revenue, which discourages people from making the attempt.
> Well known publishers have tried the pay $10 once for a premium game on iOS and users wouldn’t pay for it.
Which is kind of weird when they're empirically willing to do it on other platforms, right?
But that's what happens when you establish a reputation for being capricious while taking a large cut. Who wants to make a significant investment into a platform when the platform is eroding their profits and there is a non-trivial chance they could be arbitrarily cut off at any time with no recourse? At which point the users come to expect apps to be scummy and become disinclined to pay for them up front.