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Well, that's... a point of view. I'm unconvinced it's an accurate one.

Firstly, the app model is pure genius. It means Apple gets an army of developers producing software for Apple with zero health/unemployment/other benefits, no up-front advance payments, and a limited curation cost.

The risks are entirely on the developer side. There is no downside for Apple.

Secondly momentum creates the usual extreme power law, with most of the benefits going to a small minority of developers.

What makes an app sell is some random combination of luck, faddiness, and marketing muscle.

It certainly isn't inherent quality or "fit". In fact you seem to be using "fit" as a rationalisation for app successes, not as a useful description of the processes that make an app successful - some of which seem to random.

Finally, there's the bottom line: devs like to that puts on a stage routine about having the right stuff, it's not unreasonable to expect it to do stuff right.

The point: the benefits of keeping devs onside and treating them with more respect would be immense, and probably economically incalculable.

Apple would have an instant army of fanboys/girls talking up the company to anyone who would listen. App quality would go way up to the point where iOS could potentially totally kill Android. App and hardware sales would increase further, and you'd get a classic virtuous cycle.

Unfortunately when you have a war chest heading towards $1tn you probably don't feel any need to care about the little people, and "eh - whatever" is good enough for you.

But that doesn't mean the opportunity wasn't real, or that it hasn't been squandered.

It was and it has. And that's been a bad thing for everyone - including Apple.



> Firstly, the app model is pure genius. It means Apple gets an army of developers producing software for Apple with zero health/unemployment/other benefits, no up-front advance payments, and a limited curation cost.

How is that different than say, people writing for the Commodore 64 or Windows and selling it with no connection to the company? Do you mean the alternative would be for apple write all of the software available on iOS? I don't see how third parties writing software for an operating system or device would be considered an amazing new idea.


It is different because in the case of Commodore 64/Windows/$thirdParty, the developer can do releases, pricing, refunds, etc outside of Apple's control.


... and without giving them a third of the profit (or is it revenue?)


Apple takes 30% of revenue.

To be fair, Apple handles a lot for that 30%. Accounting/Tax records, payment, bandwidth and storage etc.

They could probably afford to take less, but they do take care of a fare bit of hassle from app distribution and selling.


> "To be fair, Apple handles a lot for that 30%. Accounting/Tax records, payment, bandwidth and storage etc."

I think people would have a better opinion on that deal if it were optional.

Apple offers to take care of billing/bandwidth/storage on iOS for 30% of revenue? Neat!

Apple demands to take care of billing/bandwidth/storage on iOS for 30% of revenue? Lame.


It is optional, we use Stripe, Apple gets nothing. I am surprised there are people in software that don't know this.


No you are incorrect: If you want to sell an app for iOS, it needs to go through the App Store, and it needs to go through Apple's payment processor, be hosted by them etc, and Apple will take 30%.

There are 'work arounds' that involve being enrolled in the Enterprise Developer Program, but you're still at Apple's mercy. If they believe you're not sticking 'to the spirit of the program' (e.g. using it just to get around the App Store) they'll terminate.


Do you really believe Netflix is giving 30% to Apple?


You can't pay for Netflix from their iOS app.


I can sell an app on Apple's appstore without Apple getting a 30% cut if I use stripe?

Do you have a source for that that you can link me to? Because from this, I get the impression that is not the case: https://support.stripe.com/questions/apple-and-stripe-tos-an...


I can confirm this, it is true.

Basically, your app is not allowed to have any links to sign up, or to your website, and you can do this for eg a SaaS app.

The idea is that then you're not using the app store for marketing, it's only for servicing your existing users.


Imagine if Microsoft got a third of the revenue from Turbotax, Photoshop, AutoCAD, World of Warcraft, etc.


A better analogy might be to ask how much Wal-Mart marks up software in their store. The answer is more than Apple does. Apple's value proposition is they bring x hundred million paying customers with credit cards ready to go into the store and you will sell at least 30% more than if they didn't bring those customers to you.


Is Wal-Mart's markup still bigger than Apple's once you take out the incremental costs of dealing with physical boxes in stores [1]? Considering the substantial markups we see on things like books and DVDs, I suspect not.

[1] To be precise we should also take out Apple's incremental (not fixed) costs for delivering apps, but I suspect those are negligible on a per-app basis.


But Apple has thousands of developers producing high quality apps. There's literally zero chance that all, most, or really even a significant some of them will be enough to earn their developers significant amount of money.

How many Windows developers make enough from their one-off piece of software that they can quit their job and work full time on it? Hardly any. How many Linux developers? An even smaller amount, closer to zero (you want to talk about a platform where people expect to get free-as-in-beer software, when was the last time you paid money for any non-enterprise Linux software?). Now look at the difference between a PC and an iPhone. On a PC, you can have meaningful, long-term engagements with software. I've put hundreds of hours into each Civilization and Elder Scrolls games, thousands of hours between the entire series of each. And iPhone games advertise a huge game at under 10 hours of gameplay. I spend $50 to play a game for 500 hours. If I want that kind of return from an iPhone game, even 99 cents is way too much to spend.

I'm not arguing that the apps need to be more engaging. It's just the platform doesn't lend itself to that. It's about small bits and bites and sporadic usage. And for that, apps are even massively over-priced. And you want to argue about discoverability? How is the discoverability on Windows? And the discoverability on Linux... on Debian the package is apache2, on RHEL it's httpd. Same package. That's poor discoverability.

I'll go against the article: I'm not an Apple fanatic, I don't own a Mac, I have an iPhone as one of the many phones I use, I don't have an iPad, I've never published to the store, and I have no relationship with Apple. But is there anything wrong with the App Store? If there is, it's in developer expectations. I've written Windows and Linux software and put it up for free on my website. You know how many views it gets, let alone downloads? Zero. I get around that lack of income by having a job and developing as a hobby, like most software (except, I guess, the App Store). The App Store is an incredible thing for developers, but many developers see it as nothing more than a gold mine that they can exploit, then get upset when they only make $100/mo, even though they put in all that effort. Effort doesn't guarantee success anywhere in life.

If you feel Apple owes you anything, that's your own damn fault. There has never been a better time to be an independent developer than there is right now. But if you go in expecting people to throw money at you then blame Apple when they don't... well just because you play guitar doesn't mean your band is going to get a recording contract.




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