4 ms·
> I'd say the $.60 per dollar to rights holders is a much better deal than $.30 per dollar to Apple for payment processing. You're totally within your rights t
by georgespencer 6y ago
> I'd say the $.60 per dollar to rights holders is a much better deal than $.30 per dollar to Apple for payment processing.
You're totally within your rights to think that! (My advice to you: don't start a business literally built on top of Apple's platform!)
> a couple automated API calls to process a monthly payment.
This sort of oversimplification makes it hard to take your argument seriously. I'm pretty sure you don't believe that, but just in case you do…
This article[1] suggests that Apple made $4.2bn from the App Store in the 10 years between 2008 and 2018.
Here are some of the things I would put into the cost lines for Apple's app store P&L (the company operates a combined P&L):
1. Multiple data centres dedicated to the app store and routing third-party notifications. That's both hosting of the apps and ongoing cost associated with e.g. push notifications, software updates. Each of these data centres has energy, staff, hardware costs. That is to say: there is both opex and capex here, which means Apple isn't only netting ongoing costs from revenue but also thinking about the cost of the capital invested in infrastructure up front.
2. The card processing charges associated with customers buying the app in the first place, and subsequent in-app purchases.
3. The cost of Apple's App Review Teams (three dedicated offices: Cork, Shanghai, Sunnyvale). That's 300 people.[2] There are costs behind them, too (for example: recruitment, HR, management).
4. Product and engineering costs associated with the team Apple has working on internal systems and services dedicated to app review.
5. An apportionment of costs associated with customers seeking technical support in-store and online due to third-party apps.
6. An apportionment of costs associated with the development and maintenance of services and APIs which Apple develops and makes available to app developers. (For example, sign-on with Apple.)
In 2018 the app store had seen 130 billion apps downloaded[3], with an average app size of 38mb[4]. That's 4.94 exabytes of data excluding updates.
Microsoft for many years charged Xbox developers for certification of games and patches, in part because of the bandwidth costs of distributing those patches to its customers, but also because providing this sort of service is mired by multiple perilous overheads -- which, I have to say, people on the web tend to misunderstand/ignore/dismiss.
Fortnite has nearly 150 million installs on iOS. It's 1.8 gigabytes. That's 270 million gigabytes, and the game is free. 30% of users don't spend a dime in Fortnite. That's 81 million gigabytes of free bandwidth for Epic, before you forget about the fact that Apple promotes the game etc.
Neither party is a saint here. Apple and Epic both get a lot of out the app being in the store. But Epic has multiple options to resolving this without trying to rob Apple's platform of a significant part of its USP.
[1] https://www.theverge.com/2019/3/20/18273179/apple-icloud-itunes-app-store-music-services-businesses https://www.theverge.com/2019/3/20/18273179/apple-icloud-itu...
[2] https://www.cnbc.com/2019/06/21/how-apples-app-review-process-for-the-app-store-works.html https://www.cnbc.com/2019/06/21/how-apples-app-review-proces...
[3] https://www.appannie.com/en/insights/market-data/data-behind-10-years-ios-app-store/ https://www.appannie.com/en/insights/market-data/data-behind...
[4] https://sweetpricing.com/blog/2017/02/average-app-file-size/ https://sweetpricing.com/blog/2017/02/average-app-file-size/
- donmcronald 6y agoThere’s no way Epic has gotten $175 million dollars of value from Apples services let alone $175 million a year. Every single one of the popular apps would be better off dealing with all that infrastructure on their own IMO. Installer infrastructure used to be nearly free. I absolutely disagree that Apple or Google are providing significant value here. The app discovery ship has sailed and no one is going to find your small apps on those platforms. The review processes might benefit users, but is a detriment for developers who aren’t guaranteed the ability to distribute apps they’ve invested in. Steve Ballmer wasn’t stupid for laughing at the App Store. He just wildly underestimated the stupidity of the average developer. No one would have taken the App Store deal in the 90s and Apple would have been laughed out of the industry. Now everyone throws caution to the wind and marries into a system where they have no voice and no leverage. It’s absolutely crazy.
- scarface74 6y agoYou realize that in the 90s, retailers and wholesalers got a lot more than 30%? So you think the “average developer” is “stupidly” doing what they need to make money? Does Epic deliver any “value” by selling skins? How they any different than Candy Crush?
- donmcronald 6y agoYeah, but in the 90s it was physical distribution. Shelf space has value. Virtual shelf space is unlimited and has almost no value. A 60% cut would be a good deal if it guaranteed you visibility equal to being on the shelf in BestBuy. Plus, there were many retailers where you could sell your products and no one could literally prevent you from building your own store if you wanted to. Imagine if Walmart was the ONLY retail store on the planet and took 30% of all revenue while selling their Great Value products in industries that have 30% margin (ex: music streaming). It’s time for regulators IMO.
- scarface74 6y agoIt obviously has enough value for Fortnite that made almost a billion dollars after the 30% cut selling virtual costumes and skins - that really have no value.