4 ms·
>The comparison would be: imagine if Microsoft had a dominant software store tightly bound to Windows, and for any software applications sold through that store
by ApolloFortyNine 5y ago
>The comparison would be: imagine if Microsoft had a dominant software store tightly bound to Windows, and for any software applications sold through that store - for use on your Windows machine - Microsoft took a 30% cut of that sale.
Well for that comparison to work, we'd also have to assume Microsoft disabled installing unsigned software as well. Which is what Apple does today.
>Apple isn't taking 30% of every purchase you make online because you use an iPhone to shop on Amazon or Walmart
They try on digital goods, this is why Amazon has disabled buying ebooks in the iOS app, and asks you to open your web browser instead [1].
[1] https://www.amazon.com/gp/help/customer/display.html?nodeId=GDZF9S2BRW5NWJCW https://www.amazon.com/gp/help/customer/display.html?nodeId=...
- filoleg 5y ago>Well for that comparison to work, we'd also have to assume Microsoft disabled installing unsigned software as well. Look no further than Xbox Store and how well you can run unsigned code on it. Sure, you can buy a physical game copy, but there are two issues with that: 1. Diskless versions of consoles are becoming more commonplace, thus removing that option. 2. If you buy retail, it is still a cut to Microsoft, just a smaller one. Because you pay the same price for physical as you do for digital, except instead of the entire cut going to MSFT, a part of it goes to the retail establishment selling it. And before someone says "well, this is a gaming console, not a phone/computing device", I will say that it has apps (youtube/streaming services/etc.), it has a web browser, and plenty other functionality not related to games. So I am struggling to draw a hard line here as to why it is ok on Xbox, but not ok on smartphones (as long as there are commonplace alternatives available that would prevent it from being a monopoly, and Android is one such commonplace alternative). EDIT: I stand corrected, apparently you can run unsigned code officially on new Xbox consoles, and I should have picked a better example. Thanks to people in the comments correcting me on this, as I genuinely had no idea you could run unsigned code on Xbox. Despite this, I believe my general argument still stands though, because the same situation with transaction cuts is happening with Sony's and Nintendo's consoles, except you cannot run unsigned code on those.
- Krasnol 5y ago> And before someone says "well, this is a gaming console, not a phone/computing device", I will say that it has apps (youtube/streaming services/etc.), it has a web browser, and plenty other functionality not related to games. How much is the cut for those functionalities for MS?
- filoleg 5y agoYou are welcome to look at the leaked documents[0], and they have a nice table showing cuts for all kinds of transactions on Microsoft Store. Looks like currently it is 30% for games, 15% for apps and app subscriptions, and they were exploring reducing the game-related cuts down to 12%. Microsoft spokesperson's reply to those leaked documents was "we have no plans to change the revenue share for console games at this time". Though I am not sure how much the 15% (microsoft cut for app-related purchases) vs. 30% (apple's cut, or 15% if the devs haven't made over $1 million in revenue this year or the year before) difference matters here, because I am struggling to figure out how the 15% vs. 30% difference makes one a monopoly. If that's the argument, then what's the magic number threshold that makes you a monopoly after you cross it? And how does Apple's reduced cut of 15% for devs with under $1mil in revenue play into that? 0. https://www.theverge.com/2021/5/2/22415712/microsoft-xbox-store-cut-epic-games-court-documents https://www.theverge.com/2021/5/2/22415712/microsoft-xbox-st...
- mschuster91 5y ago> If that's the argument, then what's the magic number threshold that makes you a monopoly after you cross it? Let's assume a very generous 5% for payment costs (credit cards are capped at 0.3% in the EU, but US cards with their rewards can run up to 5% in merchant fees, and god knows about the cost of doing business in other markets), another very generous 5% for CDN/hosting (data traffic isn't cheap, modern games easily run into triple digit GB sizes, and gamers are notorious for bringing down even the largest CDNs on delivery dates), and another 5% for profit and other costs (development), and you end up at something like 15%. Anything above that is ripping people off.