5 ms·
all you need is a number smaller than 30%. build your own or use someone else for 10%? easy choice
by foolfoolz 5y ago
all you need is a number smaller than 30%. build your own or use someone else for 10%? easy choice
- spywaregorilla 5y ago10% sounds very aggressive to me still
- trollied 5y agoThen high street margins for physical games would really surprise you...
- spywaregorilla 5y agoThe physical game store isn't charging X% for payment processing. They're charging X% to get your product in front of customers.
- trollied 5y ago> They're charging X% to get your product in front of customers. Oh, right. The app store doesn't also do that?
- spywaregorilla 5y agoNo not really. Can you imagine gamestop demanding a cut of dlc purchases because a physical game was originally purchased in their store? These are separate concepts.
- chongli 5y agoRetail stores have a finite and very small amount of shelf space. Publishers pay a lot for a significant percentage of that shelf space devoted to their product. The App Store has effectively infinite space. There are so many products and search is so broken that it's extremely difficult for users to discover your product. Rather than comparing the experience to brick and mortar stores a more apt comparison would be to throw your products in a landfill, junkyard, or extremely large flea market and expect your users to find them. Would you pay high commissions to a junkyard for tossing your product in a pile "somewhere in the back"?
- duskwuff 5y agoEven if you implemented the whole checkout process yourself, you'd still be paying at least ~3% to your credit card processor -- more if you're handling small payments, as most processors charge a fixed fee as well. 10% to handle the entire subscription/checkout process isn't bad at all, especially if it means that many of your customers can check out without entering any billing details.