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Sure there is. You can play the game on PC, Xbox, Switch, Android, etc.

If you want users to see the app you also have to use the iOS system on iPhone. You have to rely on Apple to build GPUs to process your game effectively. Why is the App Store treated so specially?



Imagine if Microsoft would charge for every application that you buy and install? People would shout and scream about monopoly.

If you want to charge people to use your platform there are other methods, e.g. developer licenses.

Your initial comment doesn't change my point, just moves the goal post. If I want to deliver no IPhones, I'm stuck with the system. And you can make the same argument for the Play Store.

I don't think PC/XBox quite fit in the same ball-park. The engagement model is very different on those compared to mobile devices. Which is why video games still cost 60$ but most people won't pay more than a couple of dollars for an app.

I don't think that's the real disagreement we're having though. I think the misalignment is on whether 30% fees are acceptable or not.


Fees were high before the App Store. Verizon VCast (or what ever they were calling it) was taking 70 to 80%. In all this time the percentage has not changed, While you dismiss the console market Apple pours just as much money into maintaining it's iOS ecosystem as any of the console makers.


I don't disagree with that. But again, you have to start somewhere.




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