Thank you for saying "app store" instead of "App Store". If you dictate this sentence on an iPhone it comes out as "The windows App Store".
In other words, the people that work for Apple are so petty that they won't capitalize the word "windows" even if it was preceded by the word "Microsoft" but they always capitalize the words "App Store" because they insist that they have a trademark on this very generic term even though they really don't [0].
According to them, the generic phrase for app store is "online store" [1], which is hilarious because nobody ever says that.
[0] https://en.wikipedia.org/wiki/App_store#%22App_Store%22_trad...
[1] https://www.apple.com/legal/intellectual-property/trademark/...
Typing Microsoft Windows from my iPhone. It does capitalize it properly...
My main complaint is that they insist that they own "app store" when the courts already told them that they don't.
Hyperbole. It's much more likely no one at Apple cares about this like you do, and it's just a simple bug; nothing malicious.
It’s nothing less than pure spiteful pettiness.
Was it Steam? Which first launched in 2003?
Did Apple debut objectively novel behavior that made the App Store a thing? Perhaps the install flow, or maybe the developer submission flow? (Which was admittedly awful for a number of years)
Valve Steam - announced on March 22, 2002, released for beta testing the same day. [1]
Windows Marketplace - announced on July 12, 2004, launched on October 12, 2004 [2].
Nokia Ovi - announced on 29 August 2007, public beta on 28 August 2008 [3].
iPhone App Store - opened on July 10, 2008 [4].
[0] https://en.wikipedia.org/wiki/Symbian
[1] https://en.wikipedia.org/wiki/Steam_(service)
[2] https://en.wikipedia.org/wiki/Windows_Marketplace
Sept 2001 https://en.wikipedia.org/wiki/Binary_Runtime_Environment_for...
"an application development platform created by Qualcomm, originally for code division multiple access (CDMA) mobile phones, featuring third-party applications such as mobile games. It is offered in some feature phones (mostly with the similar specifications of a mid to high-end mobile phones) but not in smartphones. Developed in 1999, as a platform for wireless applications on CDMA-based mobile phones, it debuted in September 2001."
> Downloads:
> Since Mar.31, 2004: 4,189,079
> Last week: 209,952
Possible trace:
> On-Device Portal technology emerged in 2000 [2]
[1] http://web.archive.org/web/20050429230232/http://www.getjar....
That said, the idea of iOS and App Store that you don’t ever sideload, browse from PC or web browser, or handle .ipa directly, as an integrated whole, do feel novel to me.
If you drop the money a BBS is an old-man's appstore.
Microsoft windows app store
on my Google.
I believe it is a lot more complicated than that. Non-game Apps on the Xbox see the same splits as on Windows (the 85/15 and 95/5 based on "marketing"). The 70/30 is offered to game developers that want to do only the bare minimum Xbox integration possible to get on the platform, almost every other scale and publisher agreement is presumably covered under NDA of one sort or another. Some rumors are that the sliding scale is today competitive to Steam's (and better than Sony's, maybe? Sony's seems even more NDA encumbered), with a lot of complicated other factors such as Xbox Play Anywhere titles and allowing Xbox Game Pass rotations are rumored to get substantial cut discounts based on the shifting whims of Microsoft's marketing teams.
Microsoft has deployed all sorts of carrots and sticks to try to drive more adoption. In the early Windows 10 days, you could secure $500k-$2.5M in services investment even for internal apps at a not so huge scale.
Console is a loss leader, or sold at cost. No one on planet Earth could make an exact replica of Playstation 5 or Xbox 5 for discount. And that is excluding all the IP, R&D and Software / OS Development involved. The 30% is where they make the money. And personally that is a fair share.
Microsoft also make their profits via selling OS to OEM and Business. The current App Store model are there to help distribution of Software. And the 5% are essentially zero considering you will have to paid ~3% for credit processing any way. i.e Linking to the App Store frees you the burden and duty of hosting yourself for free.
Edit: And if you dont mind share why you downvote.
It's not clear to me why loss-leading consoles are a good thing for consumers. It just means that:
A) games will be more expensive, because Microsoft needs to make more money on them, and
B) a smaller number of games will be made, because the barrier of entry to profitability on any single game will be increased by forcing developers to subsidize Microsoft's costs.
Microsoft is still going to make the same amount of money regardless. They'll either charge upfront, or that cost will be passed on to consumers in the form of more expensive, less experimental games.
So, I dunno. People who make the comparison between Apple and XBox should maybe be careful what they wish for, because I'm more than happy to go after XBox, Playstation, and Switch with the exact same criticisms. I am skeptical that there are many indie game developers who are happy that they need to jump through hoops to get development consoles, or sign NDAs just to target a platform.
The game development communities are exactly the opposite of HN culture, there no one cares about FOSS ideals and stuff, it is all about IP and getting their ideas into the gamer's hands no matter how.
In fact, nowadays I see as a mistake having spent so much time around FOSS during the university back in the 90's, which caused a bit of schizophrenic considerations when going across communities.
I think both game devs and console makers prefer the big-TAM world.
Not loss leaders. Maybe close to "cost" but not loss leaders.
The reason is the length of the lifecycle. Say you spend $100M developing a video game console. That seems outrageous. You ship 100 000 units to stores for the early adopters, and some goof says $100M/ 100 000 = $1000 per console just for the R&D costs. These must be a loss leader!
But by the end of the cycle you've sold over 100 million units, so the R&D cost was under $1 per unit. You also get to do relentless cost engineering. When you spot a way to reduce the BOM by 4¢ on a product you're going to sell another hundred million of, that is Four million dollars you just added to the company's profits. Moore's law is on your side over that period of time too.
In other words it is a "sell the razors at a loss and make it up on razor blades" strategy.
> In 2006, at the time of PS3’s launch, each console was sold at a loss of around US $240 per console
That would be a loss leader if the plan was you sell those launch consoles and then exit or move on to a new product having lost $240 per console.
But that was never the plan, the plan was you sell millions more consoles over many years and so overall they're profitable.
It's not razors and razor blades, Gillette sent me a free razor when I was a teenager because that's a razors and razor blades model. Sony doesn't give away consoles because they make money selling the console. They didn't make money on the first few million, which doesn't matter because they sold over a hundred million after that.
The reason they don't do razors and razor blades is because the attachment rate is much lower than most owners imagine unlike for razor blades. It's typically going to be 5-6 games per console. PS4 actually hit 8 games per console but that's a fantastically successful machine nearing the end of its life.
So, if you're losing $240 per console but you hope you can shift six games per console that is $40 per game you need to recoup to break even.
If you go out to a third party developer and you say "We want $40 per sale" they are going to laugh in your face. This isn't Apple strong-arming independent developers, the big games publishers (most obviously Take Two and Activision) absolutely are powerful enough to walk away from such a deal knowing that their competitors will do the same and then the console is dead.
Why should video game consoles have an exception?
No, this is wrong. Dumping is selling at a loss unsustainably in the short term to drive out competitors. If you do it sustainably, it basically can't be dumping.
Thousands of business have loss leaders, from supermarkets to rasers. Video game consoles are not an exception.
There is also a history of consoles not selling well when the price becomes too steep from the Neo Geo for $699 to the XBox that was bundled with the Kinect.
Also, a smartphone is an essential hardware for modern living. A gaming console... Not really.
Prices are all ephemeral anyway. How many of those "normal products" are only able to be sold for more than they are made for because we value the labor of the person making it less than we would the same labor from the person buying it?
To loop back around to the iPhone, pretty much every indie developer I know thinks that mobile phone games are priced too low, but nobody can change it because the expectation has been set that a mobile game can't be $30-60. It's just the way the market has evolved.
So markets are complicated. Sometimes they move in smart directions, sometimes multiple factors conflate together and they move in unsustainable directions. The fact that developers still write games for consoles doesn't necessarily mean that developers like the system they're a part of, or that they don't want it to be any better. It just means the expected value of signing those NDAs, using expensive locked down hardware, and paying revenue portions to the console maker still currently work out to be positive.
Games sell like hot-cakes on the Switch right now. Nintendo would honestly need to do some pretty horrible stuff to make a Switch release of almost any semi-popular game not worthwhile economically. But that doesn't mean developers love everything Nintendo does.
So be careful of reading too much into what developers do. We're Capitalists just like everyone else. If the market demands F2P micro-transactions, NDAs, DRM, or region-specific pricing, ultimately most of us will do what the market demands. Revenue splits are no exception.
That being said, I would argue the market for games publishing hasn't settled, and that it's really not shifting towards increasing revenue splits or developer costs. The original process for getting games on the XBox was way harder and way more expensive than it is today. The reason consoles have generally started to shift towards more open terms is because developers eventually got fed up with paying money to release bugfixes, and started shifting focus to consoles that made releasing software easier.
We're seeing the same trends with Steam and the Epic store. 30% was reasonable, until Epic started offering much better terms. Now Valve is starting to move towards 20%. Devs will work with any system that makes them money, but obviously they would prefer to take bigger cuts of each sale. People don't really appreciate that -- if Steam didn't have such a massive market share right now, no developer would rationally choose to release on Steam instead of Epic Store. We all want lower revenue splits.
I'm not advocating for any model over any other, just acknowledgment that there exists a complex co-dependent relationship between the console owners and the developers.
If people are bad at gathering enough money at once then there are options like pay 999 now or pay 1099 over 2 years period. This is not in the interest of the consumer so it will not happen without regulation.
Recall when Microsoft was lagging far behind the other cool instant messenger kids, and was loudly crying for open interoperability and cooperation. Once MSN Messenger had a foothold, it slammed shut and their noble goals dissolved. Microsoft is certainly not alone in this self-serving morality -- it is a logical position -- but they do have a lot of examples in their corporate history.
Apparently the Microsoft employees are out in force today. It's also interesting how making an observation like this -- that the Windows app store is a failure -- leads people to pigeonhole. As I sit here on my Lenova 720 in Windows 10 Pro cross compiling an app between Windows and Linux in the WSL...hurrrRRRRrrr)
And of course Microsoft dropped RTF like a hot potato when they managed to use their new Microsoft Windows platform to leverage into a huge market advantage for Microsoft Word. Other vendors were obviously initially reluctant to spend enormous resources to port their software to Windows, a competitor’s platform, but Microsoft could spend hugely on developent of Microsoft Word for Windows, making it very impressive graphically, and when the Windows platform was successful, all other word processing software vendors were left behind, forced to play catch-up. I also remember hearing that Microsoft were using secret Windows APIs to get nice things like toolbar icons in color, not available to non-Microsoft companies.
[1]: https://docs.microsoft.com/en-us/windows/win32/controls/rich...
[2]: https://docs.microsoft.com/en-us/windows/win32/controls/em-s...
1. https://en.wikipedia.org/w/index.php?title=Rich_Text_Format&...
The most popular app is Roblox. It has 164 reviews. The second most popular app is Spotify. It has 57 reviews. On Android, it has 19 million reviews. Their Android TV app even has 200. The item with the most reviews is Minecraft, with 1000 reviews. On Android it has 3.5 million.
The author of krita mentioned in this thread that their revenue is 50/50 steam and windows store, so it can't be that bad.
Of course the difficulty and headaches involved with windows package management are pretty asinine, they at least are an accessible and non-gated platform for both the developer and user, which can't be said for Android and iOS/MacOS.
Enterprises? Forget it.
It's probably still too early to tell, but App Management for Microsoft Teams, updates to MSIX, and better Windows 7 compatibility for companies over-paying EOL extended security support agreements, at least for Microsoft/Office 365 companies, has opened the door to enterprises re-evaluating the Microsoft Store for Business. It might actually replace System Center like it was intended to, just years late.
The .NET bit is an irrelevant strawman. We aren't talking about that, and it has zero relevance.
The Windows App Store is a sad disaster.
That rate is under nda. What I can say is I've never heard of big studios getting a better rate in the first place.
As in real estate you can get upfront money, marketing commitments, or guarantees, but landlords/platforms are loath to give out better rates.
The Windows app store gives a 95/5 cut to developers, as long as the download happened from an external link to the page. If the discovery happened via an app store search or marketing within the app store, that cut changes to 85/15 [1]
I would also like to find some revenue split data for the Xbox store, though I imagine that's far more nuanced, with many different contracts for different third parties. If I'm an indie developer with no negotiating power, is that a 70/30?
[1] https://9to5mac.com/2019/03/06/microsoft-store-revenue-share...