Sony explicitly didn't allow for cross-play until 2 years ago [https://kotaku.com/sony-is-finally-allowing-cross-play-on-th...], even though it was technically possible before then [https://www.engadget.com/2017-06-24-rocket-league-cross-netw...]. In fact, the only reason Sony opened up to cross-play is due to pressure to stay competitive with rival platform Xbox. This was a take-it-or-leave it situation, but Sony was too big to leave. Nothing changed until Sony caved to social pressure.
If the argument is that Apple is a unique kind of device that Apple has a monopoly over, it would hard to argue that Sony and Microsoft don't enjoy the same monopoly powers. On the other hand, if argument is that it's easy enough to switch from Playstation to Xbox, then how is that different from buying a new phone?
In fact, I would bet that Epic sued Apple not because it's more monopolistic, but because they want to set a legal precedent that they can then apply to Playstation, Xbox and Switch, without threatening Epic's core business on consoles.
Would you be willing to agree that the relative importance of a smartphone in 2020 is far greater than the relative importance of a video game console in virtually everyone’s lives?
Nor does Fortnite.
Rather easily: players can own two consoles with nothing more than the hardware investment, and there's a long social experience of dedicated gamers doing just this. Owning two phones, however, requires two separate cell/data plans and duplication of every other regular-use app (productivity, e-mail, etc.)
The core distinction is that a console is a device, whereas iOS/Android is a platform.
multiple console platforms require multiple accounts with separate friends lists, paid online access, save games, etc. with WiFi calling, separate cell/data plans are not necessary. [1]
> The core distinction is that a console is a device, whereas iOS/Android is a platform.
a console gaming platform certainly seems like a platform. games, friends list with chat, applications such as video streaming, etc.
[1] https://thedroidguy.com/trick-drop-cell-phone-plan-completel...
I can't run my Switch copy of Warframe on my PS4. I have to install Warframe for PS4 on the PS4, and then I'll be playing only with other Warframe-on-PS4 players.
Similarly for every paid title I have on the PS4 if I move to Switch I have to buy those titles again, assuming they're available on the Switch. Many of the titles I have on Switch require a Nintendo Online account which is a paid service.
So I'm not sure what you think you're addressing with that comparison, other than desperately trying to find evidence to support your assertion that iPhone is somehow different to a gaming console in terms of being a platform or device.
But in that scenario, you can always walk out and walk into a competing grocery store and try to find a better price. The fact that you can walk is what makes it a competitive scenario, and not an anti-trust one. The question here is, is being able to walk away and use an Android (or other smartphone) product an equivalent (thus fair competition) - or is software in the iOS ecosystem unique enough that not being allowed to participate unless you follow arcane rules is unfair abuse of a monopoly.
I don’t understand how this is materially different from apples investments into Xcode, discoverability & promotion in the App Store/“marketing spend”, etc. Apple does tons of stuff with the big players behind closed doors, they highlight it every keynote and that’s just the ones they talk about on the “real human being” front.
> Microsoft and Playstation also allow for cross-platform play
Don't some games allow iOS / PC cross-platform play? Epic's Fortnite did, didn't it?
Appendix A1 (page 16) here https://www.analysisgroup.com/globalassets/insights/publishi...
It seems to run counter to everything I've heard when people compare the iOS ecosystem to consoles. Where can I learn more?
Microsoft and Playstation also allow for cross-platform play, and crucially unlike Apple, actually provide a significant amount of services to developers for their cuts, including but not limited to QA services, SDK and hardware support from actual MS/Sony employees, and marketing spend.
Additionally, while MS and Sony require all developers to use their stores or APIs for IAP, they allow developers (at least large ones) to heavily customize those storefronts, and charge significantly less than 30% for the enforced privilege of using their IAP APIs; the exact rates being a matter of negotiation.