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Re:Apple's 15% Deflection Tactic by st3fan on Wednesday November 18, 2020 @05:49PM (#25143641)
I have mixed feelings about this ... the yearly fee is $100 - i feel that is very much out of balance with what you get back in terms of cloud services, distribution, marketing, reach, etc.

The danger of saying 'the developer membership should account for that' is that they will actually run the numbers and come back with MUCH higher yearly fees that simply push many small devs out.

Re:Apple's 15% Deflection Tactic by pornel on Wednesday November 18, 2020 @06:18PM (#25143965)
Bandwidth for app distribution is cheap. Marginal cost of developing App Store is nearly zero per app.

99.999% of apps don't get any marketing from Apple at all. Apps get lost in the crowd and the poor search that still struggles with obvious keyword spamming and rip-offs. Actual app ads are charged separately.

Apple doesn't increase your reach. They merely let you through an artificial barrier they themselves have created. I hate it that as an iOS user, I'm sold to you as Apple's product.

I can see manual app review getting costly, but Apple somehow doesn't wage war against free-to-user apps, nor they put limits or fees on excessive app releases. They're only upset when someone else makes money without giving them a cut. It's not about recouping Apple's costs, but increasing Apple's profit.

Re:Apple's 15% Deflection Tactic by no_op on Wednesday November 18, 2020 @07:03PM (#25144431)
Pretty much nobody prices software or digital services by looking at how much they cost to provide and adding some margin, which is how this implies Apple should be reasoning. The common model is to price on value. Taking a percentage of revenue is a pretty good proxy for that.

And Apple absolutely does increase your reach. Not in any important technical sense, but by creating a low-friction, high-trust environment, which results in a much larger market for apps than would exist if purchasing required users to type their credit card numbers into your web site and download and run an installer. This is a huge part of why native apps even emerged as a major phenomenon on mobile, against the tide of webification that's swept the desktop over the last 20 years.

Re:Apple's 15% Deflection Tactic by Dylan16807 on Wednesday November 18, 2020 @07:43PM (#25144818)
A percentage works fine, but you need a competitive market for that percentage.

> And Apple absolutely does increase your reach. Not in any important technical sense, but by creating a low-friction, high-trust environment, which results in a much larger market for apps than would exist if purchasing required users to type their credit card numbers into your web site and download and run an installer.

Plenty of companies will charge 5% or less for low-friction high-trust payment processing, and the auto-install is trivial.

Re:Apple's 15% Deflection Tactic by no_op on Wednesday November 18, 2020 @08:40PM (#25145248)
Centralization significantly contributes to reducing friction and increasing user trust. Note that even on platforms that do allow competing app stores, market leaders can command similar percentages (e.g. Steam on Windows). This is why.

If Apple opened up the platform, developers wouldn't be paying 5% to Uncle Bob's Discount App Store instead of 30% to Apple, selling just as many units, and pocketing the difference as profit. They'd quickly discover that users preferred to buy from one or two trusted app stores, and that the better move was to pay whatever they had to pay to be present in those stores.

Re:Apple's 15% Deflection Tactic by barrkel on Wednesday November 18, 2020 @11:29PM (#25146235)
Centralisation, aka natural monopoly.
Re:Apple's 15% Deflection Tactic by valuearb on Saturday November 21, 2020 @07:24PM (#25173784)
The minimum transaction cost for a 99 cent purchase is much higher than 5%. It’s likely over 10%, even for Apple.
Re:Apple's 15% Deflection Tactic by mdorazio on Wednesday November 18, 2020 @09:00PM (#25145380)
Traditional pricing, including value-based, only works in an actual competitive market where customers have more than two realistic options. In the case of the app market, it's basically cartel pricing where both providers charge the exact same amount.
Re:Apple's 15% Deflection Tactic by tracker1 on Thursday November 19, 2020 @12:35PM (#25151956)
Is it? I mean almost everyone is at least somewhat familiar with cloud services, SaaS, DBaaS etc. All of those services have established pricing models and it isn't based on X% of what your business charges.

Apple could easily charge $100 for an app to be reviewed the first time and $50 an update to cover review, and the rest is very marginal. What Apple is doing is rent seeking on other people's work, plain and simple... it isn't even based on the profit margin against that work.

Not every application is a game on a console that will see millions in sales to make up for development costs. Consoles only see dozens of games as competition, the Apple store sees thousands. It's not an Apples to Apples comparison (pun intended).

Re:Apple's 15% Deflection Tactic by CountSessine on Wednesday November 18, 2020 @08:00PM (#25144966)
I can see manual app review getting costly, but Apple somehow doesn't wage war against free-to-user apps, nor they put limits or fees on excessive app releases. They're only upset when someone else makes money without giving them a cut.

This is exactly where most of the cost of operating the app store comes from. I'm not going to comment on how much of Apple's fees go to paying this, but testing software to release standards is expensive.

I remember 20 years ago, just to get started on a PS2 title, you had to pay sony a crazy dev fee just to get your SLUS code (I remember someone telling me it was about USD$50k). Then all of the devkits cost about USD$20k, and then sony still took a big chunk of your sales price.

How exactly would you like Apple to handle free apps, which still need to be tested and vetted? What if there was a $10k dev charge for each round of testing? How many free apps do you think there would be in the app store? Its true - all of the paid apps are subsidizing the free apps in the app store. If Apple didn't squeeze out other payment processors, every paid app would turn free, they'd use Square or something to sell people in-app purchases instead, and then the whole ecosystem would fall apart.

I guess another question we can ask is what are they testing for? Sony was exacting - there were strict rules about stability and content that had to be met. Your title couldn't stall on a waiting screen for longer than a period of time (I remember having to optimize our start-up on one title to meet this requirement). Even the terminology you used had to be correct - there was a list of acceptable names you could use to refer to the console parts like the controller - like you could call it "PlayStation 2 Dualshock Controller" but not "PS2 Dualshock" and stuff like that.

On the one hand, Apple isn't as exacting, but on the other hand presumably they're testing for other things you wouldn't have to worry about on a PS2 like calling dlopen on forbidden dylibs or sending the addressbook contents to a server. I'm sure that a lot of this is automated, but some of it will require a human to interact with.

Re:Apple's 15% Deflection Tactic by tracker1 on Thursday November 19, 2020 @12:40PM (#25152029)
The PS2 apparently saw 3800 release titles. This is compared to 957,390 games in the Apple Store. That is a lot more to compete against to recoup development costs.

Personally, I'd be okay if Apple charged a nominal fee ($100) to do an initial review to add to the app store, another fee for updates ($50) and say 5-10% of margins on a sliding scale... that would hinder some indie dev, but not be outrageous and cover some of that review cost, while not squeezing everyone out like a cartel.

Re:Apple's 15% Deflection Tactic by CountSessine on Thursday November 19, 2020 @01:59PM (#25153045)
But you’re still stuck with a collapsing ecosystem. $100 isn’t even close to the cost of testing an app in the App Store. The App Store doesn’t scale - you need humans inspecting the program and using it and they need a bit of time to do that. For decent testing you’ll pay $100/hr and it’ll take a few hours at least. I don’t know how you’d do an all-in customer-protecting test round of an app for less than $2000. Which means no more free apps. Or, you continue to subsidize free apps with income from non-free apps which means taking a cut of things like in-app purchases.

I’m not saying that 30% is the right number - it’s probably way too high (maybe?) - but if you want free apps, you can’t let anyone use their own payment processors because it’s a revenue hole and you literally won’t have any revenue that doesn’t go down it.

Re:Apple's 15% Deflection Tactic by tracker1 on Tuesday November 24, 2020 @04:32PM (#25203210)
Do you really believe that Apple is doing much more than automated testing of applications submitted, especially with the many thousands of "free" apps that apple isn't getting any revenue for?
Re:Apple's 15% Deflection Tactic by CountSessine on Sunday November 29, 2020 @10:14PM (#25250401)
Yes - they have to, at least just to navigate around in the app.
Re:Apple's 15% Deflection Tactic by sooheon on Wednesday November 18, 2020 @09:17PM (#25145460)
> Marginal cost of developing App Store is nearly zero per app.

And the marginal cost of copies of software is nearly zero, and yet developers still want to get paid, no?

> Apple doesn't increase your reach. They merely let you through an artificial barrier they themselves have created.

The important bit is they created it. And the barrier exists because things are better inside than outside. They made the iPhone, got people to add their card info and normalized paying actual money for 0s and 1s. The BATNA for developers is not "Apple opens their platform", it's "try getting customers to hand you CC info to buy your app on the WWW".

Re:Apple's 15% Deflection Tactic by webmobdev on Wednesday November 18, 2020 @11:06PM (#25146120)
Yes, 100% agree with you. Even the user experience of the App Store seems deliberately crippled - it sometimes won't even show a specific app you search for by name! The idea seems to be force developers to spend even more money with Apple to promote their app on the App store.
Re:Apple's 15% Deflection Tactic by simonh on Thursday November 19, 2020 @02:28AM (#25147065)
That sort of accounting has never worked. Countless internet companies have gone bankrupt because they thought the marginal cost of supporting customers was zero, multiplied that by their customer base and thought that meant their cost base was zero. Turns out that’s not a convincing argument to use to people you owe money to.

A coupe of years after the App Store launched I’m pretty sure one of Apples execs said it cost over a $billion a year to operate. That will only have gone up since then.

Re:Apple's 15% Deflection Tactic by nicky0 on Thursday November 19, 2020 @01:44AM (#25146876)
App store absolutely does increase your reach. Find me another way to sell software to 175 countries in local currencies with full local tax compliance.
Re:Apple's 15% Deflection Tactic by helsinkiandrew on Thursday November 19, 2020 @06:08AM (#25148311)
> Apple doesn't increase your reach.

That's nonsense - your app may not get presented on the front page of the app store but it appears in search results, in similar apps and depending on your category can appear in top 100 lists. I've published apps that got consistent downloads from a little App Store SEO - far more than any internet SEO and marketing did.

Re:Apple's 15% Deflection Tactic by jachee on Thursday November 19, 2020 @12:59AM (#25146677)
> I hate it that as an iOS user, I'm sold to you as Apple's product.

I disagree. As a user, Apple has, over the last decade-plus, earned my trust that the software I decide to run on my device won't...

* brick the device * stay on the device in any manner if I delete it * access my private data without my consent * intrude upon the experience of any other app(s) except by way of easily-managed notifications

... etc.

As a developer, the App Store is how you explicitly inherit that inbuilt trust from users. One can't put a price on that, because there's no fungibility in trust. It must be earned.

Apple can, and does, however put a price on sharing that trust, as well as the ongoing infrastructure, tooling, and processes needed to maintain it: a flat cut of revenue.

Re:Apple's 15% Deflection Tactic by novok on Thursday November 19, 2020 @03:41AM (#25147469)
Data does stay on iOS devices after deletion via keychain, and if the developer so chooses, they can sync your data at all times on their server to make sure it never, ever, goes away.

There is a rich tradition of extracting private information off of mobile devices. It's one reason why free apps are pushed more than equivalent websites all the time (ex: reddit, imgur) , because the dataset for adtech is far more richer. Some databases and system APIs are under a user alerted permission, but that isn't unique to an app store or review, it's an OS implementation detail. Same with sandboxing apps.

You have little access over running a network filter on iOS devices, and apple has had a history of rejecting VPNs that act as so.

You can still have all that you put on your list, but without an app store.

Re:Apple's 15% Deflection Tactic by chii on Wednesday November 18, 2020 @07:29PM (#25144694)
> Apple doesn't increase your reach.

it does, but via restricting others' reach due to the barrier of the app store.

It's like a lottery ticket - if apple decides to feature your app, you will get a lot of business and have a lot of success (provided your app is actually any good).

Re:Apple's 15% Deflection Tactic by valuearb on Wednesday November 18, 2020 @07:32PM (#25144718)
I can distribute terabytes of my free apps every month without paying a penny to Apple. And all the time getting support, tools, etc from them.

And Apple has thousands of highly paid employees providing all those services to us, it’s misguided to assert its just the cost of bandwidth and servers.

The $100 is a screaming deal for us iOS developers.

Re:Apple's 15% Deflection Tactic by Dylan16807 on Wednesday November 18, 2020 @07:40PM (#25144795)
> I can distribute terabytes of my free apps every month without paying a penny to Apple.

Very few apps do that.

> it’s misguided to assert its just the cost of bandwidth and servers.

Good thing they didn't make that argument.

Re:Apple's 15% Deflection Tactic by Shivetya on Wednesday November 18, 2020 @08:00PM (#25144964)
Apple does increase your reach, the vast majority of customers would have no idea where to look for an app if they even had the desire to find one outside of those the big social sites create.

We don't know Apple's investment in the app store, from maintaining it to enhancing it. To blow it off as marginal is disingenuous at best.

I take no issue with app developers creating and selling an app off the app store. I don't think Apple should be able to interfere with that. I do believe they have the right to restrict another app distributed within the app store from being able to sell apps itself. That would be like Steam allowing Epic to install from its app to sell additional games/apps through the Epic store.

Re:Apple's 15% Deflection Tactic by callalex on Wednesday November 18, 2020 @05:57PM (#25143745)
It’s funny how, as someone who builds cloud services, I thought your statement was going in the opposite direction until the end. $100 will buy a _ton_ of hosting that is more than adequate to run most indie app downloads for a year.

The counterpoint to my claim which you stated is that the App Store also provides reach and marketing, which are quite pricey. I agree that they are expensive services, but can you even name one example in the past 5 years (literally about half the life of the ecosystem) where the App Store promoted an indie developer into success?

Re:Apple's 15% Deflection Tactic by read_if_gay_ on Wednesday November 18, 2020 @06:02PM (#25143821)
> $100 will buy a _ton_ of hosting

It’s not just about hosting, they also provide basically the entire software stack you’re using. Pricing that is difficult but I don’t think it should be disregarded.

> but can you even name one example in the past 5 years (literally about half the life of the ecosystem) where the App Store promoted an indie developer into success?

There are tons of apps that got popular due to App Store editors choosing to promote them. For example, getting App of the Day nets you a 1700% boost in downloads: https://techcrunch.com/2017/10/24/apples-app-of-the-day-feat...

Re:Apple's 15% Deflection Tactic by ksec on Wednesday November 18, 2020 @06:26PM (#25144061)
>It’s not just about hosting, they also provide basically the entire software stack you’re using. Pricing that is difficult but I don’t think it should be disregarded.

The entire Software stack are included in the iPhone purchase price, and as of 2018 they are included in Apple's Services revenue on a per unit cost including but not limited to OS, Siri and Maps.

The software stack argument makes sense in consoles where they are selling at cost or barely break even from a BOM / Hardware perspective. But Apple is making industry leading profit margin on all front. So Apple is double dipping, as Apple like to call it in the case against Qualcomm.

Re:Apple's 15% Deflection Tactic by upbeat_general on Wednesday November 18, 2020 @06:49PM (#25144297)
The software stack argument would be fine if there was an alternative. There isn’t. For one reason or another apple says everyone needs to use their stack. When people buy apple devices they’re buying that simplicity and security that comes from apple controlling the whole software stack. If they want that “feature” they can do that but then to charge developers for it when they can’t use an alternative I find ridiculous.

I find the marketing argument silly. All apps pay the fees (well paid apps). Not all apps are promoted (almost by definition). You’re not paying for marketing. You could stretch to argue you’re paying for a slim chance to be promoted, sure. I think that’s a weak argument however given there’s millions of apps and only a couple featured at any time.

Re:Apple's 15% Deflection Tactic by tesmar2 on Wednesday November 18, 2020 @09:17PM (#25145464)
Of course there is an alternative. Android.
Re:Apple's 15% Deflection Tactic by tracker1 on Thursday November 19, 2020 @12:47PM (#25152098)
And android does have alternative stores. Amazon, F-Droid and even directly side-loading applications. Not everyone takes advantage and most sales go through the Google Play Store, but it still happens. Apple offers none of that.

AFAIK, Google also doesn't charge for dev-tools or access to dev options. I admit, however, it's been several years since I've done any app development for either, and then it was mostly a wrapper around a browser control with some custom integration for use with NFC.

Re:Apple's 15% Deflection Tactic by tushonka on Wednesday November 18, 2020 @06:19PM (#25143980)
> It’s not just about hosting, they also provide basically the entire software stack you’re using. Pricing that is difficult but I don’t think it should be disregarded.

What if I don't want to use their "software stack"? Frankly, as developer, I'd rather spend my time developing than learning Apple specific ecosystem. Heck, React Native and Flutter do me just fine. Develop once and run everywhere.

In the end what does that $99/year license get me? A fancy certificate to publish on their only app store?

Re:Apple's 15% Deflection Tactic by jolux on Wednesday November 18, 2020 @06:41PM (#25144226)
Those frameworks still depend on their APIs though.
Re:Apple's 15% Deflection Tactic by kevingadd on Wednesday November 18, 2020 @07:05PM (#25144455)
Because Apple requires them to. If I wanted to ship a PWA in a Firefox-based shell using no iOS-specific APIs other than required (rasterize using OpenGL ES + Skia, Mozilla's JS interpreter, etc) they wouldn't let me because I'm required to use their browser and JS runtime, among other things. And they've deprecated OpenGL, so now you have to use their custom graphics API too.
Re:Apple's 15% Deflection Tactic by jolux on Wednesday November 18, 2020 @07:20PM (#25144594)
I pay more for iPhones partially because the ecosystem is not yet fully crapped up with C++ programs with bad UIs, and I think Apple would argue this point too. You’re fully allowed to draw your UI with Metal though, and MoltenVK supports iOS. Many iOS games use almost no platform UI components.
Re:Apple's 15% Deflection Tactic by kevingadd on Wednesday November 18, 2020 @10:10PM (#25145786)
Sure, but the argument becomes circular, doesn't it? They deserve X% because you use their APIs, and they force you to use their APIs. Congratulations? If it's so expensive to develop/maintain those APIs that they can't afford to part with them for less than 30%+cost of hardware, maybe they shouldn't require you to use them?
Re:Apple's 15% Deflection Tactic by jolux on Wednesday November 18, 2020 @11:41PM (#25146293)
You’re not required to use them though, as I just explained. What you can’t do is write to memory and then execute it, because that’s a security risk.
Re:Apple's 15% Deflection Tactic by saagarjha on Thursday November 19, 2020 @05:27AM (#25148044)
That's not a security risk, it's a "makes App Review potentially pointless" risk.
Re:Apple's 15% Deflection Tactic by jolux on Thursday November 19, 2020 @09:35AM (#25149881)
How is it not a security risk?
Re:Apple's 15% Deflection Tactic by saagarjha on Thursday November 19, 2020 @04:40PM (#25154724)
How is it one? It’s not like the ability to JIT magically lifts the platform sandbox.
Re:Apple's 15% Deflection Tactic by tesmar2 on Wednesday November 18, 2020 @09:19PM (#25145478)
It’s their prerogative to force the issue. Switch to Android if they won’t listen to petitions.
Re:Apple's 15% Deflection Tactic by tushonka on Thursday November 19, 2020 @08:09AM (#25149078)
I got one better, add an extra "Apple Tax" to the apps on the app store.
Re:Apple's 15% Deflection Tactic by valuearb on Wednesday November 18, 2020 @07:41PM (#25144801)
Gawd, why do you want to inflict crappy web UI framework on an innocent iphone ?
Re:Apple's 15% Deflection Tactic by valuearb on Wednesday November 18, 2020 @07:37PM (#25144765)
React Native and Flutter are lowest common denominator frameworks that make for lousy apps. My experience was so bad that I no longer even respond to recruiters for companies using React Native.

Apple should charge non-native apps a large premium to be on the store. They degrade every users experience.

Re:Apple's 15% Deflection Tactic by josephcsible on Wednesday November 18, 2020 @06:11PM (#25143896)
> It’s not just about hosting, they also provide basically the entire software stack you’re using. Pricing that is difficult but I don’t think it should be disregarded.

You paid for that already when you bought the Mac that's mandatory for developing on iOS.

Re:Apple's 15% Deflection Tactic by read_if_gay_ on Wednesday November 18, 2020 @06:23PM (#25144024)
The iOS software stack is certainly not what people are paying for when they buy a Mac.
Re:Apple's 15% Deflection Tactic by upbeat_general on Wednesday November 18, 2020 @06:51PM (#25144313)
People pay for the simplicity and (arguable) security of apple devices that comes with a tightly controlled software stack. They buy the device with the expectation that 3rd party software will be made for it that they can use. Apple then says you need my software stack to develop that 3rd party software.
Re:Apple's 15% Deflection Tactic by flohofwoe on Thursday November 19, 2020 @05:01AM (#25147903)
> they also provide basically the entire software stack you’re using.

Without giving developers a choice to use a different software stack this doesn't mean much. You first have to buy an expensive Mac in order to use the free iOS development tools.

Re:Apple's 15% Deflection Tactic by st3fan on Wednesday November 18, 2020 @06:56PM (#25144367)
They run stories every single day including about indie developers.

About the $100 - yeah getting some droplets is not a cost. Maintaining them. Scaling them. Writing say, a sync solution, or even data storage solution, THAT is the cost and goes well beyond $100 of course.

Re:Apple's 15% Deflection Tactic by grishka on Wednesday November 18, 2020 @06:36PM (#25144165)
Most apps don't need that marketing anyway. Developers have many ways to drive users to their apps without relying on Apple's mercy.
Re:Apple's 15% Deflection Tactic by mikepurvis on Wednesday November 18, 2020 @05:57PM (#25143744)
I feel like the $100 is just supposed to be a token amount to provide a speed bump for tire-kickers, spammers, etc.

If they were serious about it as a revenue stream, it would make sense to go with something more like the UE4 model, where it's free up until the point where you're a big fish, and then a more aggressive fixed fee kicks in.

Re:Apple's 15% Deflection Tactic by tracker1 on Thursday November 19, 2020 @12:56PM (#25152201)
I'm not sure that most of us have issue with the $100 cost of entry... even if it were $100 for each app for store submission and a lesser fee for updates to offset the review costs even. The issue comes down to if you spend even a modest amount of time/money on development of something to jump into a vast sea of competition, where someone searching for the name of your app specifically cannot find you and to add insult to injury takes 30% if your gross before you're even able to recoup costs and there's no way to work around their distribution or payment models.

Take Netflix for example, which doesn't run on Apple's distribution network... Should Apple have to pay for part of the deployment of all the assets and feeds? They don't... the margins are already thin and Apple frankly doesn't deserve 30% of that recurring revenue.

Re:Apple's 15% Deflection Tactic by mikepurvis on Thursday November 19, 2020 @01:33PM (#25152694)
I think I agree with you, but it's interesting because you're actually making two points which are kind of the opposite of each other— on the one hand arguing that it's hard to pay the 30% before costs are recouped, but then also arguing that it's unfair to pay the 30% in perpetuity long after Apple's fixed costs (review, etc) have been recouped.

I think if anything this kind of thing makes the case for explicitly having multiple tracks— maybe an enterprise one where you pay a 5-7 figure fixed annual fee (for support, timely review, policing of the store for phishing/knockoff apps that target your own, ensuring a direct hit for explicit searches) and then either a single-digit percentage of revenue or for free "portal" apps, some other way that Apple is compensated for user engagement. And then a totally separate indie track where all the revenue is yours up to X, after which some kind of sliding scale kicks in.

In reality, there are almost certainly enterprise deals going on behind the scenes (or at least mostly behind the scenes, cough Epic) and the details of those are almost certainly very proprietary, due to how the negotiations would occur. But having at least one option for which the details are public would be nice.

Re:Apple's 15% Deflection Tactic by vbezhenar on Wednesday November 18, 2020 @06:48PM (#25144292)
$100 probably is also a speed bump for open source developers who do not want to charge users.
Re:Apple's 15% Deflection Tactic by jachee on Thursday November 19, 2020 @01:05AM (#25146700)
AudioKit is churning out high-quality, open-source apps, despite that.
Re:Apple's 15% Deflection Tactic by IronRanger on Wednesday November 18, 2020 @06:08PM (#25143878)
The purpose is gatekeeping, and setting a minimum basis of quality. If the annual fee was $0/year developers would be worse off due to the flood of low-quality applications.

This is exactly what happened on Steam when the platform was opened to anything for a $100 submission fee - quality tanked and revenues even for established Indie developer have declined significantly.

Re:Apple's 15% Deflection Tactic by skunkworker on Wednesday November 18, 2020 @06:01PM (#25143798)
I was doing some back of the napkin math earlier today to figure out just how much bandwidth Fortnite on the App Store has done over it's lifetime.

Assuming 116 million ios users with a 2.5 to 5gb depending on the device. That's 580 petabytes just for the initial download, not to mention updates probably push it into the low single digit exabytes range.

Re:Apple's 15% Deflection Tactic by jimnotgym on Wednesday November 18, 2020 @06:49PM (#25144301)
So what, Apple should bill them some bandwidth fees? Make them host it themselves maybe?
Re:Apple's 15% Deflection Tactic by st3fan on Wednesday November 18, 2020 @07:02PM (#25144421)
No the argument above is that those 580 Petabytes should be covered by the $100 developer program membership.

How much does 580 PT cost at AWS?

Re:Apple's 15% Deflection Tactic by heavyset_go on Wednesday November 18, 2020 @08:05PM (#25145003)
If you needed to serve petabytes of data, you'd be throwing a lot of money away on storage and traffic costs using AWS over other solutions.
Re:Apple's 15% Deflection Tactic by chucky_z on Wednesday November 18, 2020 @07:16PM (#25144574)
~445k in s3 costs according to aws calc, using a naive "there is 1 object in the bucket, it's been fetched 116 million times, and that used 580PB of fetch bandwidth."
Re:Apple's 15% Deflection Tactic by chrisseaton on Wednesday November 18, 2020 @05:55PM (#25143720)
$100 seems like basically zero for an app developer. Half an hour's billable work. Seems completely insignificant?
Re:Apple's 15% Deflection Tactic by sitzkrieg on Wednesday November 18, 2020 @06:02PM (#25143822)
who's making $200/h on apps? not indie app devs
Re:Apple's 15% Deflection Tactic by chrisseaton on Wednesday November 18, 2020 @06:05PM (#25143849)
Anyone working on apps at a big company in the US. I guess lots of indie developers work in their spare time while doing that kind of job full time?
Re:Apple's 15% Deflection Tactic by ddevault on Wednesday November 18, 2020 @06:56PM (#25144372)
>I have mixed feelings about this ... the yearly fee is $100 - i feel that is very much out of balance with what you get back in terms of cloud services, distribution, marketing, reach, etc.

Then the carrot the fee unlocks in terms of access to these services should speak for itself, without the stick of having no other choice.

Re:Apple's 15% Deflection Tactic by hrktb on Thursday November 19, 2020 @03:58AM (#25147559)
> they will actually run the numbers

Are we assuming that after more than 10 years of App Store, Apple didn't run the numbers and/or is taking a bad deal ignoring its bottomline for some reason?

Re:Apple's 15% Deflection Tactic by m463 on Wednesday November 18, 2020 @07:29PM (#25144685)
Wouldn't that also allow for competition FOR developers? Alternate cloud services, alternate distribution, tools, etc?

remember apple has not only a monopoly on apps but a monopsony as well.

Re:Apple's 15% Deflection Tactic by upbeat_general on Wednesday November 18, 2020 @06:41PM (#25144227)
They could scale costs based on how many downloads if they really wanted to. Make an exception for totally free apps.