What? They can offer an SPA, or a traditional web page. They can offer a hardware device. They can make an android app compelling enough to convert users.
I agree, and from that conclude that Apple’s earned their commission/fees.
Apple's deal is still an acceptable business proposition because there aren't any alternatives. Android users don't spend much on apps compared to iPhone users. It's an ok market, but not a great one, and in the US, if you aren't on the iPhone, then you aren't relevant, period.
Maybe if there was an actual competitive market on iOS for app stores, we'd see what app developers actually thought was a good business proposition, not the only take-it-or-leave-it (but if you leave it there's no way to be successful) proposition they have now.
We aren’t talking about indie development though. People like to paint a picture of a small, scrappy startup or beleaguered solo dev being held back by Apple’s crushing 30%, but that isn’t the case.
Unless you are earning more than a million dollars a year through the App Store alone, you don’t pay 30%, you pay 15%. And if you earn more than that, you still only pay 15% for long-term subscribers. And of course, all those SaaS companies where the app is just an interface for the larger service pay 0%.
As soon as you start talking about “Apple’s 30%”, you reduce the scope of the argument to the tiny fraction of developers with millions in revenue.
If you do actually want to talk about indie development, you should be talking about “Apple’s 15%”.
Say you're a team of 3. Your game takes 2 years to develop. You spend on salary for 3x2 years. You've spent ~$600,000 so far. Let's assume you haven't had any other sources of operational costs like software licenses for your art tools (3D modelling, 2D drawing, music production, sound production, game engine), marketing expenditure, development hardware, outside contracting, and a number of other things.
If you pull $800,000 in the first year Apple will take $120,000. Your net profit is $80,000. Apple has taken over half your profit.
If you pull $1,200,000 in the first year Apple will take $210,000. I'm going to assume that Apple still only takes 15% on the first $1million. Your net profit is $390,000. About a third of your profit has gone to Apple now.
The carve-out for small revenues is not some panacea. Fixed cost overheads for small teams will swallow the platitude very fast. Video games is a high risk, hits based industry. Apple's tax adds the most risk to small ventures, the kind of ventures that are going to produce innovative high risk content, making them even more risky adding more difficulty to acquiring finance.
So if we want to talk about Apple's 15% it's actually worse.
As someone who worked at a company that tried to do this, years ago, that's hilariously laughable, and either you're just incredibly unaware of what that sort of thing takes, or you're arguing in bad faith.
And if you think SPAs or regular websites on mobile Safari can give you the same experience and hardware access as a native app, I'm not sure what to tell you.
> They can make an android app compelling enough to convert users.
Sure, right, now you're just spouting fantasy stories. (And I say this as an Android user.)