As an App developer I can say that iOS is a far more open platform then the consoles or other handhelds (safe android, but I'll get to that later.) And with 'open' I mean accessible.
For Xbox, Wii and Playstation there is only one party and that is the platform maker. You need their license and the cost of that is extraordinary. (if you see 'ask for the price;, you know what it means.)
The prices for Xbox-Life-Arcade and Playstation-Network are lower, but still significant. And you have to pay a thousands of dollars for each update you push. Also with these digital distribution methods, you are bound the same way as you are with Apple and the App store.
The App Store is not a vender like gamestop. It distributes (oh and they also do the international taxes, which is a god send.) They do not set the price. We as a developer do that. They ask 30% which is nothing compared to a publisher.
You _cannot_ release a regular title for Xbox/PS/Wii without a publisher, unless you are one your self. (meaning, publishers who bought and absorbed game studio's such as Ubisoft and EA.) Because a developer will never have the means to distribute the product in physical form.
So on-line distributing is a developers only choice if they don't want a publisher and that means there is, per platform, only one party to go to. Only three exceptions I can think of is the PC, Mac and Android market. I believe that BB, Kindle and WP are also closed.
Because of Androids unique position, I pretty much love developing for it and hate releasing on it. Our lead programmer (I'm part of a company of four) spend today, the entire day, filling out forms for the Samsung Android App Store (whatever it is called.) He did the same for the Sony-Xperia-Play store (which isn't even a store, it links back to Google Play) a while back.
It is a complete hassle and costs us valuable time.
We've got revenue streams for all off them a it's a complete mess. But since the consumer has choice, we need to be able to give him that.
And of coruse, we maintain the same price for each of the app-stores. If a app-store asks for less then 30% (which, incidentally, none of them do) we would raise the price so it matches the others. Simply because we do not want to complicate things for the user and prevent anyone from thinking he is losing out.
(Angry birds is a free app on Andoird because Google paid Chillingo a ton of money for it to be so. And it feels unfair for users of other platforms. Rovio would probably have complained.)
iOS is two platforms (iPhone/iPod and iPad) and only a few variations thereof. Only one store, only one price to pay each year (100$ as previously mentioned) and in short, a bliss to release on.
However if you look at digital distribution platforms on the PC (GoG, Steam and whatnot) you do see price differences, and vaguely the same ease of distribution for the developer as on mobile space. (Do not get me started on Steam.)
Open platforms beg open distribution channels, and closed platforms don't. I don't think it's a consumers 'right' for each platform to be open. as stated earlier in this thread, the consumer makes the choice when he or she purchases the device.
And I agree on the notion that form Apple, the product is both the hardware and the software. The two are not separated. (although it technically could, the same way you can dismantle an iPhone and change the parts.)
Took me some time to write this post, if I stepped on the feet on anyone who recently posted.
[Edit]
@MagnusVonMagnum
Lovely writeup. And I do see the idealism behind it. It sould be weird for a car maker to limit the choice (for a radio for exmaple).
Companies* will limit what they can limit. You have a hard time limiting radio choice, since one can brake it open.
On software there is a lot you can limit. And, god forbid, do some game publishes do their best with DRM.
But I also see the elegance in Apple's way of doing things. it's restrictive, but fights against the principle: give a users freedom and they will break it. Instantly and always. As a game designer this fact is more prominent then ever. Give the user the choice to skip text, you _know_ they will and enter the game uninformed. Give the user the ability to change their smartPhone desktop, they call you up and ask how to change the color of the text, since they cannot read it anymore. Give users the option to dance with their units in a game, they will exploit it. Give the user the ability to break any block in the world, your dream house is destroyed by fellow players over night. Etc. etc.
In this case: give the user the freedom to install any software. They will need virus-scanners and think the OS maker is worthless.
As a game designer I do not wish it for my user, and if I were an OS developer I wouldn't either.
As a consumer I would want, maybe even demand, freedom. because "I know what I'm doing"
*not all of them obviously
[Edit 2]
As far as I know, every mobile distribution platform asks 30%. And that is so much better then any publisher deal one may get in order to distribute your game physically.
It does feel like they earn money for doing nothing. But they do kinda made the entire market. They earn their share. We make money using their hardware, their OS, their services, their servers and payment methods.
And their patents as well (sigh).
But as a business, it's not a bad deal at all.
@babyj you should
hear Chris Taylor about it. it's really depressing. And working for the lame titles publishers demand is incredibly frustrating.