Developers are not forced to use Steam to distribute their software. If developers were not forced to distribute software on Apple's store, then Apple's 30% charge would be perfectly reasonable. The EU law has very little to do with what Apple is charging for the legitimate services that they are providing. It has very much to do with Apple tying developers to those services in the first place.
Which is why I think Apple should allow sideloading, build in user selectable security options, and change some of the fees to better deal with allowing apps to direct payment to external sources and by pass Apple. For subscription or IAP apps, charge a hosting and d/l fee, which could be based on the sub/IAP price; or go a revenue % like Epic does.
Apple has a lot of data on sales volume, d/l volume, etc. they can use to come up with a pricing model that will meet EU muster and keep the impact, if any, small on App Store revenue and keep the overall impact on small developers to a minimum.
If an app developer wants to forgo any of Apple's products or services, go for it.
I really think we are closer in our POVs than our posts may seem to indicate.
Personally, I think Apple and the EU need to sit down, negotiate what constitutes compliance and move forward instead of playing this silly game of whack a mole and "I don't know what compliance really is but I will when I see it," o paraphrase Potter Stewart. Once an agreement is made, Apple must abide by it and the EU can't keep coming back and say "Wait wait wait, what we really meant was..." If Spotify and Epic don't like what was agreed, that's their problem.
Trust me, iOS games is one of the easiest to pirate. The AppStore isn’t doing anything about that, except a feeling of security.
I'd love to see some recent data, most of what I find is old; and points to Android going to IAP/Subs to combat piracy vs Apple's price model. If it were a major issue now I suspect a lot more would be said.
Jailbreaking in it's heyday was easy if you had some tech skill but from what I've seen Apple has basically killed it; and in my experience a jailbroken phone could have issues running some apps such as Winterboard. Testflight and developer tools allow you to do it, but don't they require you to periodically do some stuff to keep them working?
Sure, you can sign in with someone's AppleID and download a game, but most peopel aren't going to share that info with random strangers.
Sideloading has the potential to return piracy to a broader audience if it makes it easy to just drag and drop an IPA onto the machine like in the jailbreak days. Which is to my point, the changes may ultimately redefine the way apps are sold in ways that hurt developers and consumers; and why I say there may be unexpected collateral damage.
The one thing holding VM behind is JIT compilation( it’s practically dead in the water without it because of performance issues)
Which is why I'd like sideloading to be able to bypass Apple's restrictions on the iPad.
There millions of apps that can’t afford to be on the AppStore as they are just passion projects and the only reason they aren’t available is because of the 99€ yearly fee.
If they can't afford 99€/year, will they be able to afford 8.25€/month in hosting and d/l fees? I seriously doubt the 99€ fee I a big impediment, considering what it costs for a computer, internet, etc.
"Hundreds of dollars" was not the norm. Most operating systems have been sold as part of a device e.g., Windows with a Dell or HP computer, iOS with an iPhone, macOS with a Mac, etc. The cost for a Windows OEM license was typically far less than $100, even less than $50.
You're conflating the cost to an OEM vs an end user. Windows was over $100 as a boxed product, OS/2 was nearly $200. Apple was pretty unique in the ][ era and early Mac with free updates as the software developed, then had a period where they charged such as Snow Leopard for $29 before going back to the old model. Windows has since moved to more of a free upgrade model.
Completely unrelated, but anyone else remember paying the $10 or whatever for iOS 3? Things were weird back then
IIRC, there were some weird GAAP rules for amortization if a product added features so Apple charged a nominal fee to avoid having to restate past finacial results based on a software update.