Care to explain how a developer can peddle their app on an iphone without the App store?
Second I have done some work with Gameloft and they have said flat out they charge a dollar more per game because of the huge apple cut. They charge 6.00 dollars and apple gets 1.80, they have stated they would like to keep games under the 5.00 dollar mark but can't because of apples huge cut.
Once again could you please explain to me the the other alternatives you are speaking about? Unless I am wrong I thought the only way to get an app onto the iphone is through the app store.
An IOS developers business model would be the app store, so you need to explain the logic of the question. Developers make money either on in app advertising, or the retail price.
Match.com is not a developer anyway. Their app is an extension of an existing service, so again doesn't make a lick of sense.
To your second point about alternatives: Apple is doing quite a bit for that 30% cut: they are hosting all the web traffic to your product (it costs money to have people looking at your web page you know), they store your files and host them, handle all the credit card fees, etc. They also give you a marketing boost you can't get on your own. For a small developer, that's striking gold. For a company like match.com, maybe not as much, but that's why it's an option for them to offer or not offer in app subscriptions.
Lots of developers only came toe exist because of the app store.
What would Game Loft be doing without mobile apps? Google takes that same cut you know. It's a revenue stream, plain and simple. They don't price their games that way because of the 30%. They price them because that is the average sweet spot people will pay for apps that are not given away. Very few apps survive a retail price higher than $6.99, very few!
In App purchases is a rip off to the dev.
If you read the requirements the devs are required to support everything for uploading the new content to the iOS device or have it built in enabled in the app.
Apple is taking 30% to be nothing more than a credit card processor. Tell you the truth they are worse than a credit card processor because they block even more information for the supplier.
You're really wrong, see my post above about what that 30% covers. Apple is acting like an Amazon or a Target, being the retailer, the developers are technically vendors. Apple is lucky to net even 10% at times on an app store purchase, and they take a hit on free apps. Welcome to business 101.
And the developer has no part in uploading the content to the new device. You lost all cred with me with that comment. That's what the app store is for and does! ROFLMAO. All the developer is responsible for is developing the app, and uploading it to Apple 1 time. From there on, they're role is done unless they decide to provide updates to their app.
When you start talking about transaction fees things get a bit murky.
If you look at a companies biggest bills you see a couple of standout areas that consume a lot of finances.
1. Payroll
2. Marketing
The actual transportation of goods or services is relatively cheap. The App Store isn't going to help your payroll. That is what it is but the App Store is about Marketing. Millions of users coming to the same central store where you have the opportunity to sell your goods is a potential gold mine.
That's where the 30% is paying off for good developers. They don't have to expend as much money to market their product. A few good reviews and being included in New and Noteworthy are enough to propel sales.
I agree with you, but a few things to point out more value in what you said:
The transportation of good accounts for one of the largest expenses in the supply chain. All raw materials to make a good (right down to a manual) carry a transportation expense to them, and then again when a product is assembled and shipped back out, often going from a plant to a warehouse to the end sellers warehouse who then ships to a store. By the time a product arrives in a store, it's in part and it's whole been shipped over 10 times, at least. Not even counting manufacturing expenses alone.
Payroll is every companies BIGGEST expense. If you are a company dealing in virtual goods, your payroll is now rooted exclusively in development, support staff, and some minor positions. Do you know how much money it costs to operate even a small distribution center? This is why game downloads are being pushed so hard by every game company out there. It saves them millions of dollars at a clip, even having existing distribution. Imagine taking that all away.
If developers had to sell apps on their own, or via a physical delivery system, they would see well over 30% in over head bite them in the butt.
Subscription based apps get into a very different beast though. Periodicals are funded by advertising. That news stand price is often below the cost of printing and shipping, and then there is the unsold copies. Places like Netflix and such price as low as they can afford to already... these are the companies who get wounded by a 30% cut. Conde Naste is experimenting heavily, but that 30% will kill them if they don't see a large rise in subscribers, which increases their ad rates.
I think Apple only needs to revise it's policy for periodical companies. Do 10% like Google is doing. Everyone else, pay up.