I hope that ( whiny ) developers relying on constant IAPs will look at this and think, "The 30% cut isn't going away, so maybe we need to tweak our revenue model" -- very long short indeed. I know one-time purchase apps aren't really viable in the mobile app context but these in-game currencies and so forth are getting out of hand. Apple may no longer need/should take 30%, however, (the claimed) "free to play" game developers charging for every little thing or you drudge through a slow, limited, and harassed experience is just as or more ridiculous. I recently deleted a game -- which I was willing to be bombarded by routine ads rather than paying regularly for in-game currencies, my normal attitude -- because, whether intentional or just willingly careless UX design, released an update that didn't allow me to return to free, ad-based play once I tried an upgrade. I'm on the verge of deleting another game by that same developer/publisher it too is bombarding me too frequently with "Buy [x]."Hopefully the end result from all of this is preventing Apple from forcing devs or companies to pay Apple 15/30% of their revenue. This would destroy a significant chunk of Apple's revenue, future plans, and send their stock falling but it's only a matter of time til the US gov't steps in. Apple deserves all the bad press it gets over this.
I hope that ( whiny ) developers relying on constant IAPs will look at this and think, "The 30% cut isn't going away, so maybe we need to tweak our revenue model" -- very long short indeed. I know one-time purchase apps aren't really viable in the mobile app context but these in-game currencies and so forth are getting out of hand. Apple may no longer need/should take 30%, however, (the claimed) "free to play" game developers charging for every little thing or you drudge through a slow, limited, and harassed experience is just as or more ridiculous. I recently deleted a game -- which I was willing to be bombarded by routine ads rather than paying regularly for in-game currencies, my normal attitude -- because, whether intentional or just willingly careless UX design, released an update that didn't allow me to return to free, ad-based play once I tried an upgrade. I'm on the verge of deleting another game by that same developer/publisher it too is bombarding me too frequently with "Buy [x]."Hopefully the end result from all of this is preventing Apple from forcing devs or companies to pay Apple 15/30% of their revenue. This would destroy a significant chunk of Apple's revenue, future plans, and send their stock falling but it's only a matter of time til the US gov't steps in. Apple deserves all the bad press it gets over this.
That's completely insane to me and anti-consumer to its core. I really hope Apple loses this battle.
From the App Store GuidelinesIf this is indeed a set rule there really is no problem here.
People might argue that this is abuse of power, but if this is a rule applied to everybody it's good that Apple keeps everybody to the same rules.
3.1 Payments
- 3.1.1 In-App Purchase:
- If you want to unlock features or functionality within your app, (by way of example: subscriptions, in-game currencies, game levels, access to premium content, or unlocking a full version), you must use in-app purchase. Apps may not use their own mechanisms to unlock content or functionality, such as license keys, augmented reality markers, QR codes, etc. Apps and their metadata may not include buttons, external links, or other calls to action that direct customers to purchasing mechanisms other than in-app purchase.
- Apps may use in-app purchase currencies to enable customers to “tip” digital content providers in the app.
- Any credits or in-game currencies purchased via in-app purchase may not expire, and you should make sure you have a restore mechanism for any restorable in-app purchases.
- Remember to assign the correct purchasability type or your app will be rejected.
- Apps may enable gifting of items that are eligible for in-app purchase to others. Such gifts may only be refunded to the original purchaser and may not be exchanged.
- Apps distributed via the Mac App Store may host plug-ins or extensions that are enabled with mechanisms other than the App Store.
- Apps offering “loot boxes” or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.
- Non-subscription apps may offer a free time-based trial period before presenting a full unlock option by setting up a Non-Consumable IAP item at Price Tier 0 that follows the naming convention: “XX-day Trial.” Prior to the start of the trial, your app must clearly identify its duration, the content or services that will no longer be accessible when the trial ends, and any downstream charges the user would need to pay for full functionality. Learn more about managing content access and the duration of the trial period using Receipts and Device Check.
- 3.1.3(a) “Reader” Apps: Apps may allow a user to access previously purchased content or content subscriptions (specifically: magazines, newspapers, books, audio, music, video, access to professional databases, VoIP, cloud storage, and approved services such as classroom management apps), provided that you agree not to directly or indirectly target iOS users to use a purchasing method other than in-app purchase, and your general communications about other purchasing methods are not designed to discourage use of in-app purchase.
- 3.1.3(b) Multiplatform Services: Apps that operate across multiple platforms may allow users to access content, subscriptions, or features they have acquired in your app on other platforms or your web site, including consumable items in multiplatform games, provided those items are also available as in-app purchases within the app. You must not directly or indirectly target iOS users to use a purchasing method other than in-app purchase, and your general communications about other purchasing methods must not discourage use of in-app purchase.
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