What? It never cost that in mainstream software. 2k tops for access to SDKs and IDEs. Now, if your revenue is daí 500k you pay 150k.
Look I don’t mind you want to pay that much, give devs an option at market prices.
If you don’t believe me check the estimates cost of running the App Store with its revenue ... its Supra natural. You are paying much more now than you ever did for the things you mentioned. Can’t believe that intelligent people actually believe they only pay 100 bucks for the privilege.
I’ll admit that I don’t know exactly what’s the price in all of this, but in my early console dev kit dreams, I found figures impossible and the entry points (contacts and connections, publishers, etc) overwhelming.
I have these in old forums searches:
DS dev kit= $2500
PS2 dev kit= 18,500
PSP dev kit= $7000
first Xbox dev kit=$20,000
PS3 dev kit around $25K.
I remember Visual Studio 2008 enterprise (the same year the AppStore got introduced) was over $5K a year. Let’s put it at $1K for non-enterprise? I can’t remember. Windows today is still not free (I changed my computer, installed parallels desktop and the previous serial doesn’t work anymore... that it went away with the old . Game Engines were definitely not free.
Ten years of that is definitely way more than “2K tops for SDK and IDEs access”
Actually, fine, for $0 thanks to all of this you get OS X, XCode and all its libraries, ready made kits, etc... for $100 you can use your own device as the dev kit and publish directly.
Regarding costs, random example, suppose you manage to get 1Million users, how much would it cost to email them for each new patch or version available? Or use google maps queries? (Apple Maps is free on this front).
Now, again, I’ll admit being biased and not having the full picture. I’m still at the full entry level of this whole ordeal which $100 happens to be a great deal all things above mentioned... I wish I were at the $500K situation thinking what to do with the $350K, that would be a great problem to have... and a better one than giving still 30% to a retail store, 10% to random/distribution fees and 40% to a publisher (after a certain minimum threshold revenue is paid back to the publisher first).