That extra 30% is meaningless if the customerbase is not installing the .ipa and is still using the App Store, which they most likely will.
I think you just proved my point? App will pop up a message "we're leaving App Store. install XYZ store to continue using the app"
1. Epic paid $146 million for exclusivity. 2k benefitted substantially.Case in point: The Epic Game Store. The Cursed Fortnite Launcher has a much more generous cut for developers than Steam does, but that generous cut is not being taken full advantage of as EGS sees a lot less traffic than Steam does. Borderlands 3 for example, while it did well on the Epic Game Store sales wise, after it's exclusivity expired and the game arrived on Steam, the Steam version outsold the EGS version in a short time period. As revealed in court discovery for Apple vs Epic, the EGS is actually losing Epic Games over half a billion each year. It's not making the money they hoped as games just aren't selling there. They had to pretty much stop the exclusivity deals because it was costing them so much for no benefits as most just waited for the exclusivity to expire and the game to come to the much better platform.
2. Not the same scenario. We're going from millions of users to migrate from App Store to EGS, not from 0 users to EGS store. People refused to buy from EGS to make their voices heard.
The same is gonna be true for the iOS App Store since the majority of people are already set up for it, so alternative app stores and sideloading is not gonna be the threat to your precious app store you think it is.
Epic will pay $$$ for exclusivity to get people to install their store on iOS.
I literally worked at Apple at 1 infinite loop (before spaceship campus) as a software engineer. Have pictures/video from a beer bash on campus too that was exclusive to employees. Even have some employee documents from 2012 when I got the job. If I posted a 30 second clip from that event that you can't find anywhere online, you going to take the L or continue to be in denial?
Just like any other app store, in the background. It's not rocket science lmao.
If you were a developer, you'd know that background running tasks are limited and cannot run indefinitely on iOS. Only a few exceptions such as music and navigation apps that are actively playing music or accessing the GPS will run indefinitely. Otherwise, if you tried to download/install an app that took 8 minutes, it wouldn't work. iOS will suspend your app in the middle of an installation for example because it's hogging too much power.
Now could you just ask GPS to be running or have blank music playing so that iOS doesn't close your store? Sure, but users will be seeing the navigation/music icon in the status bar and potentially close your store in the middle of an installation, corrupting the process. We already saw this when Facebook would silently play audio in the background to keep their app alive. People forcefully closed Facebook to keep their battery life up.
LMAO thanks for proving that you've never written an iOS app before.
They'll probably just use their own or a third party service, just like they already do on macOS and Android.
Again, they'll probably just use their own solution. You're overthinking it.
Again, thanks for proving that you've never developed an app.
On an iOS device, a single push notification background service remains open to receive notifications from Apple's push notification servers. All third party apps use a push backend service (whether their own or third party) to send data to Apple's push notification servers and then those notifications get sent to that single push notification background service. This requires a signed certificate from Apple, including Mac apps being sold outside the App Store (which developer pays $99/year to Apple for). Having just one push service running in the background minimizes energy usage which is one of the reasons why iOS has better energy efficiency than Android.
For apps outside of the App Store on iOS, a separate push notification service needs to be running in the background that doesn't go through Apple. So if it was EGS, an EGS push notification service would need to be running and games send their pushes through EGS servers. Same with Microsoft/Google stores. This is also why jailbroken apps cannot send official push notifications and require a jailbroken push service to be run in the background.
It's been a while since I've developed for Android but last I checked, there are many push services running in the background if the app does not use Google's official solution (Firebase or GCM). This sucks up a lot of battery power and is one of the many reasons why iOS is much more power efficient. iOS just has exactly one push service running.
Again: Established userbase. A lot of Candy Crush players are signed in via Apple IDs and have their progress tied to their Apple accounts. They'd have more to lose abandoning the app store than they do to gain.
I've already explained this. That risk was not worth it on Android platform only since the loss of players could result in a net loss after factoring expenses in setting up shop. But when you setup a shop where 30% equates to extra billions over long term, potential loss of players would still result in higher net profit.
Also you keep talking about this "migration process" since you seem to think once iOS 17 comes out that everyone overnight is gonna leave the App Store and just install .ipas, which they're not.
No. Process does not inherently mean overnight.
iOS didn't have an App Store when it launched as iPhone OS in 2007. The App Store wasn't a thing until a year later. Back then Apple wanted everyone to just make web apps.
Irrelevant? Apps have many users now so it's far easier migrate users than it is to acquire new users.
And again, you're already proving that most devs (if any) won't leave the App Store once sideloading becomes available.
I made no indications of how many devs overall will continue or leave the App Store. FYI: my stance on that is most small devs will stay on the App Store, but big devs will move as it makes financial sense to get more of the cut.
Again, you keep assuming everyone is gonna leave once iOS 17 comes out.
No that's not what I'm arguing.
And even if you had to go with sideloading, that would mean there was a better option than the Apple App Store that warranted doing so, and that's Apple's fault for not providing a good enough service than competitors.
Better option for greedy large devs, not a better option for the user. Apple makes it easy for the user to trust and buy apps. A third party store can simply forego user guidelines and review process to undercut Apple's cut of the revenue share which is worse for the user but better for the dev.
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