Apple appears to make a distinction between digital content you consume on your device (ie: ebooks, movies) and physical goods that you summon via an app on your phone (eg: ride sharing, food delivery, online shopping).
I guess we could argue whether such a distinction even makes sense, but at least there appears to be a guideline that Apple seems to be adhering to consistently.
Except that it doesn't. I can create all sorts of content, and as long as I can sell it in a browser window and make it available to consume via a browser window, I don't have to pay Apple a penny. Apple charges money for content that you consume on a device
and purchase within an app. That's actually a subtle, but important difference, because it puts into stark relief how absurd Apple's policies really are.
Of course, when you try to ship an app that requires an external subscription, and won't do anything without that subscription, Apple balks, and if you aren't at least as big as Facebook, they won't let you make that app available. So basically, you're either all-web or Apple is going to force you to give them their cut. That's kind of problematic.
But the policy as a whole gets quite laughable when you consider the situation with Facebook, where Facebook wanted to make their
web-based games available in an app on iOS, and Apple said that they could not do so because Apple can't curate the games. Facebook could make those games available on iOS
in Safari, but they aren't allowed to make the
exact same games available in their own iOS app. This is the equivalent to banning the iOS native equivalent of the original Yahoo links site. 🧐
But the bigger problem, of course, is that Apple is the only company allowed to sell digital content in an app without paying Apple a fee, which means apple pays about 27% less to sell their in-app digital content than anybody else does. That's a very serious problem from an antitrust perspective — not so much for this particular case (I don't think, unless Apple Arcade makes it so), but certainly in general.
And, of course, Apple keeps pulling silly stunts like threatening WordPress, who doesn't sell *anything* in-app, trying to force them to sell in-app so that Apple can get a cut. Needless to say, that's not something consumed in-app. Apple has since apologized, but they still did it, and it's still yet another sign of an emerging pattern of abuse in Apple's behavior towards developers, trying to milk their developers for every penny they can get out of them, rather than curating the store even halfway benevolently.
Epic clearly has unclean hands, but not a tenth as unclean as Apple's. This case is going to be a serious mess, but for the sake of Apple and its users, I hope Apple loses soundly and unequivocally.
People don't realize this issue. Epic tried to have Fortnite outside the Google Play Store. Nobody side loads, therefore Epic was forced to add Fortnite back to the Play Store.
Umm... no. Fifteen
million people side-loaded Fortnite on Android in the first
month. So that's simply not true. I mean yes, that's only a little less than half as many as downloaded it on iOS, give or take, but the Android version also ran on only the most recent phones from... I think only a single Android manufacturer (Samsung) at the time, versus every iOS device built in the past five years, so it's not exactly a level playing field.
