If only those games weren't infested with micro/macro transactions to manipulate players out of their money in the first place. Mobile gaming is a cesspool of ads, gambling, greed, data collection, and bullshit all of which has been slowly spreading like a cancer to gaming on every other platform for decades. I'm not happy about Apple and Google demanding a cut of the action either, screw them too, but making these tactics even more profitable for shitty mobile game devs isn't going to benefit players.
Apple did this to itself. Reportedly it was Jobs' opinion turned policy that Apple don't do games or pornography.
Exactly this policy and their interference to app developers created a selection pressure and a cutout hole in shape of "only slightly gamelike && technically not pornographic && in high demand", and the category of apps more accurately represented as "strip clubs with casinos with no cash-out" filled the vacuum like a Ghibli film blob monster.
Early iOS games were more game-like. Apps like SNES remakes, flappy birds and music games, were more common, but they all converged down and down into porn territory.
It doesn't happen naturally; not even pornographic game markets, let alone Steam or Itch, aren't as badly infested with gambling as App Store. It only happened artificially by how Apple ran it over the past ~15 years.
> Early iOS games were more game-like. Apps like SNES remakes, flappy birds and music games, were more common, but they all converged down and down into porn territory.
Game devs discovered pretty quickly that, Apple having set the initial expectation that an iOS game should cost $0.99, the only viable way to run a business on a mobile platform was a f2p/exploitation/casino model.
Microtransaction infested games were inevitable even if mobile gaming didn’t exist. Like, of the top 10 highest lifetime grossing games, 3 are arcade pay-per-play (the original microtransaction), 6 are f2p that got their start on PC, and only one is mobile-first / only.
Last year, 58% of PC gaming revenue was from microtransactions, and that percentage is only growing.
Is there anything wrong with walled gardens hypothetically taxing the shady microtransaction-infested unregulated-gambling games and data-mining apps 5x and using that to correspondingly reduce fees for honest indie developers?
(Setting aside the issue of defining who are the goodies and who are the baddies in a way that does not enable the baddies to purely technically comply with the goodie guidelines while remaining baddies.)
The walled gardens don't give a shit about the "honest indies", they make 30% off of the micro transactions while doing nothing. Billions in effortless money.
When games went "free to play", platform commissions for in-app purchases (sometimes misleadingly called "payment processing charges") were the only way that walled-garden game stores could make money from them.
The irony is that Japanese game platforms have been using the walled-garden licensing and platform fee business model for more than 40 years[1], and it continues today in the Nintendo eShop and PSN store. I doubt Nintendo and Sony are going to reduce their platform fees just because developers don't like them.[2]
Interestingly enough the Wikipedia article claims that Nintendo introduced DRM and licensing to combat shovelware. But shovelware on Nintendo platforms has continued to be a problem from the Wii to the current Switch eShop.
You are 100% right! The difference is that a phone is necessity that tends to a monopoly, unlike say a PlayStation or a handheld game platform. But no question in the game space where you can choose platforms, a walled garden is great. That's why Steam is really good, and if it wasn't you could get your games from the Windows app store, or the Epic Store..
More seriously: There have always been mobile games that have a purchase price or ask for a single payment. You could find one right now. The vast majority of popular apps have in game transactions. Game developers just want to get paid for the work they do.
Interestingly, in the Apple App Store, there is no option to filter by "paid". Only free. I want an option to filter by "paid, no IAP". Actually, I don't mind IAp for things like new levels and such. It's just so badly abused by mobile games.
To be fair the ubiquitous _pachinko_ parlours of Japan are pretty much exactly that. You gamble with worthless tokens, that an unrelated business next door just so happens to be willing to trade for items of value.
I edited the title to make it more informative. The original was confusing because I thought it might be about Softbank or SNS (social media) firms like LINE.
Apple and Google insist their walled gardens are needed for user safety and security, but they can't even catch popular apps violating their own policies. It casts (even more) doubt on their ability to screen for malware, phishing, etc, which are already rampant.
You're not wrong, but Apple and Google probably remember things like the Facebook VPN fiasco of 2018, where Facebook's VPN app was banned from the app store for breaking privacy rules – and then they turned around and abused enterprise app certificates to sidestep the ban.
> By installing Onavo, millions unknowingly granted Facebook full access to their digital activity. App usage, browsing habits, and precise timestamps were silently collected. Facebook VPN didn’t just observe its own users - it tracked behavior across rival platforms like YouTube, Amazon, and Snapchat.
> ... Engineers exploited Onavo’s infrastructure to install a root certificate on phones, masking Snapchat’s servers to decrypt user activity.
This is an obvious security hole that should never have existed, but the fact that Facebook eagerly exploited it, while abusing VPNs for tracking and enterprise certs for sidestepping app store privacy rules, shows the threat landscape.
Smartphones are the internet for most people, and two companies have installed comprehensive paywalls and distribution gateways.
It's unnatural how large and complete their monopolies are.
Call your legislator and demand web installs without scare walls and hidden developer flags. With no phony restrictions on app type, technology choice, JIT/runtimes, or UI adherence.
I agree, but we shouldn't end app stores entirely. I don't want to go back to the days of Windows in the 2000s where you always had to download random executables from websites to install software.
Game developers like Epic would certainly like to pay less money to Apple and Google than they pay to Nintendo and Sony (and Microsoft for the Xbox game store), but what's the legal argument for terminating Apple and Google's walled-garden game store businesses? And doesn't Android already allow sideloading?
> Smartphones are the internet for most people, and two companies have installed comprehensive paywalls and distribution gateways.
The web is the internet for most people, and neither Apple nor Google have installed paywalls and distribution gateways for third-party web pages. (Apple does restrict browser engines, but ironically that might be the only thing preventing a chromium monoculture.)
And yet, people keep buying i Phones. They have a choice. And they are opting in to a closed platform. Likewise with PlayStations and Wiis versus computer games.
Consumers largely don't care and are not interested in esoteric concepts like free software. I would be careful about dictating how things should work.
We shouldn't even be calling gacha games as "games." They're "give us money" buttons with flashy animations and loud sound effects. Perhaps begware is a better term?
I just don’t understand - where the 30% take away by store number is coming from and why giants are fighting tooth and nail to keep it.
Obviously I don’t know economics and costs behind it, but from very uninformed point of view it feels that even 10% would still give quite a profit to stores, even after processor fees.
IIRC Epic Games internally calculated that for their store the break-even point was around 9%. (They mostly run it as a loss leader at a default 12%, but with tons of giveaways and deals, so that percent can go as low as 0%.) So I think somewhere around 15-18% might feel “fair” to me, trying to take into account the value of the platform.
Retail stores have always charged 30-40% so that's where the number comes from. You can see the exact breakdown in Europe: it's x% for payment processing, y% for app review/downloads/updates, and z% for recommendations etc. They're fighting to hold on to it because it's billions of dollars of profit. Obviously the app stores do not need or deserve 30% but that argument could apply to any profitable company.
The fact you're thinking 10% is good enough is why you're not part of the cohort which is driven to be 100+ billionaires, more powerful than states, people
Exactly this policy and their interference to app developers created a selection pressure and a cutout hole in shape of "only slightly gamelike && technically not pornographic && in high demand", and the category of apps more accurately represented as "strip clubs with casinos with no cash-out" filled the vacuum like a Ghibli film blob monster.
Early iOS games were more game-like. Apps like SNES remakes, flappy birds and music games, were more common, but they all converged down and down into porn territory.
It doesn't happen naturally; not even pornographic game markets, let alone Steam or Itch, aren't as badly infested with gambling as App Store. It only happened artificially by how Apple ran it over the past ~15 years.
Game devs discovered pretty quickly that, Apple having set the initial expectation that an iOS game should cost $0.99, the only viable way to run a business on a mobile platform was a f2p/exploitation/casino model.
Last year, 58% of PC gaming revenue was from microtransactions, and that percentage is only growing.
(Setting aside the issue of defining who are the goodies and who are the baddies in a way that does not enable the baddies to purely technically comply with the goodie guidelines while remaining baddies.)
The irony is that Japanese game platforms have been using the walled-garden licensing and platform fee business model for more than 40 years[1], and it continues today in the Nintendo eShop and PSN store. I doubt Nintendo and Sony are going to reduce their platform fees just because developers don't like them.[2]
[1] https://en.wikipedia.org/wiki/CIC_(Nintendo)
[2] https://www.1d3.com/blog/platform-fees
Interestingly enough the Wikipedia article claims that Nintendo introduced DRM and licensing to combat shovelware. But shovelware on Nintendo platforms has continued to be a problem from the Wii to the current Switch eShop.
More seriously: There have always been mobile games that have a purchase price or ask for a single payment. You could find one right now. The vast majority of popular apps have in game transactions. Game developers just want to get paid for the work they do.
70% of Japan smartphone games bypass in-app payments to avoid IT giants
I think it should be:
70% of Japan smartphone games bypass in-app payments to avoid unnecessarily additional costs to customers
Or more inflammatorily:
70% of Japan smartphone games bypass in-app payments to avoid unnecessarily parasitic middlemen
https://en.wikipedia.org/wiki/Pachinko
> By installing Onavo, millions unknowingly granted Facebook full access to their digital activity. App usage, browsing habits, and precise timestamps were silently collected. Facebook VPN didn’t just observe its own users - it tracked behavior across rival platforms like YouTube, Amazon, and Snapchat.
> ... Engineers exploited Onavo’s infrastructure to install a root certificate on phones, masking Snapchat’s servers to decrypt user activity.
This is an obvious security hole that should never have existed, but the fact that Facebook eagerly exploited it, while abusing VPNs for tracking and enterprise certs for sidestepping app store privacy rules, shows the threat landscape.
https://www.analyticsinsight.net/news/when-facebook-used-vpn...
Two companies can't own all of computing.
Smartphones are the internet for most people, and two companies have installed comprehensive paywalls and distribution gateways.
It's unnatural how large and complete their monopolies are.
Call your legislator and demand web installs without scare walls and hidden developer flags. With no phony restrictions on app type, technology choice, JIT/runtimes, or UI adherence.
We need complete freedom on mobile.
Technically alternative stores exist on Android.
On IOS you can argue customers are paying for security.
Stopping Billy from downloading a key logger is a corporate choice Apple makes.
If you need to install random binaries from the internet your free to buy android device or a cheap computer.
iOS reduces the attack surface.
Game developers like Epic would certainly like to pay less money to Apple and Google than they pay to Nintendo and Sony (and Microsoft for the Xbox game store), but what's the legal argument for terminating Apple and Google's walled-garden game store businesses? And doesn't Android already allow sideloading?
> Smartphones are the internet for most people, and two companies have installed comprehensive paywalls and distribution gateways.
The web is the internet for most people, and neither Apple nor Google have installed paywalls and distribution gateways for third-party web pages. (Apple does restrict browser engines, but ironically that might be the only thing preventing a chromium monoculture.)
Consumers largely don't care and are not interested in esoteric concepts like free software. I would be careful about dictating how things should work.
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Obviously I don’t know economics and costs behind it, but from very uninformed point of view it feels that even 10% would still give quite a profit to stores, even after processor fees.
E-feudalism isn't capitalism.
The gatekeepers are governments without democratic representation. Wondering what fair exploitation looks like is choosing a warped perspective.
In other words, 30% would give quite a profit to stores, plus 20%. That's why giants are fighting tooth and nail to keep it.
I mean, if we ever want society to improve at all
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