Is it acceptable? Don't know. Don't care. Has nothing to do with my quote that you parsed. My quote was pointing out the false notion that Apple and the iOS app store is like the console app stores and their respective owners. It is not.
I don't understand how a hardware device sold by a single manufacturer with an operating system specific for that hardware and not made available otherwise with a third party developer agreement in place for revenue sharing is any different between consoles and the iPhone. Apple, Microsoft, Sony and Nintendo sell hardware that ships with their own proprietary operating systems which include their own app stores, revenue sharing agreements and gatekeeping/approval processes.
The question was trying to understand your view point and what would make sense per your view.
Civil contracts have to conform to the law - you can't enforce a civil contract that conflicts with a law. What regulators are clearly saying, is that Apple's civil contract with developers, is in conflict with competition law in their jurisdictions, so therefore saying "developers agreed to this" is irrelevant.
The point I was trying to make is that the Apple revenue sharing model for licensing software that leverages their IP is not unique and that many others leverage similarly authored contracts without issue. What Epic are trying to claim is that their contract was invalid as a matter due to Apple having
Selling the device for a loss to increase the sales of developers products.
You keep ignoring that critical distinction, that the point of the loss is to increase the sales volumes of the developers, and therefore their 30% to the console maker buys them a material benefit vastly outside the value of the actual appstore and transaction processing service.
I'm not ignoring the distinction, I'm trying to understand how Apple, the sole distributor of iPhone's and iPad's which is combined with the Apple iOS/iPadOS operating system to run on those devices which includes Apple's App Store which requires approval from Apple for software that leverages Apple's SDK's to run on that platform is different to the consoles who work in an identical manner: hardware from a single vendor who has an operating system tied directly to that hardware and a SDK for that platform with an approval mechanism that also enforces a revenue sharing arrangement for transactions on their platform.
If Apple is a monopoly because it is the gatekeeper of apps that run on iOS devices, regardless of their marketshare in the wider marketplace they sell in, then the consoles that have a similar approval and revenue sharing requirement is different. The three consoles operating in a similar fashion though only Sony and Microsoft selling their devices at a loss, Nintendo reportedly profiting from each Switch they sell.
It's not that I'm ignoring the distinction, I'm lost how that changes the definition of a "monopoly".
ALL Apple gives a developer for their 30% is a storefront and transaction system, that on the open market sells for about 6% of revenue. Microsoft/Sony give the developer a massively increased subsidised market, and therefore sales opportunity.
Last I looked Apple sold significantly more than Xbox and Playstation at lower and more accessible price points. If anything Apple has drastically reduced the price point for apps and created a much larger ecosystem around them.
If we wanted lament value, Steam doesn't even provide you with the game engine and SDK to make a game, purely a storefront, transaction and distribution system. Steam doesn't charge 6% for this though, they charge 30% and in many respects you get significantly less than what Apple provides it's developers.
If I was to compare developer tooling historically Sony has relied upon third party tooling, Microsoft ship their own Visual Studio product (there is a free tier however you'll likely end up purchasing the pro copy if you're serious about development) and Apple obviously have their Xcode tooling without any paid option there.
One could suggest that Apple is using it's revenue sharing system to subsidise their developer ecosystem including funding developer tooling and services as well as subsidising the distribution costs of apps that don't make revenue directly on the platform. Apple's moves to reduce the barrier to entry to developers could consider that they get a sales opportunity and the revenue sharing model means that, outside of the $99 fee, there are no upfront costs to selling their product.
Or, to put it another way, Microsoft/Sony don't actually charge any commission to developers, they simply delay charging the consumers a portion of their console purchase price, by adding it on to the game price at a later date.
As for Nintendo, perhaps they should be forced to allow direct sales, I suspect the reason Microsoft is dropping Windows Store share to 12%, and there's documentation that they're planning on dropping Xbox store cut to 12% is they can see the way the wind is blowing.
Near as I can find there is a 30% revenue sharing arrangement that was originally pioneered by Nintendo back with the original Nintendo Entertainment System back in 1984.
Microsoft is pushing a different strategy with their Xbox subscription model. They're creating a
rundle for games and their broader strategy around studio acquisition is in aid of that. They're going to be much more successful at this than Apple Arcade, I suspect they likely already have more money through their Xbox subscriptions if we ever got any numbers broken out for Apple Arcade.
Microsoft tried a Windows Store only approach and it didn't pick up in the market, they didn't have a product that people want and their Store was seen as an imposition (in addition to not having the apps people wanted).
But someone has to be regulated first, and Apple is the most egregious violator of competition policy, so they're a good target to establish precedent.
Apple have had a target on their back for decades, it's always been trendy to hate on Apple and it's easy to punish someone for being successful, that's simple jealousy. Apple didn't do anything particularly innovative or unique with the iPhone or the App Store, having devices which are restricted to the apps the seller lets you run on it wasn't new (even in the phone space that wasn't unique) and they weren't the first company to build an app store. They just made it easier than their predecessors for end users to engage with.
At the point they sell it to a customer, and it becomes the customer's device.
That probably means console makers will eventually (have to) sell a non-restricted, non-subsidised version. But again, looking at the scale of the subsidy, an XBox Series X retails for ~$700-$800 here. A gaming PC with similar capabilities, bought as a turnkey system with a single warranty & not a DIY parts build, you're looking at around $1500-$2000.
So that would give you a guide to what a games console should cost if it was unrestricted and unsubsidised (and the degree to which Apple would have to discount the cost of the iPhone to make it comparable with Sony/Microsoft).
If we want to factor in the scale of the subsidy there are two aspects you're missing: the first is the retailer cut and the second is the volume purchase discount.
If we take that ~$700 that you pay for the Xbox Series X, that's a consistent price generally regardless of retailer that you purchase that device from. If you purchase it direct from Microsoft then obviously they get more of it however if you buy it from a retailer like Best Buy, they're going to have their own margin on top of that (generally 30%) so Microsoft will get even less than the $700 that you quote.
However on the other side is that Microsoft is purchasing a single SKU of hardware, manufactured to order in a volume almost any other "turnkey" system will never see. Microsoft have shipped something like four million Xbox Series X devices already and Xbox One sold something like 50 million.
You're continuing to ignore that the definition for the "market" Apple is being investigated over, is iOS.
Smartphones is not a market for regulator's purposes, as they keep indicating. Apple's first argument is always "we're not the majority of smartphones, developers can go elsewhere" and regulators keep rejecting that argument. It's like arguing that Lamb is an alternative to Beef, and therefore it isn't possible for there to be anti-competitive or monopoly violations in either the Lamb or Beef industries.
iOS is a market, Android is a market. They might have similarities, and partial functional alternatives, but the mere presence of overlaps does not ipso facto exclude the possibility of antitrust violation within those markets.
Apple controls 100% of the marketshare of iOS, and is using their position as the market owner, to advantage businesses they run within that market, and ban competitors from operating alternatives to their sub businesses.
If the market that Apple is being investigated over is iOS, then surely the market for Sony is Playstation, the market for Microsoft is Xbox and the market for Nintendo is Switch. If Apple has a monopoly over iOS then the consoles have a monopoly over their platforms. If Apple controls 100% of the marketshare of iOS, then the consoles also have a 100% control over their market as well and also similarly limit competitors to operating alternatives to their businesses.
Generally in the US the courts haven't found that it is inappropriate for a company to have a monopoly over a product that they make. We get to see that tested with Epic and Apple in the coming weeks.
Just like in the Microsoft antitrust case, when it was found that Internet Explorer was not a part of Windows, the App Store is not a part of iOS, Apple's payment processing infrastructure is not a part of iOS, they are separate products and services, and Apple is being busted for using their monopoly position as the gatekeeper of iOS, to protect and promote those separate products and services.
The Microsoft antitrust case involved Microsoft threatening OEMs that if they shipped the competing browser, Netscape, that Microsoft wouldn't license to them the Windows operating system to put on their computers. Microsoft used it's monopoly over the operating system market as one of the few operating system vendors to interfere with the relationship of Netscape and OEMs. Microsoft also deliberately introduced private APIs into their operating system, the one with almost the entire market, with the express purpose of making Netscape uncompetitive.
Arguably it didn't mean much because Microsoft appealed the verdict successfully and then agreed to a settlement with the DOJ that they wouldn't interfere with OEMs and that they've make the private APIs accessible. Microsoft weren't further limited from any future bundling and have gone on to bundle more software into their operating system over time, if only to copy Apple.
And yes, it has taken 10 years for regulators to move on this. Arguably, they have been asleep at the wheel, or in America's case, chloroformed by administrations that were anti-regulation on principle, and purchased by the tech industry in practice. But nevertheless, regulators are moving, and the status-quo is a very bad bet right now.
Arguably if Apple had not been successful then they'd likely continued to be ignored and written off as the walled garden for iSheep. Only problem is that the paddock in the US market has slowly crept up, the sheep are multiplying.
Apple's making an ~80% margin on the app store - in other industries and jurisdictions, that margin alone would be cause for special "Super-Profits" legislation, on the basis that it's radically increasing costs to consumers.
Making a profit is not inherently illegal though and whilst it's always the prerogative of the government of the day to pass legislation to tax profitable endeavours, that's a different situation to an illegal business practice.
What will probably end up happening, is there will have to be a huge transparency project (imposed upon Apple via a consent decree), to ascertain the true cost to Apple of providing their services, like developer tooling etc, amortised across the total number of developers. THEN there'd have to be an accounting for how much value developers contribute to Apple by making apps for iOS.
Do you have an example of a previous case where such a consent decree like this has been enacted?
Remember - when iOS was first released, it wasn't the wild success until 3rd party apps were available (and Apple made "there's an app for that" their primary marketing message), and as internal emails are showing at trials, the MAIN reason Apple allowed 3rd party native apps, was because Google etc could do web apps SO well, there would be zero platform lock-in to Apple's hardware once Google released Android as an iPhone-like OS, rather than a Blackberry-like OS.
When they first released the iPhone, it was available exclusively on AT&T and the iPhone launch it crashed AT&T processing systems. Apple sold six million units of the first generation iPhone, in spite of being limited in it's carrier support. We have out of the
Epic depositions some of the background and reasonings but none of them mention Google. If anything the camp pushing for web apps spoke about how they didn't want to have rely upon developer to update their applications like they were with other processor shifts.
Apple has strongly advanced the idea that by making iOS, by making a 3rd party dev toolchain, they should be entitled to something in return from everyone who uses that system to make revenue, but regulators might look at that and say "the presence of 3rd parties is a virtuous circle that advantages Apple through higher sales of their devices, so that alone is their upside".
That's your usual IP licensing arrangement though, if you build some intellectual property of value you own that property and have the ability to license it to others on the terms that you set. We wouldn't be having this conversation if the property were valueless though, it is because it has demonstrated value that this entire processes arises.
With Apple's margins on the App Store being ~80%, you can forget Apple getting a revenue share of 15% for software sold by 3rd party stores. When an indy developer can roll all that themselves for 6%, Apple might be lucky to get away with having to sell their developer tooling as their sole cost recovery option, and even then they'd have to compete with 3rd parties who might create competing IDEs.
An indy developer is welcome to build what ever they want so long as they agree to the licenses of the intellectual property they leverage to make that software. If they want to build on iOS then they've got to agree to Apple's terms. Anything less raises broader questions around investment in intellectual property if you can exploit it for profit.
Because Sony's take from the game's retail price is their recouping a subsidy they provide the consumer by selling them the console below cost, so that more consumers can afford to have consoles, and therefore more developers can sell their games.
This is a completely different business model to Apple's.
I don't think anyone questions that the business model is different, I think people struggle to see how if it's a monopoly when Apple does it why it's not a monopoly when Sony does it? If the market is defined as iOS then the market is equivalently Playstation. Nobody can sell a Playstation game without approval by Sony.
Perhaps I'm missing the piece that says "if you sell something for a loss then it's ok to have a monopoly", maybe you can help me with that?
Console makers carry all those same expenses. So the subsidised nature of the hardware remains a distinction that makes the business models incomparable.
You keep talking about business models but the question is if it's a monopoly and if it has applied that monopoly power inappropriately. It seems that if iOS is a monopoly by virtue of it's own existence then the consoles are also monopolies by virtue of their own existence.
If Apple sold the iPhone for a third of its current cost, so that it was so cheap that they literally outsold Android phones, there might be a case for them to say "we lose money on every phone, so as to deliver you this huge market, and for that reason we need to make that loss up on your app sales". But they keep the iPhone an expensive premium product, choosing to limit its sales numbers, and developers' addressable markets, for Apple's own benefit.
Actually I suspect if Apple did release their iPhone devices at a third of it's current cost that they'd get hit with market manipulation and dumping lawsuits for trying to wipe out the competition. It's not like they don't sell their older models at a discount or have products like the iPhone SE that are geared towards a cheaper market ($399 vs $799), they're just not completely at the bottom of the market.
But regulators are more likely to suggest that Apple should be meeting the fixed costs of everything that is not directly related to the provision of the App Store itself (ie what Fastspring etc can do for ~6% of revenue) from income sources that are tied more directly to the activities i.e. meeting the cost of the Dev tools and API development from the Dev Programme membership, or else just eating that cost as a cost component of the iPhone itself.
Do you have an example where a monopoly marketshare case has been resolved by the monopolist working in such a way?