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by charcircuit 887 days ago
>So, why is it okay to install whatever you want and pay for it directly on desktops, but on phones it is not?

On desktop you have similar stores like Steam. The store takes a 30% cut from all sales on the platform and they require apps on the platform to use their payment processing so that they can take that cut.

The difference between Windows and iOS here is that third party stores can be installed without being limited to PWAs or requiring hacky workarounds like AltStore.

Why does Apple have the sole app store on the device? Well it's because it ensures they have a closed platform that they fully control. They made this app platform so it's up to them to decide how open it should be from a range of first party only to fully open to any app from the internet. It's up to Apple to decide what kind of openness will allow them to provide the most value to users. Apple designs their app platform from the hardware all the way up to the operating system and libraries for developers to use. Apple has created a great app platform that brings value to a lot of users.

3 comments

PC platform: Steam doesn't care if (case in point) Eagle Dynamics allows direct downloads from their website of DCS World - in fact they embrace it, by offering account linking APIs.

So on PCs, unlike on iOS, users can buy their content as they choose.

And it's not as if Microsoft forces everyone to use their (exceptionally crappy) store either.

Indeed there are many free-to-play games on Steam with micro-transactions that are not required to give Valve a cut.
Just to be clear, in the DCS World example you do have to make a choice between using Steam for the game download and purchases, or to use the Eagle Dynamics website/downloader directly. External modules purchases do not import to the Steam account, IIRC.

My point was probably that Steam doesn't force users to only use their platform.

To further illustrate the non lock in culture, you can do a transfer of content from Steam into your Eagle Dynamics account if you want to change the account type.

I'm guessing that seasoned DCS players like the direct account method (more frequent sales, for one), whereas beginners are more likely to discover it through Steam.

(iRacing also has a similar relationship with Steam, although in that case Steam only managed the subscription - not the car/track purchases.)

They are required to for in game purchases, but they are likely too small for Valve to care else have a custom agreement with Valve.
I believe the rule you're talking about only applies to literal in-game transactions - i.e. the binary you put on steam cannot itself implement a non-steam wallet. But there's no business rule against selling in-game content elsewhere, like apple is doing.
I claimed Steam was similar. I did not claim that they share all of the same policies.
TFA is about Apple's policy on purchases that happen outside the app. It used to ban even linking to them; now it allows that but it wants a cut. Steam doesn't do anything similar - it has no rules about purchases outside the app.
Steam is not comparable because it is not a first-party platform.
Steam has a literal button on your library's page to add any game you have already installed and the definitely don't charge you 27% to do that.
That button does not give that game a store page, a discussion form, etc. That is not what I am talking about.
Maybe I'm misunderstanding this whole post, but isn't it about having to pay 27% even when you don't use the store?
> Steam. ... they require apps on the platform to use their payment processing

That's not true at all. Steam literally lets you sell steam keys for your game from other stores, and takes no cut from those sales.

https://partner.steamgames.com/doc/features/keys

It is true. Other stores are not your app.
You might have meant something else, but what you wrote is:

> they require apps on the platform to use their payment processing so that they can take that cut.

Which is not true. Both steam apps and in-game content for steam apps can be sold in other stores with steam's blessing, and steam expressly supports developers to bypass their payment processing (by offering steam keys and account integration).

My statement was specifically referring to the app itself. The app is what has to use steam wallet and not something else. Selling a steam key on a website is not selling it in the app. The requirement applies to the app and not the website for the app.
Set app selling aside - I only mentioned that because it's a counterexample to your original post as stated.

What TFA is about is selling in-app content from external stores. Apple used to ban that entirely, and now wants a revenue share for it. Steam has never done either - they explicitly support it (via account integration). The two are not similar.