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830 points todsacerdoti | 4 comments | | HN request time: 0.213s | source
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Aissen ◴[] No.25135496[source]
Weird how this is the exact opposite of Valve's strategy:

> For all sales between $10 million and $50 million, the split goes to 25 percent. And for every sale after the initial $50 million, Steam will take just a 20 percent cut.

https://www.theverge.com/2018/11/30/18120577/valve-steam-gam...

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1. HatchedLake721 ◴[] No.25135561[source]
Why weird? 2 different strategies with completely different goals.

Valve's strategy looks like to maximise revenue and get big companies on board that do $10+ mil in sales giving them incentives and discounts to be on the platform. (I think of it as tax break to incentivise high-earners to stay in the state/country)

Apple's strategy looks like to put more money into small companies/developers, while still charging the usual rate it had for 10 years to everyone else to access market of 1+ billion users. (tax break for small business to get up and running)

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2. Aissen ◴[] No.25135605[source]
This is a direct effect of a closed platform (iOS) vs an open one (PC).
3. syshum ◴[] No.25135817[source]
Not weird, but it is an interesting dynamic when you have an open platform that has to compete in the marketplace, vs a closed ecosystem that has to compete in PR / Legal battle.

Apple is clearly attempting to reverse some of the bad PR, and divide the Dev Community so the calls for Anti-Trust action is lessened as the "small devs" will consider Apple "on their side" by giving them a competitive advantage over larger shops

Clever move, time will tell if anyone buys it for more than what it really is, a PR stunt designed to ensure no real change happens

4. the_lucifer ◴[] No.25136081[source]
This I can understand because I'd argue most of the creative uses of Apple's ecosystems rather come from smaller indie developers meanwhile meanwhile larger companies also need to look at cross compatibility and sharing codebases.