Follow Slashdot stories on Twitter

 



Forgot your password?
typodupeerror
×
IOS Apple

Apple To Offer iOS Developers 85-15 Revenue Split; Debut Paid App Store Search Ads (theverge.com) 84

Apple says it will now take a smaller cut of commission from app developers provided they have customers who stick with their subscription model for longer than a year. Phil Schiller, Apple's Senior Vice President of Worldwide Marketing, told The Verge in an interview that the company will revise the 70-30 split for such developers to 85-15. In addition, the company will also begin showing search ads for apps in its iOS App Store search results. Also, the company says it is speeding up app review times "to the point where 50 percent of submitted apps are now reviewed in 24 hours, and 90 percent are reviewed within 48 hours." From the report: If the new subscription model becomes widely adopted, it will represent a fundamental shift in the economics of the App Store. Developers will be incentivized to sell their apps for a recurring fee instead of a one-time cost. It could change the way consumers pay for certain apps, but it also presents a massive opportunity for developers, many of whom feel the app economy has been become moribund in recent years. And as iPhone sales growth slows, a move to app subscriptions is another way for Apple wring more profits from its existing user base.Apple columnist John Gruber has more details.
This discussion has been archived. No new comments can be posted.

Apple To Offer iOS Developers 85-15 Revenue Split; Debut Paid App Store Search Ads

Comments Filter:
  • by JcMorin ( 930466 ) on Wednesday June 08, 2016 @01:03PM (#52276121)
    Google currently have the 70/30 as Apple had. https://support.google.com/goo... [google.com]
    • by MobileTatsu-NJG ( 946591 ) on Wednesday June 08, 2016 @01:12PM (#52276167)

      Shush. That amount is only horrible when Apple does it, even if the developers do end up making more money than with Google for it.

      • by alvinrod ( 889928 ) on Wednesday June 08, 2016 @02:12PM (#52276587)
        30% is hardly bad when you consider that you don't have to deal with payments at all or any refunding of those. If your average sale price is low (as it tends to be with apps) then transaction fees could eat up close to that amount alone.
        • 30% is huge, except for penny apps. Dealing with payments is not worth more than 2-3% (what visa and mastercard currently charge, and I'd argue that even that is too much). What Apple is selling is access to the customers, much like a store on a busy street. In a competitive market, I wouldn't expect these fees to be higher than 5%, which is more than enough to cover costs and make a normal profit.

          • Econ 101 might lead you think those fees should approach the overhead costs and wouldn't be higher than 5% - but out in the real world, shops selling "access to the customers" (i.e. consignment stores) typically charge anywhere between 20%~50%, with better-performing shops tending towards the higher end of that.

          • It's huge, except for what they were before Apple started their app store.

            Before that, you had:

            1) a carrier would preload your app on a phone, and give you a few pennies for each one sold. Of course, you have to trust their accounting department, which took lessons from the accounting departments of the major music labels. But even so, this is the 'lottery win' case.
            2) you sell your app through a carrier. 80/20 or 90/10 split. guess which one you get.
            3) third party app store. win! you are up to 30%.
            4)

            • So in short, if Apple charged 10 for every email sent it would be fine, since the older alternative (regular mail) would cost more?
              That's not how it works. An electronic store can be operated with much lower fees. A competitive market would reflect that. The fact that Apple can charge 15 or even 30% is just a proof that this isn't a competitive market.

              • Those were all "electronic" stores listed except for the line about retail software sales. Developing software for mobile devices sucked, it was much harder to do and you made a lot less money compared to when Apple entered the market.

                And yes, there isn't a much of a competitive market for where you can get software for iOS devices, as you can only buy it via the Apple Store (technically, you can also jailbreak and buy apps from a couple of 3rd party stores as well).

                And everybody copied Apple: Google, Mic

                • You basically confirm that Apple is charging 15/30% because they can, not because that is a reasonable rate considering the operating costs and normal profit.
                  There isn't only competition on a platform. There is competition between platforms. I'm glad the less closed one is winning, because at least you are allowed to side-load applications without giving that 30% to Google.

                  • Well, how the hell do you know what a "reasonable rate" is? You seem to think Apple should charge 2-3%, so effectively operate it at a loss, which is ridiculous. It costs real money to review apps, do the bandwidth for unlimited downloads of the app, keep track of everything, make and update the sdk, keep their web site from being hacked.

                    If anything, you should complain that google is charging the same, while doing a lot less work [their review system regularly lets malware through], crappier tools, a lot

        • by seoras ( 147590 )

          As an App developer who lives off my App's proceeds I agree that 30% is "hardly bad", in fact I'd gladly pay 30% to any affiliate who can bring me customers like Apple does.
          Apple does more than than an affiliate though.
          They handle payments, local taxes, customer support (to a limited extent), they provide me with a superb development environment, Xcode and they host in-app content which I use in some cases.
          That's all the good.

          The bad is Apple hands out refunds without telling me which transactions were refu

      • by Solandri ( 704621 ) on Wednesday June 08, 2016 @03:10PM (#52276973)
        Difference is an Android developer doesn't have to pay Google 30% if they don't want to. They can always release their Android app via a different store, or offer a direct download from their website. Heck, they can set up their own store if they want (as Amazon has done). They have to pay 30% only if they want to sell it in Google's store. This makes it exactly like the brick and mortar analogue, where the retail store takes a cut of the price where your product is sold.

        But with Apple, the only way to distribute your app to users is via their App Store, where you have to pay the Apple tax (be it 30% or 15%). In any other industry, this would be an illegal market restriction [competitionbureau.gc.ca]. What if you could buy gas for your Ford car only from Mobil gas stations? Not for any technical reason, but because Ford said they needed to do it to insure the quality of the gasoline you put into your Ford vehicle?

        But it's Apple, so people's eyes glaze over and their brain shuts down. Even Apple's argument that it "needs" to do it for security doesn't fly. They're responsible for securing their hardware and OS. If people want their apps secured, there should be multiple companies competing to provide that service. And the people can choose which of these protection services they prefer to use. Exactly like Google does - you can use their Play store and whatever screening/protection they provide, or you can use someone else's store, or you can choose to use a store which doesn't purport to offer any protection at all. In an ideal world, Google would have their own iOS store, and Apple would have an Android store, and other companies would have their own stores for both platforms. And whichever company provided the screening and protection services customers want most would end up gaining a larger share of the market. (Apps would also be interchangeable between stores too, like it doesn't matter if you buy your TV from Best Buy or Target, but that's another argument.)
        • I find it amusing that when the latest report of malware for Android comes out because of using third party stores, the first response from Android users is that they wouldn't have these issues if they stuck with Google Play.

          But how popular will your app be if you try to distribute it on your own site and you have to tell users to go into settings and allow downloads from your website?

          • But how popular will your app be if you try to distribute it on your own site and you have to tell users to go into settings and allow downloads from your website?

            That's a limitation with Android's current security settings - not enough granularity for "unknown" sources, and binary (all or nothing) settings. If I try to sideload an app via USB or a website download, it should have a different setting than if I'm getting it via an app (a store). Right now there's only a single setting for both - allow "un

        • by Anubis IV ( 1279820 ) on Wednesday June 08, 2016 @06:04PM (#52278075)

          Even Apple's argument that it "needs" to do it for security doesn't fly. They're responsible for securing their hardware and OS. If people want their apps secured, there should be multiple companies competing to provide that service. And the people can choose which of these protection services they prefer to use. Exactly like Google does - you can use their Play store and whatever screening/protection they provide, or you can use someone else's store, or you can choose to use a store which doesn't purport to offer any protection at all.

          You say Apple's argument "doesn't fly", yet we can link the fact that Android accounts for 99% of malware on smartphones [infosecuri...gazine.com] directly back to Google's choice not to lock-out other stores. The malware is rarely from Google Play: it's almost all from other sources.

          It's pretty hard to suggest that Apple doesn't have valid security concerns, given the above. You can argue that users should have the ability to make those choices, and you'd have a valid point, but given the evidence, Apple would have no-less-valid of a point in suggesting that the best way to secure the device is to lock that ability off to begin with. And the evidence backs them up.

          Mind you, I'm not suggesting Apple got it right or Google got it wrong. Not at all. I'm merely pointing out a logical incongruity in the arguments you're presenting. Apple's approach is certainly heavy-handed, but the effects are obvious. It's fine and well to talk about "an ideal world", but in practice what we see is that there's a real cost to the security of the platform if you allow untrusted apps onto your OS. Neither approach is right. Both approaches have benefits and drawbacks, and different companies weigh them differently.

        • by Uberbah ( 647458 )

          But with Apple, the only way to distribute your app to users is via their App Store, where you have to pay the Apple tax (be it 30% or 15%). In any other industry, this would be an illegal market restriction.

          Your car, game console, and DVD player find your Hatorade amusing, and would like to subscribe to your walled-gardens-are-only-a-problem-when-it's-Apple newsletter.

        • Difference is an Android developer doesn't have to pay Google 30% if they don't want to

          Exactly. They can chose to pay Amazon 30%. Or go to a store that only offers free apps - all of nothing! Or have their app distributed by a pirate store, where they don't have to pay anything no matter what the app costs there.

      • Then you realize they make more money off the ads their adding vs the split haha.
    • I can't find the link, but I read earlier today Google announced they were dong the same thing as Apple.

  • by Anonymous Coward

    Like hell I'm going to "subscribe" to an app.

    • Not even an episodic game with new content released regularly?

      • There are two applications that I would pay a subscription for. They are very expensive (think several thousand dollars), very complex, and they are key ingredients to how I make a living. When this software is updated, there's a strong potential for my productivity to increase and should I master those new features I could get end up getting a pay raise.

        So there are two reasons I would consider (emphasize the word 'consider') a subscription model for these apps. First is that I would like that company to

        • by Altus ( 1034 )

          yeah, nobody pays for subscriptions to consumer grades software.... except for anyone who plays WOW.

          • by tattood ( 855883 )

            yeah, nobody pays for subscriptions to consumer grades software.... except for anyone who plays WOW.

            Yeah, and that subscription rate has been going down for the last few years.

            There is also a BIG difference between paying for a subscription to a MMORPG that can be played on your computer, and an app that can be played on a phone or tablet. I played WoW for several years until I got bored of the game, and the lack of any new or interesting game play. I have yet to see any game for the phone that would be worth paying a subscription for, and if I am going to pay for a game, I don't want to be limited t

        • by dgatwood ( 11270 )

          So there are two reasons I would consider (emphasize the word 'consider') a subscription model for these apps. First is that I would like that company to be financially successful so they will continue to do significant upgrades. It is my hope that should they want me to retain a subscription they'd hear my voice more distinctly rather than hoping I'll purchase an upgrade. (I may be in fantasy-land, here.)

          Yeah, good luck with that. As far as I can tell, there's even less incentive for the company to care a

      • Not even an episodic game with new content released regularly?

        Which means the game is never, ever finished which will lead to really crappy games. I will never subscribe to an app on a phone, it's ludicrous.

        I never bought into the DLC on other platforms for the same reason. And for those that say DLC makes the game better: Sure it does, because they finally finished the damn game!

        • DLC can be perfectly valid as a game enhancer to a finished game. Dragon Age: Origins and Dragon Age: Inquisition both did it well overall, in my opinion. The main storylines were good, there were plenty of sidequests in the main game, and I really liked them both. They released DLC that let you play the main character in additional events after the main quest was finished; the original game was still certainly complete, but this was a nice bonus.
      • That's what the in app purchase is for.

    • Netflix, HBO Now and any other subscription service out there that bills via the app store and apple payments
    • I'm sure Adobe and Microsoft are worried about random Slashdot poster who won't subscribe to an app while they are making millions on subscription fees.

    • Ok, then don't. Few of us actually want to pay anything, but at the same time, most of us can also recognize that there are whole categories of features and apps that have intrinsic, ongoing costs...costs which developers have few ways to recoup now, meaning that those apps never get built and those features never get added. It's lose-lose.

      In some cases, we've seen successful launches of promising, niche apps get released to great acclaim, only to have few or no additional updates because the revenue dried

    • Like hell I'm going to "subscribe" to an app.

      Yeah, this "World of Warcraft" thing will never catch on.

    • The common use case for subscriptions would be paying for content: Newspapers, magazines, streaming services and the like.
  • Have never paid for an app subscription on my PC. Have never paid for an app subscription on my Phone. I pay for many media subscriptions and I have no problems paying for major feature upgrades to my apps, but when I buy an app, I want to own it. When a mobile app like Pushbullet goes subscription, equivalent competitors like "Join" always spring up as people don't want to pay a recurring cost for a one time service (I don't care about server costs, as a MITM server should not be a part of an app like P
    • Pretty sure they're talking about Netflix, Hulu, HBO, etc.

    • My bad, my reading comprehension is bad today. You're right, they are talking about subscription of apps.

      Welcome to the future, folks. Software companies feel as though they don't generate stable enough revenue through one-time sales. They feel they should share the success you endure with the software you use.

  • by SuperKendall ( 25149 ) on Wednesday June 08, 2016 @01:07PM (#52276147)

    You might look skeptically upon Apple's claim that review times have sped up. How could they possibly have sped up to the process to a day from a week?

    Yet, it is the case. Every single person I know submitting iOS apps has had every app approved within a day, sometimes just a few hours.

    And it's not like they are just not looking at anything, in one case I head about someone who submitted an app update, the reviewer found a crashing bug, the developer fixed and resubmitted and it was approved - all within the same day!

    That alone was a HUGE boon to app development as it made a lot of customers very cranky a change could not go out quickly. It should also eliminate a ton of emergency review requests developers were sending to Apple, so it probably helps Apple also.

    • And it's not like they are just not looking at anything, in one case I head about someone who submitted an app update, the reviewer found a crashing bug, the developer fixed and resubmitted and it was approved - all within the same day!

      Wow, it's faster and I can lay off my QA guy?

      • Well since QA tells you when things suck in addition to when they crash, probably not...

        App Store Reviewer is not going to tell you when a screen is annoying slow, he'll just figure you meant to have it poorly done.

        Not to mention a really good QA person will find 100 crashes to every one the App Store Reviewer catches.

    • by mfearby ( 1653 )

      I submitted a 1.0.3 version of an app last week and was surprised when I got a notification on my iPhone the next morning to say that it was "ready for sale" already. Previous versions took several days, and the first version took over a week!

  • by Zontar_Thing_From_Ve ( 949321 ) on Wednesday June 08, 2016 @01:12PM (#52276171)
    Is simply that I won't pay for such apps. Ever. I already have enough reluctance to pay once for apps and it wasn't helped when an app that I used a lot turned into abandonware and stopped fully working after some iOS updates. Apple deliberately has no way to complain to them that old apps no longer work so the mostly broken app still is available for purchase on their store. So good luck with this change, Apple, but I'll opt out of buying apps with subscriptions. I'm not really into this whole "subscription thing".
    • It sounds like you have trouble paying for people's work at all. But here's the thing: nobody cares and you won't be missed. You weren't paying ANYWAY.

      I have a few apps that I immediately buy when they have to put out a new revision to fund their development. The one that comes to mind most immediately is tweetbot. I always buy the new version because I want them to make more of them and keep up with Twitter's API. That doesn't come for free. I will absolutely pay a subscription to that app to make sure that there's always a new version ready for me.

      I also use an RSS reader called Newsify that I really like. They monetize by providing a subscription to a bunch of services that I have absolutely no interest in. I don't pay that subscription fee. But if they have a subscription option--say, $5/year--that I can pay that just makes sure they stick around and make changes to the app, I'll pay that.

      I don't know why you have such trouble paying people for their honest hard work for applications that you actually use. The other option is to let them fill the app with ads, and we've seen how well that's been going for the web in general. No thanks.

      • by swb ( 14022 )

        But if they have a subscription option--say, $5/year--that I can pay that just makes sure they stick around and make changes to the app, I'll pay that.

        I might buy into this, but....

        1) You must update the app significantly at least once during the subscription period. Not just fucking bug fixes.

        2) No ads, spam, tracking or unnecessary permissions

        3) A means of exporting any persistent data I create in the app

        4) a contact email for the app that actually gets responses. I don't care if its the actual developer or some kind of customer service team. I've bought apps where the dev was responsive and I've bought them where their was no support or response when

      • No ads have stayed away with pay. Once paid, their explanation "Those were tier 1 ads. They are gone now. These are tier 2 ads."

        Paying money for damaged rental code that can be pulled, deleted, broken, and just never finished is not a valid path forward. Paying to a company that keeps it's products from working with other companies products is self-torture. Seeing how little goes to the actual crteators is reason enough. Paying a company for anything when they refuse to hire reasearch, or quality control, a

        • How little goes to the creators? 70% goes to the creators, currently. 85% in the new scheme, after customers have stuck around for a year.

          In return, app creators get hosting and payment services. For small developers, that surmounts a massive barrier to entry--trying to negotiate those payment systems on your own is terrible.

          I've heard generally good things about this split, and the majority of complaints come from larger companies that might be able to do this stuff effectively on their own, but balk at pa

          • by Pitawg ( 85077 )

            And you may make a good corporate recruiter, but 70% of potentially underreported anything is too low for working in an environment completely out of your own control. Spending time and energy making something for a platform that is killed or altered beyond your project, is 70% of nothing. Losing customers because they hate the walled-garden ads wrapped around your project is more nothing. Being limited to only the customers inside the garden, and then seeing the garden shrink is not a future.

            Give me a real

    • Re: (Score:2, Insightful)

      by Anonymous Coward

      An app you paid a dollar for once (or got for free) was abandoned by its developers? Why on earth might that be?

  • Again they ruin the prices for the hard working competition. Will Amazon again call in the DOJ like they did when Apple ruined their sweet 60% cut deal for Kindle self published books?
  • Customers despise software subscription models, esp for non-essential apps typically found on smartphones/tablets.
  • Throw in an Apple dev kit and we got a deal.
  • by dgatwood ( 11270 ) on Wednesday June 08, 2016 @01:53PM (#52276445) Homepage Journal

    Suddenly, it would make more sense to sell books as apps. Is Apple considering doing this for books, too? If they did, it would hit Amazon pretty hard.

  • And that is a good thing. iPhones sales have slowed, Android is becoming the dominant platform (>80% market share). It's nice to see this competition forcing Apple to give back a little more. 15% makes a lot more sense than 30%. In a truly competitive market, that would be even lower.

    • Apple isn't going down to 15% universally. It's only for subscriptions and only after the first year. Apple could care less about competing with a no profit margin $70 Android phone.

      Market share means nothing without profit.

    • Note that Google decided to do the same thing as Apple, the same day....

      Who is dominating who?

      Just because a lot of users have crappy devices means nothing. I have an Android device myself, but I don't use it nor buy apps for it... and that is reflected in the broader market by people still making apps for iOS first. That's where the users are, that's where revenue is. That will not change anytime soon.

The earth is like a tiny grain of sand, only much, much heavier.

Working...