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> actual harm => consumers end up paying more for the apps because the app developers have to increase their price to cover Apple's cut (which is more like a shakedown).

Out of all the arguments against Apple's App Store policies, this has always struck me as the weakest. I remember app prices for Palm Pilots, and for that matter, app prices in general before the App Store came along -- and they were way, way higher. In 2005, a program like Pixelmator for iOS would have at least been $40; on iOS, it's $5. And how much do you think LumaFusion, a multitrack video editor, would have gone for in 2005? If it had been under $200 reviews would have been calling it a steal. It's $30. And that seems insanely high.

So the problem with the "Apple's cut artificially inflates prices" argument is that prices have demonstrably been in free fall during the app era. We can argue that LumaFusion would be able to cut their price to $25, or Pixelmator to $4, and that somehow "proves" that developers have to increase their price, but it's not super compelling.

> I don't see any reason why a company needs to pay any percent of their revenue instead of a flat fee. You pay a % of revenue when someone is your partner or an investor in your company. Apple is neither.

Well, Apple is acting as a payment processor, and payment processors charge you a percent of revenue. I don't think anybody's gonna run credit cards for you for a flat $19 a month fee; if Apple charged only what Stripe did (30ยข + 2.9%), LumaFusion's fees would be over $19 on their 11th copy sold per month and Pixelmator would hit it on sale 65.



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