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Now that may be a completely fair, and potentially shared, view.

I can only recount from my direct experience, and the style of software that is driving this campaign literally wants to make loot boxes more profitable. They cannot enjoy the natural consequences of making something truly valuable in a subscription form to get the fee down to 15%; and they’re upset. So maybe I’m spiteful, but it feels justified.




Well, considering Apple's goal isn't to ban lootboxes outright (just profit from them) it's hard to argue that they're being any more altruistic by letting Genshin Impact be installed on iOS devices.


Fair, too.

One can at least see the incentive structure towards things of value - i.e. you’re stuck in 30% land if all you want to do is coin transactions, get the benefits of Apple Pay if you’re e-commerce / delivery, or provide long term value in sub form and get the steep discounts.


Well, then hopefully you can understand why developers don't want to pay the largest company in the world for restricting their freedom.


Yes, I understand where they are coming from. This balance between the 'normal, everyday person end user' and people who stare down command lines and make their own frameworks used by millions will always be tough - but there is a primary person in both arenas Apple is making things for, and sometimes it isn't 'us - and that's ok!

And in some ways, we are arguing over a dead corpse. It's possible that VR/AR will hit an inflection point - not by glasses - but by people actually making the 'real malleable world' like DynamicLand and Humane. Those paradigms may very well leave Apple in the dust - because the way Apple has approached this argument to me feels hollow, they don't own their beliefs in the rhetoric, and even I have felt at times they've been coasting and rent seeking. Potentially I'm just misguided in thinking in the ideal.




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