Phil Schiller says App Store fostered competition, ahead of antitrust testimony

Posted:
in General Discussion edited July 2020
Amid antitrust scrutiny of the App Store, Apple's Phil Schiller says that the digital marketplace leveled the playing field for developers when it launched.

Credit: Apple
Credit: Apple


Apple is currently facing both questions and backlash about its App Store policies, particularly the 15% to 30% cut it takes of in-app purchases. And on Wednesday, CEO Tim Cook is set to testify about its App Store and other practices in a U.S. House antitrust hearing.

On Tuesday, Apple Senior Vice President of Worldwide Marketing Phil Schiller offered a different take about the App Store. Specifically, he said that when the marketplace launched, it actually fostered competition.

"One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same," Schiller told Reuters.

Schiller added that when the App Store launched in 2008 with 500 apps, that wasn't the case in PC software. "Nobody thought like that. It was a complete flip around of how the whole system was going to work," he said.

At the time, software sold through physical retail channels had to pay for shelf space at stores. That could cost up to 50% of the retail price. Even digital marketplaces like App Store predecessor Handango charged developers up to a 40% commission, potentially blocking out small developers.

"Apple took that to a whole other level. And at 30%, they were a better value," said Ben Bajarin, head of consumer technology at Creative Strategies.

Of course, apps submitted to the marketplace must adhere by Apple's guidelines, which include a clause that requires the use of Apple's own payment system for most apps. Those guidelines were originally a private list, but were published in 2010.

Schiller added that the cut that Apple takes is used to maintain the marketplace, including paying for secure servers to deliver apps and systems to vet and test them. In a previous interview, the Apple SVP said that Apple's sometimes strict guidelines are meant to ensure consistency and an overall good experience for users.

Now that Apple's digital marketplace is part of a duopoly with Google, Dogtown Studios CEO Marc Fischer said the fees should be lower. He offered the idea of the single-digit cut that payment processors.

The company 15% to 30% commission has faced backlash over the years, including most recently by Basecamp-created email app Hey. The chairman of the House subcommittee set to interview Tim Cook also equated Apple's cut to "highway robbery" in a June interview.
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Comments

  • Reply 1 of 28
    elijahgelijahg Posts: 2,759member
    Schiller said:

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same*" Schiller told Reuters.
    *Except Apple. There is a lot of fuss being made about the 30% by Apple and the media, I don't really think that is the main gripe developers have. 30% isn't a wholly unreasonable share of revenue. It's the inconsistent interpretation and enforcement of the rules, and the arbitrary changing and adding of new rules when a dev does something innovative that Apple doesn't like. And a big one is that Apple wants a cut of anything virtual and doesn't even allow a link to it from their app. That's like having a product in a supermarket removed from the shelf because it has the web address on the carton where you can buy direct without the supermarket markup. 
    williamlondonlkrupp
  • Reply 2 of 28
    70% of the retail price is a better deal than 25% of the cost to manufacture (which is what a lot of product sellers at WalMart have to accept). 
    watto_cobra
  • Reply 3 of 28
    AppleZuluAppleZulu Posts: 2,010member
    elijahg said:
    Schiller said:

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same*" Schiller told Reuters.
    *Except Apple. There is a lot of fuss being made about the 30% by Apple and the media, I don't really think that is the main gripe developers have. 30% isn't a wholly unreasonable share of revenue. It's the inconsistent interpretation and enforcement of the rules, and the arbitrary changing and adding of new rules when a dev does something innovative that Apple doesn't like. And a big one is that Apple wants a cut of anything virtual and doesn't even allow a link to it from their app. That's like having a product in a supermarket removed from the shelf because it has the web address on the carton where you can buy direct without the supermarket markup. 
    I think there's a difference in customer perception that plays an important role in that. If you buy a thing at the supermarket and then look up their web address listed on the carton and buy direct from them next time, if they fail to deliver in some way, you're not going back to the supermarket to complain about it. If you get an app from Apple's App Store and then click on a link within the app for further "in-app purchases," when the app developer fails to deliver or makes it impossible to cancel a subscription or whatever, you're just as likely to hold Apple accountable for that, because they're the one who sold you an app with a fraud link built into it.

    On the other hand, if you get an app from the App Store, use a browser to search up the developer's website, create account credentials over there, pay the developer money, and then return to the app to enter your credentials to use your subscription or whatever, it's really clear that your financial relationship is with the developer, not Apple. 

    And alternatively, if you conduct your in-app purchases through Apple, they're taking full responsibility for the financial relationship. As such, they can make sure that subscription prices are clear, and that there's a single place to go to manage or cancel those subscriptions without any difficulty or shenanigans where the cancel button is hidden or an argument on the phone with a "sales retention specialist" is required to disengage. This consistency and simplicity actually delivers customers to developers, because they know the exact dollar amount of risk involved with trying whatever it is that's being sold. 
    edited July 2020 watto_cobra
  • Reply 4 of 28
    He is comparing competition on PC to competition on mobile devices. First off those are two totally different things with nothing to do with each other, akin to comparing competition in burger chains with competition in blue jeans. Second, it is not an argument that helps him as much as he insists on thinking. Not long ago I installed BlueStacks with its Google Play Store on my Mac Mini because I wanted to use an Android app that isn't available on macOS. Also installed Steam which allows me to buy and install games that are available on macOS (because I wanted those purchases to be available on Steam clients that run on all the platforms that I have machines for where buying the game on the App Store would have only made them available on Macs). You can't do that on iOS, iPadOS, tvOS and watchOS devices ... the App Store is all there is.

    As I have stated earlier, I want Apple to win this fight, but to do so they need to stop relying on ad campaigns that only make sense to Apple's loyal customers and defenders in the press and start coming up with strategies and legal arguments design to win over people who are used to platforms that give them more choice on the hardware that they buy and own. This not only includes macOS but even iPods. I would buy MP3s from Amazon, Microsoft or wherever, import them into iTunes and sync them to my iPod all the time. This included songs and podcasts that weren't available on the app store and from suppliers who were offering tracks for 79 cents instead of 99 cents for whatever reason. 
  • Reply 5 of 28
    AppleZuluAppleZulu Posts: 2,010member
    Also, Schiller is right. The pre-App Store software world was a huge mess. The default was still purchasing software on physical media in boxes with instruction books. Those instruction books were a necessity, because there was very little consistency with user interfaces. Online software sales was a thing, but you mostly dealt directly with developers. There were online "stores" out there, but they were pretty much weblink clearinghouses that came with no assurances as to quality or safety of the content you were buying. The idea of downloading free or inexpensive apps that were immediately intuitive to use and that had an almost zero chance of crashing (or infecting) your device arrived with Apple's iOS App Store. For developers, direct access to a device's user base without developing and managing an e-commerce system was also a boon. High volume sales of low-priced apps at low margins can actually make a lot more money than selling at lower volume with a high markup to try to recapture the up front costs of managing e-commerce directly.

    People quickly forget what things were like before Apple re-imagines an entire concept.
    Beatsdewmewatto_cobracornchip
  • Reply 6 of 28
    crowleycrowley Posts: 10,453member

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same," Schiller told Reuters.
    But they do have special deals, with Amazon, and Netflix, and possibly others.  Seems like a stupid thing to say.
    cornchip
  • Reply 7 of 28
    AppleZuluAppleZulu Posts: 2,010member
    He is comparing competition on PC to competition on mobile devices. First off those are two totally different things with nothing to do with each other, akin to comparing competition in burger chains with competition in blue jeans. Second, it is not an argument that helps him as much as he insists on thinking. Not long ago I installed BlueStacks with its Google Play Store on my Mac Mini because I wanted to use an Android app that isn't available on macOS. Also installed Steam which allows me to buy and install games that are available on macOS (because I wanted those purchases to be available on Steam clients that run on all the platforms that I have machines for where buying the game on the App Store would have only made them available on Macs). You can't do that on iOS, iPadOS, tvOS and watchOS devices ... the App Store is all there is.

    As I have stated earlier, I want Apple to win this fight, but to do so they need to stop relying on ad campaigns that only make sense to Apple's loyal customers and defenders in the press and start coming up with strategies and legal arguments design to win over people who are used to platforms that give them more choice on the hardware that they buy and own. This not only includes macOS but even iPods. I would buy MP3s from Amazon, Microsoft or wherever, import them into iTunes and sync them to my iPod all the time. This included songs and podcasts that weren't available on the app store and from suppliers who were offering tracks for 79 cents instead of 99 cents for whatever reason. 
    The point is that the mobile device application software market was functioning pretty much the same as the PC software market, prior to the introduction of the App Store. The MacOS App Store would probably function the same as the iOS store by now as well, if it was easier to put genies back into bottles. Apple's tighter control of these things actually is the choice at hand here. If you as the customer want the 'freedom' to install software outside of that type of control, you have the choice to purchase devices and operating systems that allow you to do that. Those systems also require you to take greater responsibility for security and compatibility of the software you buy and install.

    Apple's loyal customer base exists specifically because we have chosen the devices that don't require the end-user to futz with things under the hood just to get everything to work. What we don't want is for others to forcibly ruin what we have by insisting that it function more like Windows or Android. The closed system is a core feature, not a bug.
    edited July 2020 Beatswatto_cobra
  • Reply 8 of 28
    Apple absolutely changed the game for the better back when the AppStore was founded. It was pay to play and you needed a lot of upfront money and connections to be successful. Apple changed that and I’m grateful for it. My feelings are mixed today. The AppStore rules seem to be making the ecosystem a worse experience for users. I’m also not convinced that Apple always deserves a 30% cut for everything. Certainly they deserve more then the 0% they undercharge for too many apps that are successful because of Apple tech. As a developer, these are the apps that I feel have unfair treatment.  This is not the world of retail anymore. The world and business models have changed since the AppStore was founded and everyone operates with more choice and lower margins. This is the post-retail age of wire cutters, buying your car directly from the manufacturer, and generally bypassing the middleman. The AppStore seems to be stuck in the retail age and retail business models. Apple does provide some great services to developers and they should charge for them, but I have a hard time seeing these high commissions for some types of content. As much as I would like them to find a better balance that works in our post-retail society, I’m also afraid of government regulation making it worse.
    edited July 2020 elijahgtmaywatto_cobra
  • Reply 9 of 28
    crowleycrowley Posts: 10,453member
    Apple absolutely changed the game for the better back when the AppStore was founded. It was pay to play and you needed a lot of upfront money and connections to be successful. Apple changed that and I’m grateful for it. My feelings are mixed today. 
    I agree with this. Some people seem to think that because Apple did a good job back in 2008, they get a free pass to continue doing the same, or whatever they like, for ever and ever.  I don't think it works that way; we judge today's Apple on the standards of today, not those of over a decade ago.
    elijahgGrayeagleInspiredCode
  • Reply 10 of 28
    Going back to the origin of the comments, this is a House Committee, and with Bezos and Zuckerman present,  and probably under oath,  it can turn into political theater.
  • Reply 11 of 28
    BeatsBeats Posts: 3,073member
    crowley said:
    Apple absolutely changed the game for the better back when the AppStore was founded. It was pay to play and you needed a lot of upfront money and connections to be successful. Apple changed that and I’m grateful for it. My feelings are mixed today. 
    I agree with this. Some people seem to think that because Apple did a good job back in 2008, they get a free pass to continue doing the same, or whatever they like, for ever and ever.  I don't think it works that way; we judge today's Apple on the standards of today, not those of over a decade ago.

    Apple can do whatever it wants forever.

    Don't like it? Invent a competitor and create your own innovative store from the ground up.
    jony0
  • Reply 12 of 28
    BeatsBeats Posts: 3,073member

    elijahg said:
    Schiller said:

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same*" Schiller told Reuters.
    *Except Apple. There is a lot of fuss being made about the 30% by Apple and the media, I don't really think that is the main gripe developers have. 30% isn't a wholly unreasonable share of revenue. It's the inconsistent interpretation and enforcement of the rules, and the arbitrary changing and adding of new rules when a dev does something innovative that Apple doesn't like. And a big one is that Apple wants a cut of anything virtual and doesn't even allow a link to it from their app. That's like having a product in a supermarket removed from the shelf because it has the web address on the carton where you can buy direct without the supermarket markup. 

    Um, no.

    It's like going into the supermarket, buying the product from the website and walking out with the product.
    jony0
  • Reply 13 of 28
    kimberlykimberly Posts: 429member
    I can see valid arguments on both sides.

    I purchased an App via the App Store (~$35) for specific functionality that, after installing, became evident was not there (my fault for not reading the detailed feature set).

    I requested an imnmediate refund with Apple along with the acknowledgement that it was my bad. In less than 30 minutes, Apple had processed the refund.

    I guess with refunds processed so quickly, there is no need for App trial periods.

    edited July 2020 tmaywatto_cobra
  • Reply 14 of 28
    canukstormcanukstorm Posts: 2,701member
    elijahg said:
    Schiller said:

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same*" Schiller told Reuters.
    *Except Apple. There is a lot of fuss being made about the 30% by Apple and the media, I don't really think that is the main gripe developers have. 30% isn't a wholly unreasonable share of revenue. It's the inconsistent interpretation and enforcement of the rules, and the arbitrary changing and adding of new rules when a dev does something innovative that Apple doesn't like. And a big one is that Apple wants a cut of anything virtual and doesn't even allow a link to it from their app. That's like having a product in a supermarket removed from the shelf because it has the web address on the carton where you can buy direct without the supermarket markup. 
    Absolutely correct. Hit the nail on the head.
    elijahg
  • Reply 15 of 28
    dewmedewme Posts: 5,372member
    crowley said:
    Apple absolutely changed the game for the better back when the AppStore was founded. It was pay to play and you needed a lot of upfront money and connections to be successful. Apple changed that and I’m grateful for it. My feelings are mixed today. 
    I agree with this. Some people seem to think that because Apple did a good job back in 2008, they get a free pass to continue doing the same, or whatever they like, for ever and ever.  I don't think it works that way; we judge today's Apple on the standards of today, not those of over a decade ago.
    I disagree. You can’t suddenly decide that Apple’s huge investment and ongoing maintenance costs have now magically transformed into the public domain.

    If Apple went belly up and closed up shop, including the App Store, do you think the government should step in and force Apple to maintain the App Store because it is some sort of public utility? If your answer is Yes then Apple should be granted the right to operate as a monopolistic public utility and be allocated taxpayers money to prop up their business, just like taxpayer subsidized power plants. 

    Everyone likes to talk about the free market and the rewards going to those who take on the big risks but ultimately prevail. But that’s just talk. Everyone’s actually looking for a handout and their piece of the pie that someone else paid for.  

    There is not a single developer who is forced to use the App Store. It’s a choice, opt-in model, business agreement, and the rules associated with opting in are put in place by the owners of the store. Those who opt-in are signing a business agreement with Apple. Don’t like dealing with Apple, Walmart, or Home Depot?No problem, seek out another store that has better terms or build your own, like Apple did. Running and crying to Big Brother is a losers game. 
    watto_cobra
  • Reply 16 of 28
    elijahgelijahg Posts: 2,759member
    AppleZulu said:
    elijahg said:
    Schiller said:

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same*" Schiller told Reuters.
    *Except Apple. There is a lot of fuss being made about the 30% by Apple and the media, I don't really think that is the main gripe developers have. 30% isn't a wholly unreasonable share of revenue. It's the inconsistent interpretation and enforcement of the rules, and the arbitrary changing and adding of new rules when a dev does something innovative that Apple doesn't like. And a big one is that Apple wants a cut of anything virtual and doesn't even allow a link to it from their app. That's like having a product in a supermarket removed from the shelf because it has the web address on the carton where you can buy direct without the supermarket markup. 
    I think there's a difference in customer perception that plays an important role in that. If you buy a thing at the supermarket and then look up their web address listed on the carton and buy direct from them next time, if they fail to deliver in some way, you're not going back to the supermarket to complain about it. If you get an app from Apple's App Store and then click on a link within the app for further "in-app purchases," when the app developer fails to deliver or makes it impossible to cancel a subscription or whatever, you're just as likely to hold Apple accountable for that, because they're the one who sold you an app with a fraud link built into it.

    On the other hand, if you get an app from the App Store, use a browser to search up the developer's website, create account credentials over there, pay the developer money, and then return to the app to enter your credentials to use your subscription or whatever, it's really clear that your financial relationship is with the developer, not Apple. 

    And alternatively, if you conduct your in-app purchases through Apple, they're taking full responsibility for the financial relationship. As such, they can make sure that subscription prices are clear, and that there's a single place to go to manage or cancel those subscriptions without any difficulty or shenanigans where the cancel button is hidden or an argument on the phone with a "sales retention specialist" is required to disengage. This consistency and simplicity actually delivers customers to developers, because they know the exact dollar amount of risk involved with trying whatever it is that's being sold. 
    I don't think that's true. If you buy something though the Amazon app and it doesn't work, people don't blame Amazon or Apple, they blame the manufacturer of the product or the seller. Apple could stipulate that developers must have an easy-access unsubscribe option or the app is pulled, in a similar fashion to Apple Pay appearing in addition to Paypal or whatever. Same with the eBay app, plenty is sold there without an Apple cut, and no one blames Apple if the sale goes wrong. People can tell the difference between a third party and Apple.
  • Reply 17 of 28
    dewmedewme Posts: 5,372member
    elijahg said:
    Schiller said:

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same*" Schiller told Reuters.
    *Except Apple. There is a lot of fuss being made about the 30% by Apple and the media, I don't really think that is the main gripe developers have. 30% isn't a wholly unreasonable share of revenue. It's the inconsistent interpretation and enforcement of the rules, and the arbitrary changing and adding of new rules when a dev does something innovative that Apple doesn't like. And a big one is that Apple wants a cut of anything virtual and doesn't even allow a link to it from their app. That's like having a product in a supermarket removed from the shelf because it has the web address on the carton where you can buy direct without the supermarket markup. 
    You have obviously never sold anything through a large retailer. Try going into Walmart with the scenario you described, i.e., putting a link of some kind on your product to let your end customers discover a way to bypass the retail store to obtain your product cheaper. Just try it as a fun little experiment. It is true that your will not be removed from the store shelves, only because you will never get your product on a shelf in their store.

    It’s their store and everything that goes into it is controlled by them, up to and including requiring product vendors to stock the shelves where the vendor’s product sits, making sure the shelf space remains tidy and filled with inventory, and making sure everything is fresh (if applicable). And yes, they will scrutinize everything about the product labeling to make sure it contains all required information and meets the store’s business objectives. Oh, and they will often come back to you and require that you sell your product in their store within a certain price target, which may require you to find ways to cost reduce your product to fit within their expectations. The latter model is widely used in home improvement stores, which is why some products, say plumbing fixtures or lawn mowers, sold at certain home improvement stores are not identical to the “same” product sold at other stores. 

    Saying that the cost of something is unreasonable is an interesting opinion but is something that needs to be reconciled at the point that one voluntarily enters into a business agreement with someone else. Unless you’re locked in for a certain time period or minimum unit sales number per the upfront agreement (like Apple was with Samsung recently), you’re free to walk away at any time and take your business elsewhere. Yes, even if it means changing platforms. 
    watto_cobra
  • Reply 18 of 28
    elijahgelijahg Posts: 2,759member

    Beats said:

    elijahg said:
    Schiller said:

    "One of the things we came up with is, we're going to treat all apps in the App Store the same - one set of rules for everybody, no special deals, no special terms, no special code, everything applies to all developers the same*" Schiller told Reuters.
    *Except Apple. There is a lot of fuss being made about the 30% by Apple and the media, I don't really think that is the main gripe developers have. 30% isn't a wholly unreasonable share of revenue. It's the inconsistent interpretation and enforcement of the rules, and the arbitrary changing and adding of new rules when a dev does something innovative that Apple doesn't like. And a big one is that Apple wants a cut of anything virtual and doesn't even allow a link to it from their app. That's like having a product in a supermarket removed from the shelf because it has the web address on the carton where you can buy direct without the supermarket markup. 

    Um, no.

    It's like going into the supermarket, buying the product from the website and walking out with the product.
    Um, yes.

    It's not, because you can't pay for the product (the app) anywhere but the App Store, nor can you download that app anywhere but the App Store. But that's a different matter. 

    Since you're trying to stretch my analogy, I shall extend it: You buy a coffee maker from Walmart for $69.99. Walmart gets 30%. You can also buy capsules from Walmart for the coffee maker with Walmart's 30% markup. Or you can go to the coffee maker's website which is listed on the box and get the capsules for less. Apple is forcing the manufacturer of the coffee maker to hide any reference to the sale of coffee capsules anywhere other than the App Store, even though Apple have nothing whatsoever to do with the distribution of those coffee capsules. They've already had their cut: the distribution cost, transaction cost, customer service costs etc have already been paid for, why should they be paid again for something that is entirely separate from their systems?

    As a huge multinational with sole control over what does and does not get submitted to the massive market that is App Store, forcing someone to pay them for something that they have no part in or the dev gets disallowed access to the store, could very well be seen as anticompetitive.

    Plus, if Apple arbitrarily changes their minds about a rule, that's it, your app is pulled and you have zero recourse. Most of the time you don't even get a couple of weeks notice, it's just gone. The core functionality of your app might be disallowed overnight, because of an Apple whim.
    edited July 2020
  • Reply 19 of 28
    elijahgelijahg Posts: 2,759member

    Beats said:
    crowley said:
    Apple absolutely changed the game for the better back when the AppStore was founded. It was pay to play and you needed a lot of upfront money and connections to be successful. Apple changed that and I’m grateful for it. My feelings are mixed today. 
    I agree with this. Some people seem to think that because Apple did a good job back in 2008, they get a free pass to continue doing the same, or whatever they like, for ever and ever.  I don't think it works that way; we judge today's Apple on the standards of today, not those of over a decade ago.

    Apple can do whatever it wants forever.

    Don't like it? Invent a competitor and create your own innovative store from the ground up.
    Well no it can't, have you forgotten about the law?
  • Reply 20 of 28
    kevin keekevin kee Posts: 1,289member
    I agree that what Apple have done with its store change the whole large retailers business model, although some (I am looking at you Walmart) still do think they grant a privilege for small business to sell their products through them - not the other way round (which includes shelving arrangement). Luckily I am still seeing indie apps next to big company apps in Apps Store.
    edited July 2020 watto_cobracornchip
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