In Apple’s view, only the Apple metaverse would be allowed. And that’s what I fear the most here: that Apple is looking ahead to AR and thinking of the absolute power it can wield over the world if they can get away with repeating the App Store payments fiasco in the real world.
— Tim Sweeney (@TimSweeneyEpic) August 8, 2020
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With news that Apple is not only banning Epic's Fortnite from its App Store, but also planning to cut Epic off from iOS and Mac development tools (which would effectively hurt every developer using Epic's Unreal engine), it's worth reading this analogy from reader "Seph":
If Microsoft only allowed programs to be downloaded via Windows Store, took 30% cut of any program sales and another 30% cut of all in-app transactions as well, what would Second Life's viability be like? How healthy would Second Life's economy be if either Linden Lab absorbed a 30% hit every time L$ was purchased, or L$ was made 30% more expensive for the customer to cover Apple's cut?
The IAP cut aside, would Second Life even be allowed given it has a marketplace? Tons of user-created content that Apple doesn't get to review individually? At what level would Apple want to review; entire regions or individual products?
All 10 counts in Epic's legal documents are very relevant to products like Second Life and show how stifling Apple's ecosystem is vs. Windows.
Sweeney is very correct. That he stands to gain personally from the lawsuit doesn't make him any less correct. That this was obvious pre-planned baiting doesn't make him any less correct. Right now it's impossible to have a fully functioning Second Life on iOS, and Second Life is still the best example of a metaverse.
I think that last point is debatable but it is definitely the case that metaverse-like platforms in mobile app stores with user-generated content — ROBLOX and IMVU come to mind — have to contend with paying a 30% cut that both Apple and Google Play both charge. I'm curious how both companies contend with Apple's review process for user-made content, but I'm definitely sure it would be way more taxing for a much more open platform like Second Life. (And is probably a key reason why Linden Lab has been so reluctant to create a mobile app for SL.)
But why the focus on just mobile apps, when platforms like Steam and Xbox also take 30%? Seph answers:
Unlike the iPhone, there aren't 1-1.5 billion Xbox users. The Xbox also isn't as general purpose and every industry spanning as iPhone. The Xbox also isn't in our pocket everywhere we go.
Even if the scope was limited to just the living room and just gaming, the Xbox isn't even winning let alone dominating at a level arguably monopoly-like.
Smartphones being a thing that billions of people use to primarily conduct business along with Apple and Google sharing near 100% control of it with varying degrees of anti-trust practices is the collective problem. The Xbox isn't a good comparison.
One response to all this is saying, "Epic is just trying to make more money". But I'm skeptical of that. If all Epic cared about was Fortnite’s profit margin, Sweeney could have quietly negotiated with Apple for a better split, like some select apps get.
In any case, however profit-oriented Sweeney's move is, what remains true is this battle will shape the future of the metaverse — and who owns it.
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