Why 12%? We chose this number to provide a super-competitive deal for partners while building an enduring and profitable store business for Epic. From that 12%, we net around 5% after direct costs and that could grow to 6-7% with greater economies of scale.
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When a credit card company processes those transactions, they take 2.5 to 3.5%, and that covers their costs of banking and customer service.
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Who's perspective is that? Let's assume Store A could sell a $100 product with a 12% markup, customers pay $112. Now Store B adds 30% markup for better service and sells it to customers for $130. Now the Question: Why dictate markup to Store B and not let the customers decide?
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Developers and publishers choose their prices, and then the store takes its cut. They are often reluctant to set different prices across stores out of respect for all customers, and perhaps some concern about backlash.
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Funny how that's going over time. 10 years ago when Apple premiered 30% as a cut, developers praised them because prior to that it had been much worse.
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30% was a good deal in the early days of digital stores. But now digital stores are a $100,000,000,000/year business with truly vast economies of scale, and the savings aren’t being passed on.
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I'd rather pay a 50% markup on steam than use a shitty platform that is trying to start a civil war in the pc gaming community. We'll see how long EGS last and the fate of publishers & dev who took up the exclusivity deal.
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1/2 I got my own distribution, I don't rely on anybody so I don't have to split anything to anybody. Everyone prefers to sell without anybody in the middle taking his own cut from the chain. Pretty basic, logic and obvious, kindergarten level.
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No iTunes takes 30% Amazon takes around 6% to 20% most of the time but it can go to 45% Publishers (book) take from 92% to 85% Steam take 20% to 30% which is standard for the digital selling industry and at least steam have something going for them made by them unlike
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I think you really overestimate how much most customers care about the cut that developers make. If it was a priority used game sales wouldn't exist. It wasn't any sense of moral duty to devs that largely killed Piracy, it was the convenience of steam.
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