WEBVTT - The Epic Epic Vs Apple Battle

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<v Speaker 1>Welcome to text Time, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and I love all things tech. And as I record this,

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<v Speaker 1>it is August twenty twenty, and there is an epic

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<v Speaker 1>showdown going on between two tech companies. An epic epic showdown,

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<v Speaker 1>or or maybe an epic epic showdown. What I mean

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<v Speaker 1>to say is that the company Epic or Epic Games,

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<v Speaker 1>known for video games in general and the juggernaut game

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<v Speaker 1>Fortnite in particular, is facing off against the sometimes trillion

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<v Speaker 1>dollar monolithic company Apple, and things are getting spicy. But

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<v Speaker 1>why are these two companies feuding and how are things

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<v Speaker 1>escal leading? As I research and write this, the fight

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<v Speaker 1>is just gearing up, but it promises to get much

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<v Speaker 1>nastier over time. Today we're going to learn about the

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<v Speaker 1>conflict between these companies as well as get a deeper

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<v Speaker 1>understanding of the way that apps, services and Apple make money,

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<v Speaker 1>because really, that's what this all boils down to the

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<v Speaker 1>method that companies follow to make money and how they

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<v Speaker 1>can make more money and keep more of the money

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<v Speaker 1>they make. So you know, spoiler alert. That's really what

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<v Speaker 1>this is all about when you get down to it.

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<v Speaker 1>But first some background. Now, I've done an episode about

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<v Speaker 1>Fortnite that published back in February of two thousand nineteen,

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<v Speaker 1>so I'm not gonna go over the entire history of Fortnite,

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<v Speaker 1>but let's do a quick rundown of Epic Games so

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<v Speaker 1>we understand where they're coming from. Way back in, a

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<v Speaker 1>guy named Tim Sweeney was programming video games and saving

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<v Speaker 1>them onto floppy disks and then sending those disks out

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<v Speaker 1>over the mail, and he was using the company name

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<v Speaker 1>Potomac Computer Systems. He hired on a couple of important

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<v Speaker 1>people as well, Mark Rhyan and Cliff Blazynski. In Sweeney

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<v Speaker 1>would rename this company and it became Epic Mega Games,

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<v Speaker 1>and the founders started creating lots of games that got

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<v Speaker 1>a pretty good reception. A few years later, as computers

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<v Speaker 1>got more powerful and graphics cards began to be a thing,

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<v Speaker 1>Epic evolved into Epic Games and the company released a

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<v Speaker 1>computer engine, a game engine called the Unreal Engine. So

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<v Speaker 1>computer engines or video game engines are sort of a

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<v Speaker 1>block of code that provide tools to game developers, like

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<v Speaker 1>physics engines and graphics engines, and a game engine saves

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<v Speaker 1>game developers a lot of time and a lot of effort.

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<v Speaker 1>It provides some basic functionality that the game developers can

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<v Speaker 1>then build upon. It's like the framework, and it keeps

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<v Speaker 1>developers from having to re invent the wheel every time

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<v Speaker 1>they want to build a game. The Unreal Engine would

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<v Speaker 1>become a really popular game engine, and that will play

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<v Speaker 1>an important part in our story. Around two thousand and six,

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<v Speaker 1>Epic Games began to saunter casually over to the world

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<v Speaker 1>of console video games, developing titles or adapting existing PC

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<v Speaker 1>games for the Xbox three sixty. The company was branching

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<v Speaker 1>out beyond PC and Mac titles. Some of their earliest

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<v Speaker 1>games that you know Epic produced were available on the

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<v Speaker 1>Mac computer. That will also play an important part of

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<v Speaker 1>our story. The company announced Fortnite in two thousand eleven.

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<v Speaker 1>It would take a few years before it actually would debut,

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<v Speaker 1>and in a Chinese company called Tencent Holdings ended up

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<v Speaker 1>buying a forty steak in Epic Games for a three

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<v Speaker 1>hundred thirty million dollars, a princely sum. This, by the way,

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<v Speaker 1>makes Epic another potential target in the ongoing political and

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<v Speaker 1>trade battle between the United States and China for much

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<v Speaker 1>the same reason that TikTok is under scrutiny. But that's

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<v Speaker 1>a different topic that will probably not come back into

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<v Speaker 1>this episode. I think I don't know. I'm just at

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<v Speaker 1>the beginning of writing this. I'm reading my old notes, okay,

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<v Speaker 1>so I can say definitively no, that's not going to

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<v Speaker 1>come back in. In two thousand and fourteen, Epic announced

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<v Speaker 1>that when Fortnite would launch, it was going to be

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<v Speaker 1>a free to play game. Now, this is also a

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<v Speaker 1>big part of our story, so a free to play

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<v Speaker 1>game is a little bit deceptive. It is free to

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<v Speaker 1>download and install and play one of these games, but

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<v Speaker 1>it typically has in game transactions, and these are transactions

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<v Speaker 1>where players can spend real world money and enhance their

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<v Speaker 1>game play in some way. Games do this in different ways.

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<v Speaker 1>Some games allow players to purchase upgrade that give them

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<v Speaker 1>an advantage in the game. The derogatory name for this

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<v Speaker 1>style of game is called pay to win, the implication

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<v Speaker 1>being that a mediocre player can dominate people who have

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<v Speaker 1>spent more time and developed more skill in the game

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<v Speaker 1>just by dishing out more cash for upgrades. And a

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<v Speaker 1>lot of gamers view this as being inherently unfair. Other

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<v Speaker 1>games only allow for cosmetic transactions, so it's stuff that

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<v Speaker 1>changes the appearance of different elements in the game, like

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<v Speaker 1>a player's outfit or their weapons, skins or whatever, and

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<v Speaker 1>some games incorporate are element of randomness in the transactions

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<v Speaker 1>with loot boxes. With these games, you don't buy specific

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<v Speaker 1>upgrades or cosmetic changes. Instead, you buy a crate or

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<v Speaker 1>a loot box which you then open within the game,

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<v Speaker 1>and only then do you find out what you've got

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<v Speaker 1>from inside the crate or box. It's a classic mystery

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<v Speaker 1>bag idea of you ever went into a store where

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<v Speaker 1>the country stores used to do this all the time

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<v Speaker 1>where I was growing up, where you would have bags

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<v Speaker 1>that would just be a a mystery bag. There'd be

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<v Speaker 1>a toy inside, but there'll be no way of knowing

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<v Speaker 1>what toy was in there until you bought the bag

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<v Speaker 1>and then you could open it, so you have no

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<v Speaker 1>clue what's inside, and you have to take a gamble

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<v Speaker 1>if you purchase it, maybe it will be something cool

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<v Speaker 1>or maybe it'll be something lame. And on a side note,

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<v Speaker 1>there's a definite art to designing these style of loot boxes.

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<v Speaker 1>You want there to be just enough payout to keep

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<v Speaker 1>players engaged and buying the crates. So you need to

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<v Speaker 1>keep those payouts just rare enough so that it feels

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<v Speaker 1>like an accomplishment to get, you know, a rare skin

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<v Speaker 1>or something like that, but not so rare that people

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<v Speaker 1>feel they're getting nothing but garbage every time they buy

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<v Speaker 1>a lootbox. So this is not easy to do, and

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<v Speaker 1>it's also something that can encourage unhealthy behaviors akin to addiction.

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<v Speaker 1>And it's said the core of why games that have

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<v Speaker 1>these sorts of transactions off come under scrutiny by various

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<v Speaker 1>advocacy groups and governments around the world. Now that's another

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<v Speaker 1>kettle of fish, but the micro transactions get to the

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<v Speaker 1>very heart of the matter we're looking at in this episode.

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<v Speaker 1>In two thousand nineteen, Epic Games made another big move.

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<v Speaker 1>They launched the Epic Games Store. Now, over its relatively

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<v Speaker 1>short history, the PC games industry has seen some pretty

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<v Speaker 1>massive changes in how companies sell and distribute games. So

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<v Speaker 1>in the old old days, you had game programmers like

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<v Speaker 1>Sweeney who would build a game and then make copies

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<v Speaker 1>of it on discs you floppy discs, and then sell

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<v Speaker 1>them either by mail order or sometimes going through like

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<v Speaker 1>a local computer hobby store, and that evolved into game

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<v Speaker 1>developers and publishers selling games through brick and mortar retail

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<v Speaker 1>shops like game stop or best Buy or Walmart or whatever.

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<v Speaker 1>But over the last decade the model has shifted dramatically

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<v Speaker 1>over towards digital distribution. The vast majority of games are

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<v Speaker 1>now sold through digital downloads, more than eighty percent since

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<v Speaker 1>two thousand eighteen. This changes the model a lot, and

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<v Speaker 1>it's one of the reasons why companies like GameStop are

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<v Speaker 1>really in trouble these days. But you still need a

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<v Speaker 1>place to sell your games. You need a shopping portal

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<v Speaker 1>or something. Now you could try and do this through

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<v Speaker 1>your own company's web page, but the problem with that

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<v Speaker 1>is that you're asking gamers to go to a lot

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<v Speaker 1>of different websites when they're in the mood to buy

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<v Speaker 1>a game. Most gamers like to play a variety of

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<v Speaker 1>titles from a variety of companies. There are very few

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<v Speaker 1>gamers who are like, I'm only going to buy games

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<v Speaker 1>from this one company, and smaller independent developers have a

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<v Speaker 1>hard time standing out with so many big companies that

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<v Speaker 1>are in the industry. So having a centralized digital store

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<v Speaker 1>where you can look at titles from big or small companies.

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<v Speaker 1>That ended up being a really great idea, and that

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<v Speaker 1>was an idea of that a company called Valve, famous

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<v Speaker 1>for video game series like Half Life in Portal had

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<v Speaker 1>the Valve Digital Store gave PC gamers a centralized location

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<v Speaker 1>where they could shop for games, and Valve would end

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<v Speaker 1>up making truckloads of cash off of this because the

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<v Speaker 1>company would take a cut out of every transaction made

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<v Speaker 1>through the Valve Steam Store. If you bought a title

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<v Speaker 1>on Steam, whether it came from Valve or not, Valve

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<v Speaker 1>would get some of that cash, and for a while,

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<v Speaker 1>it was effectively the only game in town, so to speak,

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<v Speaker 1>unless you were to go directly to each publisher. In

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<v Speaker 1>two thousand nineteen, that changed. Epic announced the Epic Game

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<v Speaker 1>Store and also announced that it was going to take

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<v Speaker 1>a smaller cut than what Valve was taking in their

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<v Speaker 1>Steam Store. That would mean that video game companies would

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<v Speaker 1>get to keep more of the money from those sales,

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<v Speaker 1>and it would also mean that if a company were

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<v Speaker 1>to hold a sale, like if they were to discount

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<v Speaker 1>on a title, they wouldn't take as big a hit

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<v Speaker 1>on revenue as a result, and it introduced competition in

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<v Speaker 1>the digital marketplace. Some of epics moves upset gamers, particularly

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<v Speaker 1>when they heard about specific titles that would be exclusively

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<v Speaker 1>sold through the Epics store. Gamers are not crazy about

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<v Speaker 1>the idea of having to manage to store accounts, I guess,

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<v Speaker 1>but you could make a strong argument that competition would

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<v Speaker 1>ultimately be a good thing, even if it meant you

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<v Speaker 1>had to go to two stops when you were shopping

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<v Speaker 1>for games instead of just one, And that really sets

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<v Speaker 1>the stage for the show down with Apple. Epic Games

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<v Speaker 1>has done something really smart with Fortnite. Actually, they've done

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<v Speaker 1>a lot of smart things, including lifting the battle Royal

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<v Speaker 1>concept that was working so well for video games like

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<v Speaker 1>Player Unknowns Battlegrounds and then applying it to Fortnite. That

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<v Speaker 1>transformed that game and made it into the juggernaut it is.

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<v Speaker 1>But Epic has followed what I think of as the

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<v Speaker 1>Netflix strategy. One of the things that Netflix really got

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<v Speaker 1>right early on when it started making movies available to

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<v Speaker 1>stream online is that the company worked hard to make

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<v Speaker 1>sure that this service would be available across a ton

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<v Speaker 1>of different platforms. Netflix wanted to make sure that users

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<v Speaker 1>would be able to access the service no matter how

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<v Speaker 1>they watch video. So that meant that Netflix had its

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<v Speaker 1>web based interface, and then it also had an interface

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<v Speaker 1>for smart TVs and one for smartphones and one for

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<v Speaker 1>video game consoles. Essentially, the idea was, if this thing

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<v Speaker 1>can play video, Netflix wants an interface to go on it.

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<v Speaker 1>And the strategy paid off big time. It meant Netflix

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<v Speaker 1>could cast a truly wide, you know, net to capture

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<v Speaker 1>as much audience as possible. Epic has done something similar

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<v Speaker 1>with Fortnite. Game developers often have to weigh some pretty

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<v Speaker 1>tough decisions when it comes to making games. One strategy

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<v Speaker 1>is to build games for a specific thick platform and

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<v Speaker 1>just to focus on that exclusively, and that gives you

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<v Speaker 1>the ability to really refine the game for that specific

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<v Speaker 1>platform and and and make sure that everything is working

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<v Speaker 1>well and you end up with the most polished, well

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<v Speaker 1>designed game you can create. So if you want the

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<v Speaker 1>game to be available on more than one platform, such

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<v Speaker 1>as let's say that you want the game to be

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<v Speaker 1>playable on PC as well as on a PlayStation console, well,

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<v Speaker 1>then you have to devote time to adapting the game

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<v Speaker 1>to work on the other platform. Because games are not

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<v Speaker 1>just something you can copy and paste over on to

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<v Speaker 1>one thing from together. You can't just pull the code

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<v Speaker 1>from a PC game and PLoP it into the PlayStation store.

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<v Speaker 1>It doesn't work that way. So you really have two choices,

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<v Speaker 1>one of which doesn't make much sense. That choice is

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<v Speaker 1>to essentially recreate the game entirely for the new platform.

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<v Speaker 1>This would mean building the same game two times, at

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<v Speaker 1>least only the second time you're doing it for a

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<v Speaker 1>different system. That's not really efficient. That's not a great

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<v Speaker 1>way to go about it. It's certainly not a cost

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<v Speaker 1>effective way to go about it. So the other way

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<v Speaker 1>is to port the game over, which means you're really

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<v Speaker 1>trying to keep as much of the basic code you

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<v Speaker 1>built for the original game whatever platform moves on, like

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<v Speaker 1>for PC, and only focus on making changes where it's

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<v Speaker 1>necessary in order to run on a different platform like

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<v Speaker 1>the PlayStation or whatever other platform you're developing for. Either way,

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<v Speaker 1>it's a process that takes more time and resources to complete.

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<v Speaker 1>Some companies will farm this sort of work out to

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<v Speaker 1>other game developers, and this gives the original company the

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<v Speaker 1>freedom to do other stuff like developed downloadable content or

0:13:48.480 --> 0:13:51.760
<v Speaker 1>otherwise known as DLC for that original title, or to

0:13:51.800 --> 0:13:55.720
<v Speaker 1>work on a brand new game with Fortnite, Epic developed

0:13:55.800 --> 0:14:00.480
<v Speaker 1>versions for pretty much every conceivable platform. There are versions

0:14:00.520 --> 0:14:04.280
<v Speaker 1>of Fortnite that you can play on PC, on MAC,

0:14:04.600 --> 0:14:08.080
<v Speaker 1>on the Xbox One, the PlayStation four, the Nintendo Switch,

0:14:08.559 --> 0:14:13.080
<v Speaker 1>on Android phones and iOS devices like iPhone and iPads.

0:14:13.080 --> 0:14:17.800
<v Speaker 1>So epics approach is, again, if this thing can play games,

0:14:18.040 --> 0:14:20.800
<v Speaker 1>we want to be there. Now. I say that knowing

0:14:20.840 --> 0:14:23.800
<v Speaker 1>there are other gaming platforms out there, like you know,

0:14:23.920 --> 0:14:26.240
<v Speaker 1>handhelds and stuff like that, So don't yell at me,

0:14:26.320 --> 0:14:29.840
<v Speaker 1>you know what I mean. What's more, as an added

0:14:29.960 --> 0:14:33.120
<v Speaker 1>value to the game, Epic has included the ability to

0:14:33.160 --> 0:14:36.960
<v Speaker 1>have a lot of cross platform play. Now, this means

0:14:37.040 --> 0:14:40.640
<v Speaker 1>that people playing the game on totally different systems can

0:14:40.720 --> 0:14:44.480
<v Speaker 1>potentially play together in the same game or match. This,

0:14:44.600 --> 0:14:46.600
<v Speaker 1>by the way, helps illustrate the fact that all these

0:14:46.600 --> 0:14:50.560
<v Speaker 1>systems are ultimately computers when you really get down to it,

0:14:51.360 --> 0:14:54.440
<v Speaker 1>and that would mean that you could play on PC,

0:14:54.640 --> 0:14:56.880
<v Speaker 1>your friend could be on a PlayStation, and the two

0:14:56.880 --> 0:14:59.000
<v Speaker 1>of you could actually play in the same game. Now,

0:14:59.000 --> 0:15:03.320
<v Speaker 1>typically that doesn't really happened that much. At first, this

0:15:03.440 --> 0:15:06.920
<v Speaker 1>cross platform ability wasn't quite universal. You would run into

0:15:06.920 --> 0:15:10.440
<v Speaker 1>weird situations where player a could play with player B,

0:15:11.000 --> 0:15:13.880
<v Speaker 1>but they couldn't play with players C, and player B

0:15:14.040 --> 0:15:17.600
<v Speaker 1>could play with either A or C, but they could

0:15:17.680 --> 0:15:21.160
<v Speaker 1>not play with both at the same time. However, over time,

0:15:21.200 --> 0:15:24.520
<v Speaker 1>Epic would roll out more cross platform support. In two

0:15:24.560 --> 0:15:28.040
<v Speaker 1>thousand nineteen, they tweaked this a bit so that players

0:15:28.080 --> 0:15:31.280
<v Speaker 1>who were on Nintendo Switch would by default get grouped

0:15:31.280 --> 0:15:34.440
<v Speaker 1>into games with mobile players, you know, people on Android

0:15:34.480 --> 0:15:38.200
<v Speaker 1>phones or iOS devices, whereas Xbox and PS four players

0:15:38.520 --> 0:15:42.960
<v Speaker 1>were by default grouped together. The company still allowed people

0:15:43.040 --> 0:15:46.600
<v Speaker 1>to create parties to form across these technological divides if

0:15:46.640 --> 0:15:50.120
<v Speaker 1>they really wanted to. It's just the differences and system

0:15:50.160 --> 0:15:53.960
<v Speaker 1>power and controls really make a big impact on gameplay.

0:15:54.120 --> 0:15:56.600
<v Speaker 1>It could be very difficult for someone on mobile to

0:15:56.920 --> 0:16:00.000
<v Speaker 1>compete head to head against someone on PC, for example.

0:16:00.800 --> 0:16:03.960
<v Speaker 1>But anyway, that's epics set up. When we come back,

0:16:04.240 --> 0:16:06.560
<v Speaker 1>we'll do a brief rundown on Apple and then we'll

0:16:06.560 --> 0:16:10.360
<v Speaker 1>talk about why these companies are waging war. But first

0:16:10.800 --> 0:16:23.360
<v Speaker 1>let's take a quick break. So Apple. I've done a

0:16:23.480 --> 0:16:27.760
<v Speaker 1>series of episodes about Apple, and it was one of

0:16:27.800 --> 0:16:30.920
<v Speaker 1>the early personal computer companies to emerge out of the

0:16:31.000 --> 0:16:35.280
<v Speaker 1>hobbyist scene of the nineteen seventies. The original Apple computer,

0:16:35.480 --> 0:16:39.720
<v Speaker 1>the Apple one, was really a hobbyist computer. It wasn't

0:16:39.800 --> 0:16:42.280
<v Speaker 1>until the introduction of the Apple two line that you

0:16:42.320 --> 0:16:44.520
<v Speaker 1>started seeing machines that could appeal to people who were

0:16:44.920 --> 0:16:46.600
<v Speaker 1>you know, they were geeks, but they weren't, you know,

0:16:46.680 --> 0:16:51.960
<v Speaker 1>like hardcore computer hobbyists geeks. Then you had the introduction

0:16:52.000 --> 0:16:55.560
<v Speaker 1>of the Macintosh computer in four. That's going to have

0:16:55.640 --> 0:16:59.400
<v Speaker 1>an interesting callback later in this episode. Then co founder

0:16:59.440 --> 0:17:02.920
<v Speaker 1>Steve Joe either quit or was fired from the company.

0:17:02.960 --> 0:17:07.800
<v Speaker 1>He was definitely pushed aside, and so even if he quit,

0:17:08.359 --> 0:17:12.200
<v Speaker 1>that was because he had essentially been neutralized by company

0:17:12.240 --> 0:17:16.200
<v Speaker 1>management at that time. Now, after the ousting of Steve Jobs,

0:17:16.480 --> 0:17:20.880
<v Speaker 1>Apple executives would make a series of really bad decisions

0:17:21.119 --> 0:17:24.720
<v Speaker 1>that ultimately put the computer in jeopardy. Now I'm not

0:17:24.760 --> 0:17:27.520
<v Speaker 1>going to go into detail because they aren't really relevant

0:17:27.520 --> 0:17:30.359
<v Speaker 1>for this episode, except to say I'm sure that the

0:17:30.400 --> 0:17:34.320
<v Speaker 1>brushes with bankruptcy shaped the company as a result and

0:17:34.359 --> 0:17:38.200
<v Speaker 1>created a sort of steely resolve to reverse course. So

0:17:38.200 --> 0:17:42.120
<v Speaker 1>Steve Jobs, who had left the company in nineteen five,

0:17:42.480 --> 0:17:45.600
<v Speaker 1>would end up being called back to Apple a little

0:17:45.640 --> 0:17:50.119
<v Speaker 1>more than a decade later in to act as something

0:17:50.160 --> 0:17:53.399
<v Speaker 1>of a like a counselor or advisor, and before long

0:17:53.680 --> 0:17:57.639
<v Speaker 1>he was able to regain control or if you prefer, rest,

0:17:57.760 --> 0:18:02.040
<v Speaker 1>control of the company, first as an interim CEO and

0:18:02.080 --> 0:18:07.320
<v Speaker 1>then ultimately as the permanent CEO. Apple was in bad shape,

0:18:07.359 --> 0:18:09.960
<v Speaker 1>and Jobs was determined to fix it and then make

0:18:10.000 --> 0:18:12.520
<v Speaker 1>sure the company would never be in such a precarious

0:18:12.520 --> 0:18:16.359
<v Speaker 1>position again. I think it's fair to say he had

0:18:16.400 --> 0:18:19.280
<v Speaker 1>a bit of a ruthless edge to him. He was

0:18:19.359 --> 0:18:23.879
<v Speaker 1>also a remarkable salesman and always had been. While the

0:18:23.920 --> 0:18:28.879
<v Speaker 1>course corrections helped improve Apple standing, what really turned things

0:18:28.920 --> 0:18:31.600
<v Speaker 1>around for the company was the introduction of a little

0:18:31.640 --> 0:18:35.560
<v Speaker 1>device that could play music files. This was called the iPod,

0:18:36.040 --> 0:18:40.320
<v Speaker 1>and Jobs unveiled it on October twenty three. One. Two

0:18:40.440 --> 0:18:43.840
<v Speaker 1>years later, Apple would launch the iTunes store, and that

0:18:44.320 --> 0:18:48.720
<v Speaker 1>would really be a transformative moment for the company. Now,

0:18:48.760 --> 0:18:51.879
<v Speaker 1>the iPod helped Apple get a new foothold in the

0:18:51.880 --> 0:18:55.560
<v Speaker 1>consumer market. The company would strengthen that over time with

0:18:55.600 --> 0:18:58.639
<v Speaker 1>the introduction of the iPhone and, to a lesser extent,

0:18:58.760 --> 0:19:01.879
<v Speaker 1>the iPad and the I Watch. But the iPod and

0:19:02.000 --> 0:19:07.120
<v Speaker 1>iPhone were slam dunks or touchdowns or Grand Slam home

0:19:07.200 --> 0:19:10.440
<v Speaker 1>runs or whatever. Impressive sports analogy you would like to use,

0:19:10.760 --> 0:19:15.359
<v Speaker 1>That's what they were. They weren't just popular, they became iconic. Heck,

0:19:15.400 --> 0:19:19.119
<v Speaker 1>the iPod didn't invent the MP three player, but it

0:19:19.480 --> 0:19:23.720
<v Speaker 1>certainly defined the MP three player. We usually call shows

0:19:23.760 --> 0:19:27.600
<v Speaker 1>like mine like tech stuff podcasts for a reason, and

0:19:27.640 --> 0:19:30.960
<v Speaker 1>that reason is the Apple iPod. But I want to

0:19:30.960 --> 0:19:34.960
<v Speaker 1>tell you, guys an important fact. The iPod helped turn

0:19:35.000 --> 0:19:39.360
<v Speaker 1>Apple around. The iPhone secured Apple's place as the company

0:19:39.400 --> 0:19:44.360
<v Speaker 1>that makes status symbols that are esthetically appealing technology. Though

0:19:44.359 --> 0:19:46.640
<v Speaker 1>I should also admit that the company was on that

0:19:46.680 --> 0:19:49.560
<v Speaker 1>path already with the redesign of Mac computers and the

0:19:49.560 --> 0:19:53.040
<v Speaker 1>evolution of the iPod. But one thing that would truly

0:19:53.119 --> 0:19:56.080
<v Speaker 1>set Apple apart was the introduction of the iTunes store

0:19:56.160 --> 0:19:59.160
<v Speaker 1>back in two thousand three. So the company had first

0:19:59.600 --> 0:20:03.120
<v Speaker 1>made and iTunes program in two thousand one, but at

0:20:03.160 --> 0:20:06.840
<v Speaker 1>that time, iTunes was really just about letting users rip

0:20:07.000 --> 0:20:09.439
<v Speaker 1>music from their c d s and then load the

0:20:09.480 --> 0:20:13.040
<v Speaker 1>files onto their iPods. In two thousand three, the company

0:20:13.080 --> 0:20:16.480
<v Speaker 1>began to act as a sort of music retailer, offering

0:20:16.560 --> 0:20:20.320
<v Speaker 1>up downloads of individual songs, and this was the start

0:20:20.400 --> 0:20:23.760
<v Speaker 1>of a massive change in how the music industry had

0:20:23.800 --> 0:20:27.639
<v Speaker 1>been working and it would presage you like that word.

0:20:28.119 --> 0:20:31.280
<v Speaker 1>The change in the video game industry by you know,

0:20:31.320 --> 0:20:34.760
<v Speaker 1>like a decade so since the introduction of the long

0:20:34.800 --> 0:20:38.840
<v Speaker 1>playing album or LP record, companies have been marketing full

0:20:38.960 --> 0:20:42.280
<v Speaker 1>albums as sort of the preferred product. Now, you could

0:20:42.280 --> 0:20:45.439
<v Speaker 1>go and buy a single, typically with a B side

0:20:45.600 --> 0:20:49.280
<v Speaker 1>song attached to it, but that was less common and

0:20:49.600 --> 0:20:51.440
<v Speaker 1>for those of you who have never dealt with music

0:20:51.520 --> 0:20:54.560
<v Speaker 1>on a physical medium, an album is a collection of

0:20:54.600 --> 0:20:57.920
<v Speaker 1>songs by a band or artist, and a single is

0:20:57.960 --> 0:21:01.199
<v Speaker 1>a particular song off an album. Usually it's one that

0:21:01.280 --> 0:21:04.200
<v Speaker 1>the artist and the music label feels has a particularly

0:21:04.240 --> 0:21:07.080
<v Speaker 1>catchy vibe to it. The goal of picking a single

0:21:07.160 --> 0:21:09.840
<v Speaker 1>is to pick out the standout hit or hits from

0:21:09.880 --> 0:21:13.479
<v Speaker 1>an album. In other words, but now Apple was allowing

0:21:13.520 --> 0:21:18.440
<v Speaker 1>people to purchase not just albums, but individual songs. Sometimes

0:21:18.840 --> 0:21:22.080
<v Speaker 1>your favorite song off an album might not be a single,

0:21:22.280 --> 0:21:25.120
<v Speaker 1>which means you normally wouldn't be able to buy just

0:21:25.760 --> 0:21:28.400
<v Speaker 1>that song. You would have to buy the whole album,

0:21:28.560 --> 0:21:31.560
<v Speaker 1>And if it's the only one you like off that album,

0:21:31.680 --> 0:21:34.320
<v Speaker 1>you might deliberate about whether or not it's worth it

0:21:34.400 --> 0:21:36.639
<v Speaker 1>to purchase the whole thing or not. Why would you

0:21:36.680 --> 0:21:40.359
<v Speaker 1>spend your money if you really just want one song? Not.

0:21:40.480 --> 0:21:44.159
<v Speaker 1>At the time Apple was introducing the iTunes Store, music

0:21:44.240 --> 0:21:47.720
<v Speaker 1>piracy was running wild. People were using all sorts of

0:21:47.760 --> 0:21:51.959
<v Speaker 1>different services to share music and download specific songs. For

0:21:52.000 --> 0:21:55.480
<v Speaker 1>the music industry. Apple was helping solve a problem by

0:21:55.520 --> 0:21:59.600
<v Speaker 1>guaranteeing quality and safety, two things that were not a

0:21:59.680 --> 0:22:04.000
<v Speaker 1>guar team if you were, you know, using piracy, Apple

0:22:04.080 --> 0:22:07.680
<v Speaker 1>could convince people to buy music rather than just share

0:22:07.720 --> 0:22:11.080
<v Speaker 1>it illegally. If a song costs less than a dollar

0:22:11.359 --> 0:22:13.040
<v Speaker 1>and you knew it was going to be really good

0:22:13.040 --> 0:22:16.280
<v Speaker 1>audio quality, plus it wasn't going to infect your computer

0:22:16.359 --> 0:22:19.439
<v Speaker 1>with a virus, you might just go and purchase it.

0:22:19.680 --> 0:22:22.399
<v Speaker 1>In fact, a lot of research shows that piracy doesn't

0:22:22.400 --> 0:22:24.680
<v Speaker 1>always come about because people just don't want to pay

0:22:24.720 --> 0:22:28.679
<v Speaker 1>for stuff. It usually grows because people don't have options

0:22:28.680 --> 0:22:31.159
<v Speaker 1>when it comes to buying the stuff they like. So

0:22:31.280 --> 0:22:35.040
<v Speaker 1>if you provide options, you remove some of the motivation

0:22:35.119 --> 0:22:39.240
<v Speaker 1>for piracy. Now, this gave the iTunes store a nice

0:22:39.400 --> 0:22:43.400
<v Speaker 1>healthy amount of support early on, and in return, because

0:22:43.640 --> 0:22:46.800
<v Speaker 1>iTunes was acting as a sort of retail store for

0:22:46.840 --> 0:22:51.120
<v Speaker 1>this music, Apple would take a cut of the transaction.

0:22:51.680 --> 0:22:54.560
<v Speaker 1>The music label would get most of the money, but

0:22:54.640 --> 0:22:59.320
<v Speaker 1>Apple would pocket fair percentage as well, And for music labels,

0:22:59.359 --> 0:23:03.320
<v Speaker 1>this wasn't that big of a roadblock. Producing music on

0:23:03.440 --> 0:23:08.000
<v Speaker 1>physical media is expensive. You're dealing with actual materials like

0:23:08.119 --> 0:23:11.040
<v Speaker 1>c D s or cassettes or vinyl or whatever it is.

0:23:11.640 --> 0:23:15.280
<v Speaker 1>You want to produce enough of that to meet consumer demand.

0:23:15.600 --> 0:23:17.840
<v Speaker 1>But you also don't want to go overboard and make

0:23:17.880 --> 0:23:20.119
<v Speaker 1>more copies than you can sell, because that's just a

0:23:20.119 --> 0:23:22.920
<v Speaker 1>waste of money in space. You also have to store

0:23:23.320 --> 0:23:25.639
<v Speaker 1>that stuff, and you have to ship it. In other words,

0:23:26.200 --> 0:23:30.600
<v Speaker 1>there's a cost associated with actually producing and selling music

0:23:30.760 --> 0:23:36.040
<v Speaker 1>on physical media. Going digital helped reduce or even remove

0:23:36.200 --> 0:23:39.800
<v Speaker 1>a lot of those costs, lowering the overhead, and so

0:23:40.080 --> 0:23:42.760
<v Speaker 1>even with Apple taking a cut, this looked like a

0:23:42.800 --> 0:23:46.720
<v Speaker 1>pretty good deal. That deal would set a precedent, one

0:23:46.760 --> 0:23:49.680
<v Speaker 1>that Apple would extend when it debuted the App Store

0:23:49.720 --> 0:23:52.040
<v Speaker 1>for the iPhone in the summer of two thousand eight.

0:23:52.440 --> 0:23:55.200
<v Speaker 1>The iPhone had come out the year before, and its

0:23:55.280 --> 0:23:59.440
<v Speaker 1>launch had been an enormous hit. The media went bonkers

0:23:59.520 --> 0:24:04.520
<v Speaker 1>over the production of the attractive, sleek, exciting smartphone called

0:24:04.720 --> 0:24:08.080
<v Speaker 1>the iPhone. Now Apple was introducing the world to a

0:24:08.160 --> 0:24:12.600
<v Speaker 1>marketplace where you could download apps to enhance your phone experience.

0:24:13.119 --> 0:24:17.480
<v Speaker 1>You might download games or productivity apps, or lifestyle apps

0:24:17.600 --> 0:24:20.560
<v Speaker 1>or whatever. I mean. You you know what apps are.

0:24:21.280 --> 0:24:24.919
<v Speaker 1>Some of those apps were free, some of them cost money.

0:24:25.000 --> 0:24:29.240
<v Speaker 1>Some included ways to make a purchase within the app itself.

0:24:29.840 --> 0:24:33.680
<v Speaker 1>So for most apps that involved any sort of transaction,

0:24:33.920 --> 0:24:37.000
<v Speaker 1>whether that was the purchase of the app itself or

0:24:37.080 --> 0:24:40.840
<v Speaker 1>a transaction that happened within the app, Apple would take

0:24:40.880 --> 0:24:44.640
<v Speaker 1>a cut because it was the facilitator. It was the

0:24:44.760 --> 0:24:48.800
<v Speaker 1>retail space, the marketer, the support system, it was how

0:24:48.960 --> 0:24:52.320
<v Speaker 1>people could get access to that software in the first place.

0:24:52.600 --> 0:24:56.119
<v Speaker 1>So it took a thirty percent across the board cut

0:24:56.359 --> 0:25:00.679
<v Speaker 1>for certain transactions. Now, if an app is subscribe option based,

0:25:00.920 --> 0:25:06.520
<v Speaker 1>Apple would reduce that to upon the second year of

0:25:06.560 --> 0:25:11.520
<v Speaker 1>a subscription, but that covers a much smaller percentage of apps. Also,

0:25:11.560 --> 0:25:14.720
<v Speaker 1>I should point out that for some transactions, Apple does

0:25:14.760 --> 0:25:18.200
<v Speaker 1>not take a cut. For example, a ride hailing app

0:25:18.240 --> 0:25:21.480
<v Speaker 1>like Lift or Uber doesn't have to share thirty of

0:25:21.520 --> 0:25:24.840
<v Speaker 1>affair with Apple. Nor does a food delivery service have

0:25:24.920 --> 0:25:27.960
<v Speaker 1>to give Apple a cut for every order made through

0:25:28.080 --> 0:25:31.439
<v Speaker 1>the iPhone app on that food delivery service. But in

0:25:31.480 --> 0:25:35.399
<v Speaker 1>many cases for every dollar spent within an iPhone app,

0:25:35.720 --> 0:25:38.840
<v Speaker 1>Apple gets thirty cents and the other seventy cents go

0:25:38.960 --> 0:25:42.320
<v Speaker 1>to the app developer or you know, whatever entity owns

0:25:42.359 --> 0:25:46.080
<v Speaker 1>the rights to that app. Apple services make up a

0:25:46.200 --> 0:25:49.800
<v Speaker 1>pretty sizeable chunk of Apple's revenue. Now, it's not the

0:25:49.840 --> 0:25:53.400
<v Speaker 1>biggest chunk. iPhone sales are still the king there. They

0:25:53.400 --> 0:25:57.760
<v Speaker 1>can make up to around of all revenue for the company.

0:25:58.160 --> 0:26:02.600
<v Speaker 1>That's impressive. However, revenue and profit are two different things.

0:26:03.119 --> 0:26:05.840
<v Speaker 1>Revenue is how much money you bring in by selling stuff.

0:26:06.280 --> 0:26:09.120
<v Speaker 1>Profit is how much money you have left over once

0:26:09.160 --> 0:26:12.919
<v Speaker 1>you deduct the costs of producing and selling things, essentially

0:26:12.960 --> 0:26:16.600
<v Speaker 1>the costs of business from the money that you brought in.

0:26:17.000 --> 0:26:20.520
<v Speaker 1>So yeah, iPhone sales make up the lions share of revenue,

0:26:20.760 --> 0:26:24.560
<v Speaker 1>but it still costs money to produce each iPhone, though

0:26:25.080 --> 0:26:28.280
<v Speaker 1>not that much money compared to how much Apple sales

0:26:28.480 --> 0:26:31.160
<v Speaker 1>them for. But that's another matter. Now. While I haven't

0:26:31.240 --> 0:26:34.760
<v Speaker 1>seen the figures and I can't make any definitive statements,

0:26:35.520 --> 0:26:39.080
<v Speaker 1>I feel fairly confident that the profit margin on Apple's

0:26:39.119 --> 0:26:43.919
<v Speaker 1>App store is much better than it's iPhone sales. The

0:26:44.000 --> 0:26:47.879
<v Speaker 1>more apps that join within app transactions, the more money

0:26:47.960 --> 0:26:51.960
<v Speaker 1>Apple collects as a result. Oh and there's one other

0:26:52.000 --> 0:26:55.600
<v Speaker 1>important element to this. Apple only allows users to get

0:26:55.640 --> 0:26:59.480
<v Speaker 1>iPhone apps through the Apple Store. That means, if you

0:26:59.520 --> 0:27:02.639
<v Speaker 1>want to run an app on your iPhone and you

0:27:02.680 --> 0:27:04.600
<v Speaker 1>don't want to go through the trouble figuring out how

0:27:04.640 --> 0:27:08.040
<v Speaker 1>to hack your phone so you can sideload apps, you

0:27:08.200 --> 0:27:11.000
<v Speaker 1>have to go through the official App store. There is

0:27:11.119 --> 0:27:14.600
<v Speaker 1>no other game in town. So any company that wants

0:27:14.640 --> 0:27:17.280
<v Speaker 1>to make apps for iPhones, and there are a lot

0:27:17.359 --> 0:27:21.080
<v Speaker 1>of companies that do, they have to play ball with Apple.

0:27:21.840 --> 0:27:26.040
<v Speaker 1>Most companies just deal with this, partly because iPhone users

0:27:26.080 --> 0:27:29.760
<v Speaker 1>tend to spend more money on apps than other smartphone

0:27:29.840 --> 0:27:34.119
<v Speaker 1>users do. Numerous analysts have estimated that when it comes

0:27:34.160 --> 0:27:38.840
<v Speaker 1>to consumers spending money on or within an app, more

0:27:38.880 --> 0:27:42.200
<v Speaker 1>than six of the dollars spent on apps are going

0:27:42.240 --> 0:27:46.720
<v Speaker 1>to io s app transactions, in other words, Apple transactions.

0:27:47.240 --> 0:27:51.080
<v Speaker 1>Now that's particularly amazing because while the iPhone is popular,

0:27:51.480 --> 0:27:54.879
<v Speaker 1>Android phones out number them in the world by a

0:27:55.160 --> 0:27:58.440
<v Speaker 1>huge amount. Way more people have an Android phone than

0:27:58.480 --> 0:28:03.240
<v Speaker 1>an iPhone, but it we're seeing more people spend money

0:28:03.280 --> 0:28:07.119
<v Speaker 1>through the iOS ecosystem than through the Android ecosystem. So

0:28:07.200 --> 0:28:09.480
<v Speaker 1>while we've got way more Android apps out there in

0:28:09.480 --> 0:28:12.760
<v Speaker 1>the wild. We don't have a lot of people spending

0:28:12.840 --> 0:28:16.679
<v Speaker 1>money on apps through Android, not compared to Apple. So

0:28:16.760 --> 0:28:19.640
<v Speaker 1>this means if you're a developer and if you want

0:28:19.720 --> 0:28:23.400
<v Speaker 1>to make money off of the app you're developing, chances

0:28:23.440 --> 0:28:26.720
<v Speaker 1>are you're going to want to make something specifically for Apple.

0:28:26.920 --> 0:28:31.800
<v Speaker 1>It just makes business sense anyway. Developers have to submit

0:28:31.880 --> 0:28:34.879
<v Speaker 1>apps to Apple for approval before it will be featured

0:28:34.920 --> 0:28:37.760
<v Speaker 1>in the store. And note from Jonathan in the past,

0:28:38.400 --> 0:28:40.760
<v Speaker 1>that was a lot of app noises all at once.

0:28:40.840 --> 0:28:44.120
<v Speaker 1>I hope future Jonathan can say them without stumbling. I

0:28:44.200 --> 0:28:47.680
<v Speaker 1>like it when I leave notes to myself. Developers also

0:28:47.760 --> 0:28:51.880
<v Speaker 1>agree to keep in app transactions within the Apple ecosystem

0:28:51.920 --> 0:28:55.440
<v Speaker 1>as well, meaning you can't sneakly do an out of

0:28:55.520 --> 0:29:00.720
<v Speaker 1>app deal or a direct payment option and change things

0:29:00.760 --> 0:29:03.840
<v Speaker 1>within the app that is running on iOS. You can't

0:29:03.840 --> 0:29:05.719
<v Speaker 1>do that. You're not allowed to. You have to do

0:29:05.720 --> 0:29:09.640
<v Speaker 1>it through Apple. So we've got Fortnite, a game that

0:29:09.680 --> 0:29:13.240
<v Speaker 1>makes its money primarily through in game purchases, and we've

0:29:13.240 --> 0:29:16.760
<v Speaker 1>got Apple, a game that generates revenue largely by taking

0:29:16.760 --> 0:29:20.000
<v Speaker 1>a cut from in app purchases. I bet you can

0:29:20.040 --> 0:29:24.280
<v Speaker 1>see where I'm going here. Epic Games decided to pick

0:29:24.320 --> 0:29:27.680
<v Speaker 1>a fight with Apple, and this fight also extended to Google,

0:29:27.840 --> 0:29:30.719
<v Speaker 1>but we'll cover that as well. And this is not

0:29:30.760 --> 0:29:34.320
<v Speaker 1>an opinion. This is based on the timing of events

0:29:34.360 --> 0:29:38.240
<v Speaker 1>that the company had clearly anticipated what was going to unfold,

0:29:38.440 --> 0:29:40.720
<v Speaker 1>and I think Epic is counting on other companies to

0:29:40.840 --> 0:29:44.640
<v Speaker 1>join in the fight at some point to protest Apples cut.

0:29:44.960 --> 0:29:50.720
<v Speaker 1>But here's how it played out. On August, Epic announced

0:29:50.720 --> 0:29:53.880
<v Speaker 1>a change in the price of V bucks V as

0:29:53.920 --> 0:29:57.480
<v Speaker 1>in victory. That's the in game currency for Fortnite, so

0:29:57.600 --> 0:30:00.920
<v Speaker 1>you can think it as a virtual currency, so players

0:30:01.000 --> 0:30:04.720
<v Speaker 1>will purchase v bucks with real cash, then they can

0:30:04.760 --> 0:30:08.360
<v Speaker 1>spend the v bucks in the game itself on whatever

0:30:08.400 --> 0:30:12.480
<v Speaker 1>they want. Epic called the change of price a mega

0:30:12.600 --> 0:30:16.160
<v Speaker 1>drop and announced that in game purchases would now cost

0:30:16.280 --> 0:30:20.280
<v Speaker 1>twenty percent less than they had previously. So if you

0:30:20.360 --> 0:30:23.760
<v Speaker 1>played Fortnite on PC or on a game console, you

0:30:23.760 --> 0:30:26.760
<v Speaker 1>would see those prices reflected within the game itself. Whenever

0:30:26.800 --> 0:30:28.719
<v Speaker 1>you went to make a purchase, you would see it

0:30:28.840 --> 0:30:32.560
<v Speaker 1>at seven dollars nine cents for a thousand V bucks

0:30:32.600 --> 0:30:37.040
<v Speaker 1>instead of nine dollars and cents. But for mobile it

0:30:37.160 --> 0:30:40.480
<v Speaker 1>was a different story. Playing the game on either an

0:30:40.520 --> 0:30:43.960
<v Speaker 1>iOS or Android device would mean that when you went

0:30:44.000 --> 0:30:47.120
<v Speaker 1>to purchase v bucks, you would be presented with a choice.

0:30:47.480 --> 0:30:50.680
<v Speaker 1>One choice was to purchase the virtual currency through the

0:30:50.760 --> 0:30:55.680
<v Speaker 1>official Approved App Store or Google play Store route, and

0:30:55.720 --> 0:30:58.840
<v Speaker 1>that would also mean having to pay the older higher

0:30:58.880 --> 0:31:03.600
<v Speaker 1>price of nine dollars and cents to get that tent

0:31:03.800 --> 0:31:07.760
<v Speaker 1>marked down. You could make a direct purchase from the

0:31:07.800 --> 0:31:11.920
<v Speaker 1>Epic Games Store by passing the app Store transaction in

0:31:11.920 --> 0:31:16.800
<v Speaker 1>the process, so gamers would get that reduced price. But

0:31:16.960 --> 0:31:19.880
<v Speaker 1>while the gamers might save some money on a transaction,

0:31:20.200 --> 0:31:23.280
<v Speaker 1>there was a much bigger price to be paid. More

0:31:23.280 --> 0:31:26.840
<v Speaker 1>on that in a second, but first let's take another

0:31:26.960 --> 0:31:38.800
<v Speaker 1>quick break Epic Sidestepping the in app purchase part of

0:31:38.840 --> 0:31:43.080
<v Speaker 1>having Fortnite run on iOS and on Android was a

0:31:43.240 --> 0:31:47.240
<v Speaker 1>big no no, because that deal is codified. If you

0:31:47.360 --> 0:31:51.560
<v Speaker 1>submit an app to iOS or Android, you're doing so

0:31:51.880 --> 0:31:58.720
<v Speaker 1>with the understanding and the express agreement that you are

0:31:59.080 --> 0:32:01.640
<v Speaker 1>on board with the conditions of that deal. And one

0:32:01.640 --> 0:32:06.560
<v Speaker 1>of those conditions is that cut going to Apple or Google.

0:32:06.600 --> 0:32:09.440
<v Speaker 1>I'll just keep talking about Apple because that's really what

0:32:09.560 --> 0:32:11.920
<v Speaker 1>most of the attention is on, but just know that

0:32:11.960 --> 0:32:14.840
<v Speaker 1>a lot of this applies to Google as well. Apple

0:32:14.920 --> 0:32:19.280
<v Speaker 1>responded by removing Fortnite from their app store. Google did

0:32:19.320 --> 0:32:23.680
<v Speaker 1>the same. Apple's official response was that Epic had flagrantly

0:32:23.800 --> 0:32:27.160
<v Speaker 1>broken the rules that everyone had agreed to play by,

0:32:27.440 --> 0:32:30.200
<v Speaker 1>and that they didn't even do it by accident, and

0:32:30.320 --> 0:32:33.440
<v Speaker 1>Epic definitely did do it on purpose. The company released

0:32:33.440 --> 0:32:37.240
<v Speaker 1>a statement that said, currently there are no savings if

0:32:37.280 --> 0:32:41.040
<v Speaker 1>players use Apple and Google payment options, where Apple and

0:32:41.080 --> 0:32:45.840
<v Speaker 1>Google collect an exorbitant fee on all payments. If Apple

0:32:45.880 --> 0:32:49.160
<v Speaker 1>and Google lower their fees on payments, Epic will pass

0:32:49.280 --> 0:32:53.360
<v Speaker 1>along the savings two players. In the quote, Epic also

0:32:53.480 --> 0:32:56.800
<v Speaker 1>argued that Apple isn't consistent when it comes to applying

0:32:56.840 --> 0:33:00.160
<v Speaker 1>that thirty percent fee and pointed out the exceptions like

0:33:00.200 --> 0:33:03.200
<v Speaker 1>the right hailing companies I mentioned earlier, or food delivery

0:33:03.240 --> 0:33:07.560
<v Speaker 1>services or Amazon purchases. So Epic was saying, hey, if

0:33:07.600 --> 0:33:11.120
<v Speaker 1>these apps can use direct payments and not go through

0:33:11.160 --> 0:33:15.600
<v Speaker 1>the Apple payment process, why can't games? Why are you

0:33:15.920 --> 0:33:20.480
<v Speaker 1>holding us to a different standard than these companies. So

0:33:20.840 --> 0:33:24.400
<v Speaker 1>Apple booted Fortnite from the app store, and then Epic

0:33:24.480 --> 0:33:28.480
<v Speaker 1>filed a lawsuit against Apple and launched a media campaign

0:33:28.560 --> 0:33:32.240
<v Speaker 1>to inspire support for its argument among the public and

0:33:32.560 --> 0:33:35.920
<v Speaker 1>probably among other companies. Now, the fact that it was

0:33:35.960 --> 0:33:38.560
<v Speaker 1>ready to go with all of this pretty much proves

0:33:38.560 --> 0:33:41.640
<v Speaker 1>that Epic knew exactly what the consequences were going to

0:33:41.720 --> 0:33:44.880
<v Speaker 1>be for their actions, and in fact, we're counting on it.

0:33:45.320 --> 0:33:48.760
<v Speaker 1>The lawsuit argues that Apple has a monopoly over all

0:33:48.760 --> 0:33:52.480
<v Speaker 1>iPhone apps because the company doesn't allow users to load

0:33:52.520 --> 0:33:56.239
<v Speaker 1>apps from any source other than the Apple Store, and

0:33:56.320 --> 0:34:00.560
<v Speaker 1>because Apple has this cut requirement on some but not

0:34:00.760 --> 0:34:04.920
<v Speaker 1>all app transactions, Epic argues that Apple is engaging in

0:34:05.120 --> 0:34:09.560
<v Speaker 1>unfair business practices. As for the marketing side, Epic got

0:34:09.640 --> 0:34:13.799
<v Speaker 1>pretty darn cheeky with that. They created a parody of

0:34:13.840 --> 0:34:17.000
<v Speaker 1>an iconic Apple ad. So let's do a quick story

0:34:17.040 --> 0:34:21.200
<v Speaker 1>about that. Back when Apple was getting ready to unveil

0:34:21.320 --> 0:34:25.560
<v Speaker 1>the new Macintosh computer in the early eighties, the company

0:34:25.640 --> 0:34:28.600
<v Speaker 1>was determined to make a really big splash and cut

0:34:28.600 --> 0:34:32.880
<v Speaker 1>through the dominant position that was then held by IBM.

0:34:33.000 --> 0:34:36.560
<v Speaker 1>Apple had done well in the personal computer market with

0:34:36.640 --> 0:34:41.400
<v Speaker 1>the Apple two series, but IBM absolutely dominated when it

0:34:41.480 --> 0:34:44.840
<v Speaker 1>came to office computers. If you wanted a machine for

0:34:44.960 --> 0:34:49.000
<v Speaker 1>productivity and doing you know, business e type stuff, you

0:34:49.120 --> 0:34:53.360
<v Speaker 1>wanted an IBM computer plus, IBM had been getting into

0:34:53.360 --> 0:34:56.440
<v Speaker 1>the personal computer market as well, and Apple wanted to

0:34:56.440 --> 0:34:59.920
<v Speaker 1>tell the world that the Macintosh was a fundamentally different

0:35:00.040 --> 0:35:03.520
<v Speaker 1>type of computer, one with a graphic user interface or

0:35:03.600 --> 0:35:07.440
<v Speaker 1>gooey and features that the button down IBM computers just

0:35:07.560 --> 0:35:12.160
<v Speaker 1>didn't support. Apple hired on a marketing campaign, and that

0:35:12.200 --> 0:35:15.960
<v Speaker 1>campaign got hold of Ridley Scott, the film director who

0:35:16.000 --> 0:35:19.680
<v Speaker 1>directed the commercial. In the commercial, dozens of people in

0:35:19.840 --> 0:35:24.359
<v Speaker 1>sort of gray colorless outfits shamble into a room and

0:35:24.400 --> 0:35:26.840
<v Speaker 1>are seated in a dark theater to watch a big

0:35:26.880 --> 0:35:31.800
<v Speaker 1>Brother like figure spelled propaganda at them on an enormous screen.

0:35:32.560 --> 0:35:35.400
<v Speaker 1>And then an athletic woman runs into the room and

0:35:35.440 --> 0:35:39.040
<v Speaker 1>she hurls an enormous hammer that flies at the screen

0:35:39.080 --> 0:35:41.480
<v Speaker 1>and destroys it, just as the Big Brother figure is,

0:35:41.880 --> 0:35:46.040
<v Speaker 1>you know, ranting about tyrannical ideologies. And the implication was

0:35:46.080 --> 0:35:48.480
<v Speaker 1>there that Apple was on a mission to offer a

0:35:48.560 --> 0:35:52.080
<v Speaker 1>real alternative, to prove that the IBM way of doing

0:35:52.120 --> 0:35:55.759
<v Speaker 1>things wasn't the only way to do it. And it

0:35:55.840 --> 0:35:58.840
<v Speaker 1>was a really effective commercial, one of the most famous

0:35:58.840 --> 0:36:02.920
<v Speaker 1>commercials of all time. Epic Games produced a parody of this.

0:36:03.280 --> 0:36:05.640
<v Speaker 1>They actually showed it within the game itself, but they

0:36:05.680 --> 0:36:09.239
<v Speaker 1>also released it to other video platforms, and they used

0:36:09.280 --> 0:36:13.760
<v Speaker 1>computer generated Fortnite characters to replicate the whole sequence, except

0:36:13.840 --> 0:36:17.359
<v Speaker 1>this time, the big brother figure wasn't IBM. The big

0:36:17.400 --> 0:36:20.840
<v Speaker 1>brother figure was Apple, and the woman throwing the hammer

0:36:21.080 --> 0:36:25.760
<v Speaker 1>would represent plucky Little Fortnite, the video game that could

0:36:26.440 --> 0:36:33.239
<v Speaker 1>plucky Little global phenomenon, billion dollar game Fortnite. And now

0:36:33.280 --> 0:36:36.200
<v Speaker 1>the message was that Apple was being the tyrannical one

0:36:36.280 --> 0:36:40.640
<v Speaker 1>by demanding this cut. If not for Apple, Epic Games

0:36:40.719 --> 0:36:43.200
<v Speaker 1>was saying companies would be able to price things at

0:36:43.239 --> 0:36:46.080
<v Speaker 1>a more affordable level for users because they wouldn't have

0:36:46.120 --> 0:36:49.800
<v Speaker 1>to build in and at markup to deal with Apple's cut.

0:36:50.200 --> 0:36:53.560
<v Speaker 1>Big bad Apple's cut meant companies had to charge more

0:36:53.640 --> 0:36:56.120
<v Speaker 1>for stuff in order to make money. Now, I admit

0:36:56.320 --> 0:36:59.759
<v Speaker 1>I'm being a little snarky, you know, I'm definitely editorial

0:36:59.800 --> 0:37:02.279
<v Speaker 1>lie sing a little here, But mostly I want to

0:37:02.280 --> 0:37:07.640
<v Speaker 1>state that from my perspective, nobody is looking particularly rosy

0:37:07.800 --> 0:37:10.840
<v Speaker 1>in this situation, and it's about to get a lot worse.

0:37:11.480 --> 0:37:15.120
<v Speaker 1>I think the industry's general approach to charging off the

0:37:15.160 --> 0:37:19.640
<v Speaker 1>top is flirting with collusion, because it's not that just

0:37:19.719 --> 0:37:22.120
<v Speaker 1>Apple that's doing it. Lots of companies are doing this

0:37:22.239 --> 0:37:25.600
<v Speaker 1>sort of thing, not that companies have necessarily all tacit.

0:37:25.760 --> 0:37:28.319
<v Speaker 1>Lee agreed that this is the way to do it,

0:37:28.800 --> 0:37:32.920
<v Speaker 1>but effectively it means there's no real competition here. Plus

0:37:33.320 --> 0:37:37.040
<v Speaker 1>with Apple, you could argue that from a pure ecosystem,

0:37:37.080 --> 0:37:39.120
<v Speaker 1>there's no way to compete at all. You have to

0:37:39.160 --> 0:37:42.840
<v Speaker 1>go through the Apple Store to have your game work

0:37:42.880 --> 0:37:46.120
<v Speaker 1>on iOS, so there is no other option. If you

0:37:46.160 --> 0:37:48.480
<v Speaker 1>take a step back, you can say, yeah, but you

0:37:48.520 --> 0:37:52.360
<v Speaker 1>could just develop games for other platforms and leave iPhone alone.

0:37:52.480 --> 0:37:54.960
<v Speaker 1>And that is true, So I guess it really just

0:37:55.000 --> 0:37:58.760
<v Speaker 1>depends on your point of view. Thank you, Obi Wan Kenobi.

0:37:59.360 --> 0:38:04.320
<v Speaker 1>But things escalated beyond Apple pulling Fortnite from the app store.

0:38:04.560 --> 0:38:08.319
<v Speaker 1>The company subsequently said that unless Epic Games reverse the

0:38:08.360 --> 0:38:12.560
<v Speaker 1>move to offer direct payments, Apple would remove all support

0:38:12.760 --> 0:38:16.799
<v Speaker 1>for Epic tools in the App Store for developers, not

0:38:16.920 --> 0:38:20.920
<v Speaker 1>just for iOS. That would mean that Epic would no

0:38:20.960 --> 0:38:24.080
<v Speaker 1>longer be able to update anything that was running on

0:38:24.200 --> 0:38:28.440
<v Speaker 1>iOS or the Mac operating system, and that includes the

0:38:28.719 --> 0:38:33.480
<v Speaker 1>Unreal game engine. Now this is where things get really nasty.

0:38:33.840 --> 0:38:36.720
<v Speaker 1>I'll quote the statement from Apple which says Epic wouldn't

0:38:36.719 --> 0:38:40.760
<v Speaker 1>be able to perform any quote engineering efforts to improve

0:38:40.840 --> 0:38:44.360
<v Speaker 1>hardware and software performance of Unreal Engine on Mac and

0:38:44.440 --> 0:38:49.000
<v Speaker 1>iOS hardware, optimize Unreal Engine on the Mac for creative workflows,

0:38:49.360 --> 0:38:52.719
<v Speaker 1>virtual sets and their c I slash build systems, and

0:38:52.760 --> 0:38:56.680
<v Speaker 1>adoption and support of R kit features and future VR

0:38:56.800 --> 0:39:01.399
<v Speaker 1>features into Unreal Engine by their XR teams end quote. Now,

0:39:01.440 --> 0:39:06.239
<v Speaker 1>as I mentioned earlier, hundreds of games rely on the

0:39:06.320 --> 0:39:09.239
<v Speaker 1>Unreal game Engine, not just those from Epic, but from

0:39:09.280 --> 0:39:12.759
<v Speaker 1>other companies as well. So if a company developed a

0:39:12.800 --> 0:39:17.080
<v Speaker 1>game that relied upon the Unreal Engine and they wanted

0:39:17.120 --> 0:39:21.760
<v Speaker 1>to market it on iOS or on the Mac operating system,

0:39:21.800 --> 0:39:25.200
<v Speaker 1>that game would no longer receive any engine updates because

0:39:25.239 --> 0:39:28.120
<v Speaker 1>Apple would have cut off that capability, and that would

0:39:28.200 --> 0:39:32.000
<v Speaker 1>cause an enormous disruption among game companies and could force

0:39:32.040 --> 0:39:34.719
<v Speaker 1>developers who are working on new games to choose a

0:39:34.719 --> 0:39:37.200
<v Speaker 1>totally different game engine when they're building out their games

0:39:37.200 --> 0:39:41.040
<v Speaker 1>in the future, because it would mean that a large

0:39:41.080 --> 0:39:45.319
<v Speaker 1>market for their game would be cut off automatically if

0:39:45.320 --> 0:39:49.040
<v Speaker 1>they used the Unreal Engine. That would be an enormous

0:39:49.040 --> 0:39:52.239
<v Speaker 1>blow to Epic Games as revenue as well, because the

0:39:52.239 --> 0:39:55.200
<v Speaker 1>company makes a lot of money off of other developers

0:39:55.280 --> 0:39:59.279
<v Speaker 1>licensing the Unreal game engine. I think Apple making that

0:39:59.320 --> 0:40:03.080
<v Speaker 1>move is kind of stupid, you know what. No, No,

0:40:03.160 --> 0:40:08.040
<v Speaker 1>not kind of I think that move is monumentally stupid. Now,

0:40:08.040 --> 0:40:11.440
<v Speaker 1>the reason I think it's stupid is because it appears

0:40:11.480 --> 0:40:14.719
<v Speaker 1>to prove the point that Epic Games claims it is

0:40:14.800 --> 0:40:18.839
<v Speaker 1>making that Apple can and does act like a monopoly.

0:40:19.400 --> 0:40:23.399
<v Speaker 1>Because it's very hard to not interpret Apple's move as

0:40:23.640 --> 0:40:28.759
<v Speaker 1>extortion or retaliation, applying brutal leverage against Epic Games to

0:40:28.800 --> 0:40:33.040
<v Speaker 1>force it to comply with Apple's standards. Now, yes, Epic

0:40:33.120 --> 0:40:37.040
<v Speaker 1>Games agreed to those standards just through the process of

0:40:37.120 --> 0:40:40.400
<v Speaker 1>submitting Fortnite to the iOS store in the first place.

0:40:40.640 --> 0:40:46.240
<v Speaker 1>So Epic is not innocent here. They did violate that agreement. However,

0:40:46.560 --> 0:40:49.719
<v Speaker 1>the retaliation and the impact of that retaliation, and the

0:40:49.760 --> 0:40:53.320
<v Speaker 1>implication that Apple could do serious harm to Epic Games

0:40:53.360 --> 0:40:56.200
<v Speaker 1>as business, as well as the business of unrelated companies,

0:40:56.480 --> 0:41:00.200
<v Speaker 1>all that seems to lend credence to Epics argument that

0:41:00.239 --> 0:41:04.399
<v Speaker 1>Apple is imposing its will on other companies. Now, it's

0:41:04.440 --> 0:41:07.160
<v Speaker 1>one thing to remove an app that's in violation of

0:41:07.200 --> 0:41:11.080
<v Speaker 1>the agreed upon policy. To me, that seems like it's

0:41:11.239 --> 0:41:14.160
<v Speaker 1>pretty clearly on the up and up, but then to

0:41:14.239 --> 0:41:18.160
<v Speaker 1>go further and remove all support for Epics products feels

0:41:18.200 --> 0:41:21.640
<v Speaker 1>extreme to me, particularly since this has a cascading effect

0:41:21.719 --> 0:41:25.040
<v Speaker 1>on other companies that did nothing wrong. All those other

0:41:25.080 --> 0:41:28.640
<v Speaker 1>companies did was licensed a game engine that powers their games.

0:41:28.960 --> 0:41:31.880
<v Speaker 1>So is it fair to make this kind of change

0:41:32.080 --> 0:41:34.440
<v Speaker 1>one that's going to have a negative impact on third

0:41:34.480 --> 0:41:36.840
<v Speaker 1>parties that had nothing to do with the dispute in

0:41:36.880 --> 0:41:40.360
<v Speaker 1>the first place. I think epics experience in launching the

0:41:40.400 --> 0:41:44.120
<v Speaker 1>game Store, which itself was a response to valves Steam

0:41:44.160 --> 0:41:47.759
<v Speaker 1>store policies, gave the company the courage to try and

0:41:47.880 --> 0:41:51.600
<v Speaker 1>launch this battle against Apple and to a lesser extent, Google.

0:41:52.200 --> 0:41:56.000
<v Speaker 1>Seeing the escalation is more than a little bit worrying.

0:41:56.440 --> 0:41:59.160
<v Speaker 1>And while the matter is going to the court system

0:41:59.320 --> 0:42:02.719
<v Speaker 1>thanks to the lawsuits, we're gonna have to wait a

0:42:02.760 --> 0:42:06.600
<v Speaker 1>while for that to play out, because, you know, we know,

0:42:06.680 --> 0:42:09.319
<v Speaker 1>the legal system moves at a let's call it a

0:42:09.480 --> 0:42:13.560
<v Speaker 1>leisurely pace compared to the worlds of technology and business,

0:42:14.200 --> 0:42:16.880
<v Speaker 1>so it might be a while before the law is

0:42:16.920 --> 0:42:20.520
<v Speaker 1>able to really wade in into this now. My bet

0:42:20.760 --> 0:42:23.520
<v Speaker 1>is that Epic is hoping that the more recent focus

0:42:23.640 --> 0:42:26.600
<v Speaker 1>on companies like Apple and Google when it comes to

0:42:26.719 --> 0:42:32.840
<v Speaker 1>antitrust issues, will provide political pressure so that the companies

0:42:32.880 --> 0:42:37.800
<v Speaker 1>can negotiate that cut, or somehow Epic can force Apple

0:42:37.880 --> 0:42:41.759
<v Speaker 1>to allow for more direct pay options. Honestly, don't know

0:42:42.080 --> 0:42:44.719
<v Speaker 1>how that's going to go for Epic. Apple is a

0:42:44.840 --> 0:42:49.920
<v Speaker 1>huge and incredibly wealthy company, and it didn't get wealthy

0:42:50.000 --> 0:42:55.120
<v Speaker 1>by capitulating to other companies. I don't think there's necessarily

0:42:55.160 --> 0:42:59.000
<v Speaker 1>a hero in this story, because it really just comes

0:42:59.000 --> 0:43:02.280
<v Speaker 1>down to money. I think Apple has behaved in ways

0:43:02.360 --> 0:43:06.640
<v Speaker 1>that are anti competitive, but when it comes to cut,

0:43:07.000 --> 0:43:10.840
<v Speaker 1>that has become fairly standard and digital stores across the board,

0:43:11.239 --> 0:43:13.960
<v Speaker 1>So it's not like Apple is being you know, greedier

0:43:14.000 --> 0:43:18.520
<v Speaker 1>than anybody else's. And granted it is not always the case.

0:43:18.600 --> 0:43:22.320
<v Speaker 1>Epic itself has set itself apart by taking smaller cuts

0:43:22.320 --> 0:43:25.680
<v Speaker 1>of transactions in the Epic Game Store, But I don't

0:43:25.760 --> 0:43:28.880
<v Speaker 1>know that you can argue that Apple stands out as

0:43:28.880 --> 0:43:32.080
<v Speaker 1>being particularly evil because of this policy. Lots of digital

0:43:32.120 --> 0:43:35.680
<v Speaker 1>stores have the exact same policy. Now, the fact that

0:43:35.719 --> 0:43:38.560
<v Speaker 1>you can only get apps on an iPhone through the

0:43:38.600 --> 0:43:42.160
<v Speaker 1>App Store without hacking your phone, that is, does make

0:43:42.200 --> 0:43:44.360
<v Speaker 1>it a little more tricky because there's nowhere else to

0:43:44.440 --> 0:43:46.719
<v Speaker 1>go when it comes to the iPhone, so I guess

0:43:46.760 --> 0:43:50.440
<v Speaker 1>that does set it apart. In fact, this is one

0:43:50.440 --> 0:43:54.040
<v Speaker 1>of the ways that things branch between Apple and Google.

0:43:54.400 --> 0:43:57.120
<v Speaker 1>You can only get apps for the iPhone through the

0:43:57.200 --> 0:44:00.880
<v Speaker 1>Apple App Store, but Android devices support a couple of

0:44:00.920 --> 0:44:03.840
<v Speaker 1>different ways you can get stuff. You can sideload stuff

0:44:03.880 --> 0:44:05.799
<v Speaker 1>that's not from the Google play Store. It requires you

0:44:05.840 --> 0:44:08.000
<v Speaker 1>to change some settings on your phone, but you can

0:44:08.000 --> 0:44:11.920
<v Speaker 1>totally do it, and Android users can download Fortnite onto

0:44:12.000 --> 0:44:16.880
<v Speaker 1>an Android device directly from Epics app launcher. Google removed

0:44:17.040 --> 0:44:19.520
<v Speaker 1>Fortnite from the play Store itself, so you can't just

0:44:19.680 --> 0:44:22.600
<v Speaker 1>download the app directly through Google Play. But you can

0:44:22.640 --> 0:44:25.600
<v Speaker 1>still get Fortnite on an Android device and you can

0:44:25.640 --> 0:44:28.279
<v Speaker 1>still run it without a problem. You just can't go

0:44:28.360 --> 0:44:31.760
<v Speaker 1>through the play Store to do it. Google, like Apple,

0:44:31.960 --> 0:44:35.040
<v Speaker 1>said that they removed the game because epics decision to

0:44:35.120 --> 0:44:40.360
<v Speaker 1>offer direct pay violated store policy. But unlike Apple, Google

0:44:40.400 --> 0:44:43.520
<v Speaker 1>hasn't gone all angry crime lord boss with threats about

0:44:43.520 --> 0:44:46.600
<v Speaker 1>Epics tools set and saying like I want the app dead,

0:44:46.880 --> 0:44:49.759
<v Speaker 1>I want the unreal engine dead, I want those s

0:44:49.800 --> 0:44:55.239
<v Speaker 1>D gays in the ground. They haven't done that recently.

0:44:55.640 --> 0:44:59.400
<v Speaker 1>Apple CEO Tim Cook appeared before Congress and he was

0:44:59.440 --> 0:45:03.600
<v Speaker 1>asked by Presentative Hank Johnson, who coincidently represents my state

0:45:03.640 --> 0:45:08.360
<v Speaker 1>of Georgia if the company had ever quote retaliated against

0:45:08.520 --> 0:45:12.080
<v Speaker 1>or disadvantaged a developer who went public with their frustrations

0:45:12.080 --> 0:45:16.359
<v Speaker 1>with the app store end quote. Cook's response was, quote, sir,

0:45:16.960 --> 0:45:20.920
<v Speaker 1>we do not retaliate or bully people. It's strongly against

0:45:20.960 --> 0:45:26.080
<v Speaker 1>our company culture end quote. I'm not certain how well

0:45:26.120 --> 0:45:30.000
<v Speaker 1>that would go over today, as the Epic versus Apple

0:45:30.120 --> 0:45:33.720
<v Speaker 1>saga has been unfolding again. Not to say that Epic

0:45:33.880 --> 0:45:37.480
<v Speaker 1>is without blame here, but the decision to remove epics

0:45:37.560 --> 0:45:42.560
<v Speaker 1>access to developer tools for iOS and mac os seems

0:45:42.600 --> 0:45:46.959
<v Speaker 1>like retaliation and bullying to me. Removing Fortnite makes perfect sense.

0:45:47.000 --> 0:45:51.160
<v Speaker 1>I mean, that was the the app that violated the policy.

0:45:51.320 --> 0:45:54.720
<v Speaker 1>That makes sense to me. Removing epics ability to develop

0:45:54.800 --> 0:45:58.400
<v Speaker 1>for iOS and mac os entirely, thus impacting Epic and

0:45:58.520 --> 0:46:02.320
<v Speaker 1>numerous other companies aonomically that one I think is harder

0:46:02.360 --> 0:46:05.839
<v Speaker 1>to support. As I record this, we're in the very

0:46:05.880 --> 0:46:09.000
<v Speaker 1>early stages of this particular fight. At the moment, I

0:46:09.080 --> 0:46:11.520
<v Speaker 1>think it's safe to say that the US government has

0:46:11.560 --> 0:46:13.960
<v Speaker 1>a few irons in the fire right now that need

0:46:14.080 --> 0:46:17.720
<v Speaker 1>tending to plus an election coming up, so I wouldn't

0:46:17.760 --> 0:46:19.879
<v Speaker 1>be surprised if it takes a little bit of time

0:46:19.920 --> 0:46:22.719
<v Speaker 1>to get around to taking another really hard look at

0:46:22.719 --> 0:46:27.600
<v Speaker 1>allegations of you know, monopoly practices or anti competitive behaviors

0:46:27.600 --> 0:46:30.800
<v Speaker 1>in the tech space. But it's clearly something that has

0:46:30.840 --> 0:46:34.759
<v Speaker 1>become a growing concern and government as more practices in

0:46:34.800 --> 0:46:38.040
<v Speaker 1>the tech space are held up to scrutiny. Now this

0:46:38.080 --> 0:46:42.120
<v Speaker 1>gets complicated by the fact that Silicon Valley pours a

0:46:42.320 --> 0:46:45.640
<v Speaker 1>lot of money. I almost used a different phrase that

0:46:45.840 --> 0:46:48.880
<v Speaker 1>is not you know, family friendly, but a lot of

0:46:48.880 --> 0:46:54.080
<v Speaker 1>money into lobbyists and campaign contributions, and thus Silicon Valley

0:46:54.080 --> 0:46:56.799
<v Speaker 1>has a large amount of influence when it comes to

0:46:56.920 --> 0:46:59.960
<v Speaker 1>US politics. But I expect we're going to see more

0:47:00.000 --> 0:47:04.080
<v Speaker 1>are shifting as governments feel pressure to regulate or break

0:47:04.160 --> 0:47:09.600
<v Speaker 1>up or otherwise intervene in business practices in the tech space. Meanwhile,

0:47:10.040 --> 0:47:13.120
<v Speaker 1>Fortnite players who play on iPhone or Mac are likely

0:47:13.200 --> 0:47:15.760
<v Speaker 1>watching all of this with a little bit of stress

0:47:16.520 --> 0:47:19.680
<v Speaker 1>and probably makes doing that flossing dance a lot harder.

0:47:20.960 --> 0:47:23.560
<v Speaker 1>But to be less flippant, it really is a shame

0:47:24.000 --> 0:47:26.680
<v Speaker 1>that they are caught in the middle of all this,

0:47:26.800 --> 0:47:31.840
<v Speaker 1>that those players are stuck as these two giant companies

0:47:31.960 --> 0:47:34.359
<v Speaker 1>battle it out. They just want to play a game

0:47:34.360 --> 0:47:39.719
<v Speaker 1>that they enjoy, and they don't really have any options

0:47:39.800 --> 0:47:43.600
<v Speaker 1>as far as having an impact on this. They can

0:47:43.640 --> 0:47:46.160
<v Speaker 1>perhaps shift to playing it on a different platform, but

0:47:46.200 --> 0:47:50.160
<v Speaker 1>not everyone has that, you know, luxury. So I really

0:47:50.200 --> 0:47:53.719
<v Speaker 1>do feel for Fortnite players, even though I personally don't

0:47:53.760 --> 0:47:57.600
<v Speaker 1>like playing Fortnite because I'm old and I don't do

0:47:57.719 --> 0:48:02.600
<v Speaker 1>well at it and it confuses me. But I hope

0:48:02.600 --> 0:48:05.080
<v Speaker 1>that things get resolved, that the players are able to

0:48:05.080 --> 0:48:07.560
<v Speaker 1>play the games they want, and that we're able to

0:48:07.600 --> 0:48:12.240
<v Speaker 1>take a good hard look at how these companies generate revenue,

0:48:12.280 --> 0:48:15.560
<v Speaker 1>how they price things, and really come to a good

0:48:15.560 --> 0:48:19.920
<v Speaker 1>conclusion that works out best for all parties involved, including

0:48:20.040 --> 0:48:25.120
<v Speaker 1>us the consumers. I am skeptical that that will happen,

0:48:25.520 --> 0:48:29.239
<v Speaker 1>but I'm hopeful that wraps up this episode. If you

0:48:29.280 --> 0:48:31.800
<v Speaker 1>guys have suggestions for any future episodes of tech Stuff,

0:48:32.000 --> 0:48:35.600
<v Speaker 1>whether it's a company, a trended technology, a specific tech

0:48:35.680 --> 0:48:38.600
<v Speaker 1>you want me to cover, anything like that, let me know.

0:48:39.000 --> 0:48:41.239
<v Speaker 1>Reach out to me on Twitter. The handle is text

0:48:41.280 --> 0:48:44.440
<v Speaker 1>stuff H s W and I'll talk to you again

0:48:45.200 --> 0:48:53.080
<v Speaker 1>really soon. Text Stuff is an I heart Radio production.

0:48:53.320 --> 0:48:56.160
<v Speaker 1>For more podcasts from my heart Radio, visit the i

0:48:56.280 --> 0:48:59.480
<v Speaker 1>heart Radio app, Apple Podcasts, or wherever you listen to

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