WEBVTT - Rerun: The Epic Epic vs Apple Battle

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<v Speaker 1>Welcome to Tech Stuff, 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 how the tech are you. I am currently on vacation,

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<v Speaker 1>so hopefully right now I'm doing great. I hope you

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<v Speaker 1>are too. But obviously I don't want to leave you

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<v Speaker 1>without an episode, so we are going to have a rerun.

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<v Speaker 1>This episode is called the Epic Epic versus Apple Battle.

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<v Speaker 1>It originally published in twenty twenty, and I think this

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<v Speaker 1>one is an important episode because if you have been

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<v Speaker 1>paying attention, you know that Apple is facing pressure around

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<v Speaker 1>the world due to its policy of making developers use

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<v Speaker 1>the in Apple payment processing system, where Apple gets a

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<v Speaker 1>thirty chunk in most cases of every transaction. And Epic

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<v Speaker 1>found kind of a work around on that and then

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<v Speaker 1>got into hot water with Apple, and then Apple got

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<v Speaker 1>into hot water all around the world. So really, while

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<v Speaker 1>I wouldn't say this is the very beginning of the

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<v Speaker 1>world pushing back on Apple, UH, for those policies, UH,

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<v Speaker 1>this is probably the highest profile case. So let's sit

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<v Speaker 1>back and listen to this episode. 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 escalating?

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<v Speaker 1>As I research and write this, the fight is just

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<v Speaker 1>gearing up, but it promises to get much nastier over time.

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<v Speaker 1>Today we're going to learn about the conflict between these companies,

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<v Speaker 1>as well as get a deeper understanding of the way

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<v Speaker 1>that apps, services and Apple make money, because really that's

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<v Speaker 1>what this all boils down to, the method that companies

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<v Speaker 1>follow to make money and how they can make more

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<v Speaker 1>money and keep more of the money they make. So,

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<v Speaker 1>you know, spoiler alert, that's really what this is all

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<v Speaker 1>about when you get down to it. But first some background. Now,

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<v Speaker 1>I've done an episode about Fortnite that published back in

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<v Speaker 1>February of two thousand nineteen, so I'm not going to

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<v Speaker 1>go over the entire history of Fortnite. But let's do

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<v Speaker 1>a quick rundown of Epic Games so we understand where

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<v Speaker 1>they're coming from. Way back in, a guy named Tim

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<v Speaker 1>Sweeney was programming video games and saying them onto floppy

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<v Speaker 1>disks and then sending those disks out over the mail.

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<v Speaker 1>And he was using the company name Potomac Computer Systems.

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<v Speaker 1>He hired on a couple of important people as well,

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<v Speaker 1>Mark Rhyan and Cliff Blazynski. In Sweeney would rename this

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<v Speaker 1>company and it became Epic Mega Games, and the founders

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<v Speaker 1>started creating lots of games that got a pretty good reception.

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<v Speaker 1>A few years later, as computers got more powerful and

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<v Speaker 1>graphics cards began to be a thing, Epic evolved into

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<v Speaker 1>Epic Games and the company released a computer engine, a

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<v Speaker 1>game engine called the Unreal Engine. So computer engines or

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<v Speaker 1>video game engines are sort of a block of code

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<v Speaker 1>that provide tools to game developers, like physics engines and

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<v Speaker 1>graphics engines, and a game engine saves game developers a

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<v Speaker 1>lot of time and a lot of effort. It provides

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<v Speaker 1>some basic functionality that the game developers can then build upon.

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<v Speaker 1>It's like the framework, and it keeps developers from having

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<v Speaker 1>to reinvent the wheel every time they want to build

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<v Speaker 1>a game. The Unreal Engine would become a really popular

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<v Speaker 1>game engine, and that will play an important part in

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<v Speaker 1>our story. Around two thousand and six, Epic Games began

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<v Speaker 1>to saunter casually over to the world of console video games,

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<v Speaker 1>developing titles or adapting existing PC games for the Xbox

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<v Speaker 1>three sixty. The company was branching out beyond PC and

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<v Speaker 1>Mac titles. Some of their earliest games that you know

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<v Speaker 1>Epic produced were available on the Mac computer. That will

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<v Speaker 1>also play an important part of our story. The company

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<v Speaker 1>announced Fortnite in two thousand eleven, it would take a

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<v Speaker 1>few years before it actually would debut, and in a

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<v Speaker 1>Chinese company called ten Cent Holdings ended up buying a

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<v Speaker 1>forty percent stake in Epic Games for a three hundred

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<v Speaker 1>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 different ways.

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<v Speaker 1>Some games allow players to purchase upgrades 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. If 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 behavior as akin

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<v Speaker 1>to addiction. And it's set the core of why games

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<v Speaker 1>that have these sorts of transactions often come under scrutiny

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<v Speaker 1>by various advocacy groups and governments around the world. Now

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<v Speaker 1>that's another kettle of fish, but the micro transactions get

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<v Speaker 1>to the very heart of the matter we're looking at

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<v Speaker 1>in this episode. In two thousand nineteen, Epic Games made

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<v Speaker 1>another big move. They launched the Epic Games Store. Now,

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<v Speaker 1>over its relatively short history, the PC games industry has

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<v Speaker 1>seen some pretty massive changes in how companies sell and

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<v Speaker 1>distribute games. So in the old old days, you had

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<v Speaker 1>game programmers like Sweeney who would build a game and

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<v Speaker 1>then make copies of it on discs floppy discs, and

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<v Speaker 1>then sell them either by mail order or sometimes going

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<v Speaker 1>through like a local computer hobby store. And that evolved

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<v Speaker 1>into game developers and publishers selling games through brick and

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<v Speaker 1>mortar retail shops like game Stop or best Buy or

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<v Speaker 1>Walmart or whatever. But over the last decade, the model

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<v Speaker 1>has shifted dramatically over toward digital distribution. The vast majority

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<v Speaker 1>of games are now sold through digital downloads, more than

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<v Speaker 1>eighty percent since two thousand eighteen. This changes the model

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<v Speaker 1>a lot, and it's one of the reasons why companies

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<v Speaker 1>like game Stop are really in trouble these days. But

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<v Speaker 1>you still need a place to sell your games. You

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<v Speaker 1>need a shopping portal or something. Now you could try

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<v Speaker 1>and do this through your own company's web page, but

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<v Speaker 1>the problem with that is that you're asking gamers to

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<v Speaker 1>go to a lot of different websites when they're in

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<v Speaker 1>the mood to buy a game. Most gamers like to

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<v Speaker 1>play a variety of titles from a variety of companies.

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<v Speaker 1>There are very few gamers who are like, I'm only

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<v Speaker 1>going to buy games from this one company, and smaller

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<v Speaker 1>independent developers have a hard time standing out with so

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<v Speaker 1>many big companies that are in the industry. So having

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<v Speaker 1>a centralized digital store where you can look at titles

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<v Speaker 1>from big or small companies that ended up being a

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<v Speaker 1>really great idea, And that was an idea that a

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<v Speaker 1>company called Valve, famous for video game series like Half

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<v Speaker 1>Life in Portal had the Valve Digital store gave PC

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<v Speaker 1>gamers a centralized location where they could shop for games,

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<v Speaker 1>and Valve would end up making truckloads of cash off

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<v Speaker 1>of this, because the company would take a cut out

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<v Speaker 1>of every transaction made through the Valve Steam Store. If

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<v Speaker 1>you bought a title on Steam, whether it came from

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<v Speaker 1>Valve or not, Valve would get some of that cash,

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<v Speaker 1>and for a while, it was effectively the only game

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<v Speaker 1>in town, so to speak, unless you were to go

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<v Speaker 1>directly to each publisher. In two thousand nineteen, that changed.

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<v Speaker 1>Epic announced the Epic Game Store and also announced that

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<v Speaker 1>it was going to take a smaller cut than what

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<v Speaker 1>Valve was taking in their Steam Store. That would mean

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<v Speaker 1>that video game companies would get to keep more of

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<v Speaker 1>the money from those sales, and it would also mean

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<v Speaker 1>that if a company were to hold a sale, like

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<v Speaker 1>if they were to discount a title, they wouldn't take

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<v Speaker 1>as big a hit on revenue as a result, and

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<v Speaker 1>it introduced competition in the digital marketplace. Some of epics

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<v Speaker 1>moves upset gamers, particularly when they heard about specific titles

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<v Speaker 1>that would be exclusively sold through the Epics Store. Gamers

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<v Speaker 1>are not crazy about the idea of having to manage

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<v Speaker 1>to store accounts, I guess, but you could make a

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<v Speaker 1>strong argument that competition would ultimately be a good thing,

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<v Speaker 1>even if it meant you had to go to two

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<v Speaker 1>stops when you were shopping for games instead of just one,

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<v Speaker 1>And that really sets the stage for the show down

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<v Speaker 1>with Apple. Epic Games has done something really smart with Fortnite. Actually,

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<v Speaker 1>they've done a lot of smart things, including lifting the

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<v Speaker 1>battle Royal concept that was working so well for video

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<v Speaker 1>games like Player Unknowns Battlegrounds and then applying it to Fortnite.

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<v Speaker 1>That transformed that game and made it into the juggernaut

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<v Speaker 1>it is. But Epic has followed what I think of

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<v Speaker 1>as the Netflix strategy. One of the things that Netflix

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<v Speaker 1>really got right early on when it started making movies

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<v Speaker 1>available to stream online is that the company worked hard

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<v Speaker 1>to make sure that this service would be available across

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<v Speaker 1>a ton of different platforms. Netflix wanted to make sure

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<v Speaker 1>that users would be able to access the service no

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<v Speaker 1>matter how they watch video, So that meant that Netflix

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<v Speaker 1>had its web based interface, and then it also had

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<v Speaker 1>an interface for smart TVs and one for smartphones and

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<v Speaker 1>one for video game consoles. Essentially, the idea was, if

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<v Speaker 1>this thing can play video, Netflix wants an interface to

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<v Speaker 1>go on it, and the strategy paid off big time.

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<v Speaker 1>It meant Netflix could cast a truly wide, you know,

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<v Speaker 1>net to capture as much audience as possible. Epic has

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<v Speaker 1>done something similar with Fortnite. Game developers often have to

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<v Speaker 1>weigh some pretty tough decisions when it comes to making games.

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<v Speaker 1>One strategy is to build games for a specific platform

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<v Speaker 1>and just to focus on that exclusively. And that gives

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<v Speaker 1>you the ability to really refine the game for that

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<v Speaker 1>specific platform and and and make sure that everything is

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<v Speaker 1>working well, and you end up with the most polished,

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<v Speaker 1>well designed game you can create. So if you want

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<v Speaker 1>the game to be available on more than one platform,

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<v Speaker 1>such as let's say that you want the game to

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<v Speaker 1>be playable on PC as well as on a PlayStation console,

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<v Speaker 1>well then you have to devote time to adapting the

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<v Speaker 1>game to work on the other platform. Because games are

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<v Speaker 1>not just something you can copy and paste over on

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<v Speaker 1>to one thing from the other. You can't just pull

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<v Speaker 1>the code from a PC game and PLoP it into

0:13:46.200 --> 0:13:49.040
<v Speaker 1>the PlayStation store. It doesn't work that way. So you

0:13:49.080 --> 0:13:52.920
<v Speaker 1>really have two choices, one of which doesn't make much sense.

0:13:53.520 --> 0:13:56.920
<v Speaker 1>That choice is to essentially recreate the game entirely for

0:13:56.960 --> 0:14:00.360
<v Speaker 1>the new platform. This would mean building the same game

0:14:00.480 --> 0:14:03.840
<v Speaker 1>two times, at least only the second time you're doing

0:14:03.840 --> 0:14:08.440
<v Speaker 1>it for a different system. That's not really efficient. That's

0:14:08.440 --> 0:14:10.520
<v Speaker 1>not a great way to go about it. It's certainly

0:14:10.520 --> 0:14:12.959
<v Speaker 1>not a cost effective way to go about it. So

0:14:13.000 --> 0:14:16.800
<v Speaker 1>the other way is to port the game over, which

0:14:16.840 --> 0:14:19.920
<v Speaker 1>means you're really trying to keep as much of the

0:14:19.960 --> 0:14:24.440
<v Speaker 1>basic code you built for the original game whatever platform

0:14:24.480 --> 0:14:27.880
<v Speaker 1>moves on, like for PC, and only focus on making

0:14:27.960 --> 0:14:31.600
<v Speaker 1>changes where it's necessary in order to run on a

0:14:31.680 --> 0:14:35.640
<v Speaker 1>different platform like the PlayStation or whatever other platform you're

0:14:35.640 --> 0:14:39.040
<v Speaker 1>developing for. Either way, it's a process that takes more

0:14:39.080 --> 0:14:43.000
<v Speaker 1>time and resources to complete. Some companies will farm this

0:14:43.160 --> 0:14:46.400
<v Speaker 1>sort of work out to other game developers, and this

0:14:46.480 --> 0:14:49.440
<v Speaker 1>gives the original company the freedom to do other stuff

0:14:49.480 --> 0:14:53.680
<v Speaker 1>like developed downloadable content or otherwise known as DLC for

0:14:53.760 --> 0:14:56.520
<v Speaker 1>that original title, or to work on a brand new

0:14:56.600 --> 0:15:01.680
<v Speaker 1>game with Fortnite, Epic developed versions for pretty much every

0:15:01.760 --> 0:15:05.680
<v Speaker 1>conceivable platform. There are versions of Fortnite that you can

0:15:05.680 --> 0:15:09.640
<v Speaker 1>play on PC, on Mac, on the Xbox One, the

0:15:09.680 --> 0:15:14.560
<v Speaker 1>PlayStation four, the Nintendo Switch, on Android, phones and iOS

0:15:14.600 --> 0:15:19.000
<v Speaker 1>devices like iPhone and iPads. So epics approach is again,

0:15:19.880 --> 0:15:23.520
<v Speaker 1>if this thing can play games, we want to be there. Now.

0:15:23.560 --> 0:15:26.680
<v Speaker 1>I say that knowing there are other gaming platforms out there,

0:15:27.160 --> 0:15:29.480
<v Speaker 1>like you know, handhelds and stuff like that, So don't

0:15:29.560 --> 0:15:32.240
<v Speaker 1>yell at me, you know what I mean. What's more,

0:15:32.800 --> 0:15:36.200
<v Speaker 1>as an added value to the game, Epic has included

0:15:36.200 --> 0:15:40.120
<v Speaker 1>the ability to have a lot of cross platform play. Now,

0:15:40.160 --> 0:15:43.440
<v Speaker 1>this means that people playing the game on totally different

0:15:43.480 --> 0:15:48.240
<v Speaker 1>systems can potentially play together in the same game or match. This,

0:15:48.360 --> 0:15:50.360
<v Speaker 1>by the way, helps illustrate the fact that all these

0:15:50.400 --> 0:15:54.320
<v Speaker 1>systems are ultimately computers when you really get down to it,

0:15:55.120 --> 0:15:58.240
<v Speaker 1>and that would mean that you could play on PC,

0:15:58.400 --> 0:16:00.600
<v Speaker 1>your friend could be on a PlayStation, and the two

0:16:00.640 --> 0:16:02.760
<v Speaker 1>of you could actually play in the same game. Now,

0:16:02.800 --> 0:16:07.080
<v Speaker 1>typically that doesn't really happen that much. At first, this

0:16:07.200 --> 0:16:10.680
<v Speaker 1>cross platform ability wasn't quite universal. You would run into

0:16:10.680 --> 0:16:14.200
<v Speaker 1>weird situations where player A could play with player B,

0:16:14.760 --> 0:16:17.640
<v Speaker 1>but they couldn't play with players C, and player B

0:16:17.800 --> 0:16:21.400
<v Speaker 1>could play with either A or CE, but they could

0:16:21.440 --> 0:16:24.960
<v Speaker 1>not play with both at the same time. However, over time,

0:16:24.960 --> 0:16:28.080
<v Speaker 1>Epic would roll out more a cross platform support. In

0:16:28.120 --> 0:16:31.200
<v Speaker 1>two thousand nineteen, they tweaked this a bit so that

0:16:31.360 --> 0:16:34.640
<v Speaker 1>players who were on Nintendo Switch would by default get

0:16:34.720 --> 0:16:37.720
<v Speaker 1>grouped into games with mobile players, you know, people on

0:16:37.760 --> 0:16:41.520
<v Speaker 1>Android phones or iOS devices, whereas Xbox and PS four

0:16:41.560 --> 0:16:46.200
<v Speaker 1>players were by default grouped together. The company still allowed

0:16:46.440 --> 0:16:50.240
<v Speaker 1>people to create parties to form across these technological divides

0:16:50.280 --> 0:16:53.360
<v Speaker 1>if they really wanted to. It's just the differences and

0:16:53.520 --> 0:16:57.720
<v Speaker 1>system power and controls really make a big impact on gameplay.

0:16:57.920 --> 0:17:00.360
<v Speaker 1>It could be very difficult for someone on mobile to

0:17:00.720 --> 0:17:03.960
<v Speaker 1>compete head to head against someone on PC, for example.

0:17:04.560 --> 0:17:07.720
<v Speaker 1>But anyway, that's epics set up. When we come back,

0:17:08.000 --> 0:17:10.320
<v Speaker 1>we'll do a brief rundown on Apple and then we'll

0:17:10.359 --> 0:17:14.119
<v Speaker 1>talk about why these companies are waging war. But first

0:17:14.560 --> 0:17:27.160
<v Speaker 1>let's take a quick break. So Apple, I've done a

0:17:27.280 --> 0:17:31.520
<v Speaker 1>series of episodes about Apple, and it was one of

0:17:31.560 --> 0:17:34.719
<v Speaker 1>the early personal computer companies to emerge out of the

0:17:34.760 --> 0:17:39.040
<v Speaker 1>hobbyist scene of the nineteen seventies. The original Apple computer,

0:17:39.240 --> 0:17:43.520
<v Speaker 1>the Apple one, was really a hobbyist computer. It wasn't

0:17:43.560 --> 0:17:46.040
<v Speaker 1>until the introduction of the Apple two line that you

0:17:46.080 --> 0:17:48.280
<v Speaker 1>started seeing machines that could appeal to people who were

0:17:48.680 --> 0:17:50.399
<v Speaker 1>you know, they were geeks, but they weren't you know,

0:17:50.480 --> 0:17:55.720
<v Speaker 1>like hardcore computer hobbyists geeks. Then you had the introduction

0:17:55.760 --> 0:17:59.359
<v Speaker 1>of the Macintosh computer in four that's going to have

0:17:59.400 --> 0:18:02.639
<v Speaker 1>an interesting call back later in this episode. Then co

0:18:02.800 --> 0:18:06.600
<v Speaker 1>founder Steve Jobs either quit or was fired from the company.

0:18:06.760 --> 0:18:11.560
<v Speaker 1>He was definitely pushed aside, And so even if he quit,

0:18:12.119 --> 0:18:15.960
<v Speaker 1>that was because he had essentially been neutralized by company

0:18:16.000 --> 0:18:20.000
<v Speaker 1>management at that time. Now, after the ousting of Steve Jobs,

0:18:20.280 --> 0:18:24.640
<v Speaker 1>Apple executives would make a series of really bad decisions

0:18:24.880 --> 0:18:28.480
<v Speaker 1>that ultimately put the computer in jeopardy. Now I'm not

0:18:28.520 --> 0:18:31.280
<v Speaker 1>going to go into detail because they aren't really relevant

0:18:31.320 --> 0:18:34.119
<v Speaker 1>for this episode, except to say I'm sure that the

0:18:34.160 --> 0:18:38.080
<v Speaker 1>brushes with bankruptcy shaped the company as a result and

0:18:38.119 --> 0:18:41.960
<v Speaker 1>created a sort of steely resolve to reverse course. So

0:18:42.000 --> 0:18:45.920
<v Speaker 1>Steve Jobs, who had left the company in nineteen five,

0:18:46.240 --> 0:18:49.359
<v Speaker 1>would end up being called back to Apple a little

0:18:49.400 --> 0:18:53.879
<v Speaker 1>more than a decade later in to act as something

0:18:53.920 --> 0:18:57.159
<v Speaker 1>of a like a counselor or advisor, And before long

0:18:57.440 --> 0:19:00.919
<v Speaker 1>he was able to regain control or if you prefer,

0:19:01.080 --> 0:19:05.600
<v Speaker 1>rest control of the company, first as an interim CEO

0:19:05.720 --> 0:19:10.199
<v Speaker 1>and then ultimately as the permanent CEO. Apple was in

0:19:10.320 --> 0:19:13.320
<v Speaker 1>bad shape and Jobs was determined to fix it and

0:19:13.320 --> 0:19:15.560
<v Speaker 1>then make sure the company would never be in such

0:19:15.600 --> 0:19:19.080
<v Speaker 1>a precarious position again. I think it's fair to say

0:19:19.560 --> 0:19:22.720
<v Speaker 1>he had a bit of a ruthless edge to him.

0:19:22.800 --> 0:19:26.679
<v Speaker 1>He was also a remarkable salesman and always had been.

0:19:27.240 --> 0:19:31.960
<v Speaker 1>While the course corrections helped improve Apple standing, what really

0:19:32.000 --> 0:19:34.919
<v Speaker 1>turned things around for the company was the introduction of

0:19:34.960 --> 0:19:38.199
<v Speaker 1>a little device that could play music files. This was

0:19:38.240 --> 0:19:42.040
<v Speaker 1>called the iPod, and Jobs unveiled it on October twenty

0:19:42.119 --> 0:19:47.200
<v Speaker 1>three one. Two years later, Apple would launch the iTunes store,

0:19:47.359 --> 0:19:52.480
<v Speaker 1>and that would really be a transformative moment for the company. Now,

0:19:52.520 --> 0:19:55.639
<v Speaker 1>the iPod helped Apple get a new foothold in the

0:19:55.680 --> 0:19:59.280
<v Speaker 1>consumer market. The company would strengthen that over time with

0:19:59.359 --> 0:20:02.639
<v Speaker 1>the introduction the iPhone and, to a lesser extent, the

0:20:02.640 --> 0:20:06.359
<v Speaker 1>iPad and the eye Watch. But the iPod and iPhone

0:20:06.680 --> 0:20:11.280
<v Speaker 1>were slam dunks or touchdowns or Grand Slam home runs

0:20:11.320 --> 0:20:14.200
<v Speaker 1>or whatever impressive sports analogy you would like to use.

0:20:14.520 --> 0:20:19.119
<v Speaker 1>That's what they were. They weren't just popular, they became iconic. Heck,

0:20:19.160 --> 0:20:22.919
<v Speaker 1>the iPod didn't invent the MP three player, but it

0:20:23.240 --> 0:20:27.479
<v Speaker 1>certainly defined the MP three player. We usually call shows

0:20:27.520 --> 0:20:31.359
<v Speaker 1>like mine like tech stuff podcasts for a reason, and

0:20:31.400 --> 0:20:34.720
<v Speaker 1>that reason is the Apple iPod. But I want to

0:20:34.720 --> 0:20:38.720
<v Speaker 1>tell you guys an important fact. The iPod helped turn

0:20:38.760 --> 0:20:43.120
<v Speaker 1>Apple around. The iPhone secured Apple's place as the company

0:20:43.160 --> 0:20:48.119
<v Speaker 1>that makes status symbols that are esthetically appealing technology. Though

0:20:48.160 --> 0:20:50.400
<v Speaker 1>I should also admit that the company was on that

0:20:50.440 --> 0:20:53.320
<v Speaker 1>path already with the redesign of Mac computers and the

0:20:53.359 --> 0:20:56.800
<v Speaker 1>evolution of the iPod. But one thing that would truly

0:20:56.880 --> 0:20:59.800
<v Speaker 1>set Apple apart was the introduction of the iTunes store

0:21:00.000 --> 0:21:02.960
<v Speaker 1>back in two thousand three. So the company had first

0:21:03.400 --> 0:21:06.880
<v Speaker 1>made an iTunes program in two thousand one, but at

0:21:06.920 --> 0:21:10.600
<v Speaker 1>that time, iTunes was really just about letting users rip

0:21:10.760 --> 0:21:13.199
<v Speaker 1>music from their c d s and then load the

0:21:13.240 --> 0:21:16.840
<v Speaker 1>files onto their iPods. In two thousand three, the company

0:21:16.840 --> 0:21:20.240
<v Speaker 1>began to act as a sort of music retailer, offering

0:21:20.320 --> 0:21:24.080
<v Speaker 1>up downloads of individual songs. And this was the start

0:21:24.160 --> 0:21:27.520
<v Speaker 1>of a massive change in how the music industry had

0:21:27.560 --> 0:21:31.399
<v Speaker 1>been working. And it would presage you like that word,

0:21:31.880 --> 0:21:35.040
<v Speaker 1>the change in the video game industry by you know,

0:21:35.080 --> 0:21:38.520
<v Speaker 1>like a decade. So since the introduction of the long

0:21:38.560 --> 0:21:42.639
<v Speaker 1>playing album or LP record, companies have been marketing full

0:21:42.720 --> 0:21:46.040
<v Speaker 1>albums as sort of the preferred product. Now you could

0:21:46.080 --> 0:21:49.199
<v Speaker 1>go and buy a single, typically with a B side

0:21:49.400 --> 0:21:53.040
<v Speaker 1>song attached to it, but that was less common and

0:21:53.359 --> 0:21:55.200
<v Speaker 1>for those of you who have never dealt with music

0:21:55.320 --> 0:21:58.320
<v Speaker 1>on a physical medium, an album is a collection of

0:21:58.359 --> 0:22:01.680
<v Speaker 1>songs by a band or ourist, and a single is

0:22:01.720 --> 0:22:05.000
<v Speaker 1>a particular song off an album. Usually it's one that

0:22:05.040 --> 0:22:07.960
<v Speaker 1>the artist and the music label feels has a particularly

0:22:08.040 --> 0:22:10.840
<v Speaker 1>catchy vibe to it. The goal of picking a single

0:22:10.920 --> 0:22:13.640
<v Speaker 1>is to pick out the standout hit or hits from

0:22:13.640 --> 0:22:17.280
<v Speaker 1>an album. In other words, but now Apple was allowing

0:22:17.280 --> 0:22:22.240
<v Speaker 1>people to purchase not just albums, but individual songs. Sometimes

0:22:22.600 --> 0:22:25.840
<v Speaker 1>your favorite song off an album might not be a single,

0:22:26.080 --> 0:22:28.880
<v Speaker 1>which means you normally wouldn't be able to buy just

0:22:29.520 --> 0:22:32.160
<v Speaker 1>that song. You would have to buy the whole album,

0:22:32.320 --> 0:22:35.320
<v Speaker 1>And if it's the only one you like off that album,

0:22:35.440 --> 0:22:38.080
<v Speaker 1>you might deliberate about whether or not it's worth it

0:22:38.160 --> 0:22:40.399
<v Speaker 1>to purchase the whole thing or not. Why would you

0:22:40.440 --> 0:22:44.240
<v Speaker 1>spend your money if you really just want one song. Now,

0:22:44.240 --> 0:22:47.919
<v Speaker 1>at the time Apple was introducing the iTunes store, music

0:22:48.000 --> 0:22:51.520
<v Speaker 1>piracy was running wild. People were using all sorts of

0:22:51.520 --> 0:22:55.679
<v Speaker 1>different services to share music and download specific songs. For

0:22:55.800 --> 0:22:59.240
<v Speaker 1>the music industry, Apple was helping solve a problem by

0:22:59.280 --> 0:23:03.399
<v Speaker 1>guarantee quality and safety to things that were not a

0:23:03.480 --> 0:23:08.040
<v Speaker 1>guarantee if you were, you know, using piracy, Apple could

0:23:08.080 --> 0:23:12.280
<v Speaker 1>convince people to buy music rather than just share it illegally.

0:23:12.760 --> 0:23:15.359
<v Speaker 1>If a song costs less than a dollar and you

0:23:15.440 --> 0:23:17.640
<v Speaker 1>knew it was going to be really good audio quality,

0:23:17.880 --> 0:23:20.840
<v Speaker 1>plus it wasn't going to infect your computer with a virus,

0:23:21.200 --> 0:23:23.919
<v Speaker 1>you might just go and purchase it. In fact, a

0:23:23.920 --> 0:23:27.000
<v Speaker 1>lot of research shows that piracy doesn't always come about

0:23:27.040 --> 0:23:29.520
<v Speaker 1>because people just don't want to pay for stuff. It

0:23:29.720 --> 0:23:33.040
<v Speaker 1>usually grows because people don't have options when it comes

0:23:33.080 --> 0:23:36.920
<v Speaker 1>to buying the stuff they like. So if you provide options,

0:23:37.280 --> 0:23:41.080
<v Speaker 1>you remove some of the motivation for piracy. Now, this

0:23:41.160 --> 0:23:44.600
<v Speaker 1>gave the iTunes store a nice healthy amount of support

0:23:44.720 --> 0:23:48.840
<v Speaker 1>early on, and in return, because iTunes was acting as

0:23:48.880 --> 0:23:52.640
<v Speaker 1>a sort of retail store for this music, Apple would

0:23:52.640 --> 0:23:56.800
<v Speaker 1>take a cut of the transaction. The music label would

0:23:56.800 --> 0:24:00.200
<v Speaker 1>get most of the money, but Apple would pocket air

0:24:00.240 --> 0:24:04.280
<v Speaker 1>percentage as well. And for music labels this wasn't that

0:24:04.440 --> 0:24:09.040
<v Speaker 1>big of a roadblock. Producing music on physical media is expensive.

0:24:09.359 --> 0:24:12.720
<v Speaker 1>You're dealing with actual materials like c d s or

0:24:12.760 --> 0:24:15.840
<v Speaker 1>cassettes or vinyl or whatever. It is. You want to

0:24:15.880 --> 0:24:19.600
<v Speaker 1>produce enough of that to meet consumer demand, but you

0:24:19.600 --> 0:24:22.320
<v Speaker 1>also don't want to go overboard and make more copies

0:24:22.359 --> 0:24:24.359
<v Speaker 1>than you can sell, because that's just a waste of

0:24:24.400 --> 0:24:27.719
<v Speaker 1>money in space. You also have to store that stuff,

0:24:27.760 --> 0:24:30.240
<v Speaker 1>and you have to ship it. In other words, there's

0:24:30.240 --> 0:24:34.639
<v Speaker 1>a cost associated with actually producing and selling music on

0:24:34.800 --> 0:24:40.080
<v Speaker 1>physical media. Going digital helped reduce or even remove a

0:24:40.080 --> 0:24:44.119
<v Speaker 1>lot of those costs, lowering the overhead, and so even

0:24:44.160 --> 0:24:46.919
<v Speaker 1>with Apple taking a cut, this looked like a pretty

0:24:46.920 --> 0:24:50.639
<v Speaker 1>good deal. That deal would send a precedent, one that

0:24:50.800 --> 0:24:53.560
<v Speaker 1>Apple would extend when it debuted the App Store for

0:24:53.600 --> 0:24:56.280
<v Speaker 1>the iPhone in the summer of two thousand eight. The

0:24:56.359 --> 0:24:59.320
<v Speaker 1>iPhone had come out the year before, and its launch

0:24:59.400 --> 0:25:03.480
<v Speaker 1>had been an enormous hit. The media went bonkers over

0:25:03.520 --> 0:25:09.800
<v Speaker 1>the introduction of the attractive, sleek, exciting smartphone called the iPhone. Now,

0:25:10.280 --> 0:25:12.919
<v Speaker 1>Apple was introducing the world to a marketplace where you

0:25:12.920 --> 0:25:17.240
<v Speaker 1>could download apps to enhance your phone experience. You might

0:25:17.440 --> 0:25:21.880
<v Speaker 1>download games, or productivity apps, or lifestyle apps or whatever

0:25:22.240 --> 0:25:25.399
<v Speaker 1>I mean you you know what apps are. Some of

0:25:25.440 --> 0:25:28.920
<v Speaker 1>those apps were free, some of them cost money. Some

0:25:29.000 --> 0:25:33.000
<v Speaker 1>included ways to make a purchase within the app. Itself.

0:25:33.640 --> 0:25:37.440
<v Speaker 1>So for most apps that involved any sort of transaction,

0:25:37.720 --> 0:25:40.800
<v Speaker 1>whether that was the purchase of the app itself or

0:25:40.840 --> 0:25:44.600
<v Speaker 1>a transaction that happened within the app, Apple would take

0:25:44.640 --> 0:25:48.400
<v Speaker 1>a cut because it was the facilitator, it was the

0:25:48.520 --> 0:25:52.560
<v Speaker 1>retail space, the marketer, the support system, it was how

0:25:52.760 --> 0:25:56.080
<v Speaker 1>people could get access to that software in the first place.

0:25:56.359 --> 0:26:00.240
<v Speaker 1>So it took a thirty across the board cut for

0:26:00.359 --> 0:26:05.040
<v Speaker 1>certain transactions. Now, if an app is subscription based, Apple

0:26:05.040 --> 0:26:11.120
<v Speaker 1>would reduce that to upon the second year of a subscription,

0:26:11.520 --> 0:26:15.280
<v Speaker 1>but that covers a much smaller percentage of apps. Also,

0:26:15.320 --> 0:26:18.480
<v Speaker 1>I should point out that for some transactions, Apple does

0:26:18.560 --> 0:26:21.960
<v Speaker 1>not take a cut. For example, a ride hailing app

0:26:22.040 --> 0:26:25.639
<v Speaker 1>like Lift or Uber doesn't have to share of affair

0:26:25.720 --> 0:26:28.800
<v Speaker 1>with Apple. Nor does a food delivery service have to

0:26:28.800 --> 0:26:32.000
<v Speaker 1>give Apple a cut for every order made through the

0:26:32.080 --> 0:26:36.080
<v Speaker 1>iPhone app on that food delivery service. But in many cases,

0:26:36.320 --> 0:26:40.200
<v Speaker 1>for every dollar spent within an iPhone app, Apple gets

0:26:40.240 --> 0:26:42.960
<v Speaker 1>thirty cents and the other seventy cents go to the

0:26:43.000 --> 0:26:46.600
<v Speaker 1>app developer or you know, whatever entity owns the rights

0:26:46.640 --> 0:26:50.960
<v Speaker 1>to that app. Apple services make up a pretty sizeable

0:26:51.119 --> 0:26:54.359
<v Speaker 1>chunk of Apple's revenue. Now, it's not the biggest chunk.

0:26:54.640 --> 0:26:57.920
<v Speaker 1>iPhone sales are still the king there. They can make

0:26:58.000 --> 0:27:03.480
<v Speaker 1>up to around of all revenue for the company. That's impressive. However,

0:27:03.880 --> 0:27:07.520
<v Speaker 1>revenue and profit are two different things. Revenue is how

0:27:07.600 --> 0:27:10.840
<v Speaker 1>much money you bring in by selling stuff. Profit is

0:27:10.840 --> 0:27:13.480
<v Speaker 1>how much money you have left over once you deduct

0:27:13.520 --> 0:27:17.320
<v Speaker 1>the costs of producing and selling things, essentially the costs

0:27:17.359 --> 0:27:21.240
<v Speaker 1>of business from the money that you brought in. So yeah,

0:27:21.359 --> 0:27:24.600
<v Speaker 1>iPhone sales make up the lions share of revenue, but

0:27:24.720 --> 0:27:29.119
<v Speaker 1>it still costs money to produce each iPhone, though not

0:27:29.320 --> 0:27:32.520
<v Speaker 1>that much money compared to how much Apple sales them for.

0:27:32.720 --> 0:27:35.520
<v Speaker 1>But that's another matter. Now. While I haven't seen the

0:27:35.560 --> 0:27:39.720
<v Speaker 1>figures and I can't make any definitive statements, I feel

0:27:39.800 --> 0:27:43.480
<v Speaker 1>fairly confident that the profit margin on Apple's App store

0:27:44.080 --> 0:27:48.359
<v Speaker 1>is much better than its iPhone sales. The more apps

0:27:48.400 --> 0:27:52.120
<v Speaker 1>that join with in app transactions, the more money Apple

0:27:52.240 --> 0:27:56.240
<v Speaker 1>collects as a result. Oh and there's one other important

0:27:56.240 --> 0:27:59.840
<v Speaker 1>element to this. Apple only allows users to get iPhone

0:27:59.880 --> 0:28:03.520
<v Speaker 1>apps through the Apple Store. That means, if you want

0:28:03.560 --> 0:28:06.680
<v Speaker 1>to run an app on your iPhone and you don't

0:28:06.680 --> 0:28:08.480
<v Speaker 1>want to go through the trouble figuring out how to

0:28:08.640 --> 0:28:12.160
<v Speaker 1>hack your phone. So you can sideload apps, you have

0:28:12.280 --> 0:28:15.000
<v Speaker 1>to go through the official app store. There is no

0:28:15.080 --> 0:28:18.480
<v Speaker 1>other game in town. So any company that wants to

0:28:18.520 --> 0:28:21.199
<v Speaker 1>make apps for iPhones, and there are a lot of

0:28:21.200 --> 0:28:24.840
<v Speaker 1>companies that do, they have to play ball with Apple.

0:28:25.600 --> 0:28:29.800
<v Speaker 1>Most companies just deal with this, partly because iPhone users

0:28:29.840 --> 0:28:33.520
<v Speaker 1>tend to spend more money on apps than other smartphone

0:28:33.600 --> 0:28:37.879
<v Speaker 1>users do. Numerous analysts have estimated that when it comes

0:28:37.920 --> 0:28:42.600
<v Speaker 1>to consumers spending money on or within an app, more

0:28:42.640 --> 0:28:45.960
<v Speaker 1>than six of the dollars spent on apps are going

0:28:46.040 --> 0:28:50.480
<v Speaker 1>to io S app transactions, in other words, Apple transactions.

0:28:51.000 --> 0:28:54.840
<v Speaker 1>Now that's particularly amazing because while the iPhone is popular,

0:28:55.280 --> 0:28:59.840
<v Speaker 1>Android phones outnumber them in the world by a huge amount.

0:29:00.120 --> 0:29:02.880
<v Speaker 1>Way more people have an Android phone than an iPhone.

0:29:03.520 --> 0:29:07.920
<v Speaker 1>But we're seeing more people spend money through the iOS

0:29:08.000 --> 0:29:11.640
<v Speaker 1>ecosystem than through the Android ecosystem. So while we've got

0:29:11.680 --> 0:29:14.800
<v Speaker 1>way more Android apps out there in the wild, we

0:29:14.840 --> 0:29:17.840
<v Speaker 1>don't have a lot of people spending money on apps

0:29:17.960 --> 0:29:21.600
<v Speaker 1>through Android, not compared to Apple. So this means if

0:29:21.600 --> 0:29:24.480
<v Speaker 1>you're a developer and if you want to make money

0:29:24.520 --> 0:29:28.000
<v Speaker 1>off of the app you're developing, chances are you're going

0:29:28.040 --> 0:29:31.160
<v Speaker 1>to want to make something specifically for Apple. It just

0:29:31.520 --> 0:29:36.120
<v Speaker 1>makes business sense anyway. Developers have to submit apps to

0:29:36.200 --> 0:29:39.240
<v Speaker 1>Apple for approval before it will be featured in the store.

0:29:39.600 --> 0:29:42.640
<v Speaker 1>And note from Jonathan in the past, that was a

0:29:42.640 --> 0:29:45.280
<v Speaker 1>lot of app noises all at once. I hope future

0:29:45.360 --> 0:29:48.360
<v Speaker 1>Jonathan can say them without stumbling. I like it when

0:29:48.400 --> 0:29:52.440
<v Speaker 1>I leave notes to myself. Developers also agree to keep

0:29:52.600 --> 0:29:56.760
<v Speaker 1>in app transactions within the Apple ecosystem as well, meaning

0:29:56.880 --> 0:30:00.240
<v Speaker 1>you can't sneakly do an out of app d le

0:30:00.400 --> 0:30:04.920
<v Speaker 1>or a direct payment option and change things within the

0:30:04.960 --> 0:30:07.960
<v Speaker 1>app that is running on iOS. You can't do that.

0:30:08.040 --> 0:30:10.200
<v Speaker 1>You're not allowed to. You have to do it through Apple.

0:30:10.800 --> 0:30:14.200
<v Speaker 1>So we've got Fortnite, a game that makes its money

0:30:14.200 --> 0:30:17.840
<v Speaker 1>primarily through in game purchases, and we've got Apple, a

0:30:17.880 --> 0:30:21.320
<v Speaker 1>game that generates revenue largely by taking a cut from

0:30:21.480 --> 0:30:24.480
<v Speaker 1>an app purchases. I bet you can see where I'm

0:30:24.520 --> 0:30:29.080
<v Speaker 1>going here. Epic Games decided to pick a fight with Apple,

0:30:29.280 --> 0:30:32.800
<v Speaker 1>and this fight also extended to Google, but we'll cover

0:30:32.920 --> 0:30:35.400
<v Speaker 1>that as well. And this is not an opinion. This

0:30:35.480 --> 0:30:39.000
<v Speaker 1>is based on the timing of events that the company

0:30:39.040 --> 0:30:42.400
<v Speaker 1>had clearly anticipated what was going to unfold. And I

0:30:42.440 --> 0:30:44.920
<v Speaker 1>think Epic is counting on other companies to join in

0:30:44.960 --> 0:30:48.800
<v Speaker 1>the fight at some point to protest apples cut. But

0:30:48.920 --> 0:30:54.600
<v Speaker 1>here's how it played out. On August, Epic announced a

0:30:54.720 --> 0:30:58.520
<v Speaker 1>change in the price of v bucks v as in Victory.

0:30:58.560 --> 0:31:01.240
<v Speaker 1>That's the in game current and see for Fortnite, so

0:31:01.400 --> 0:31:04.760
<v Speaker 1>you can give it as a virtual currency, so players

0:31:04.760 --> 0:31:08.480
<v Speaker 1>will purchase v bucks with real cash, then they can

0:31:08.520 --> 0:31:12.120
<v Speaker 1>spend the v bucks in the game itself on whatever

0:31:12.160 --> 0:31:16.719
<v Speaker 1>they want. Epic called the change of price a mega drop,

0:31:17.120 --> 0:31:20.440
<v Speaker 1>and announced that in game purchases would now cost twenty

0:31:20.520 --> 0:31:24.440
<v Speaker 1>percent less than they had previously, So if you played

0:31:24.480 --> 0:31:27.720
<v Speaker 1>Fortnite on PC or on a game console, you would

0:31:27.760 --> 0:31:30.640
<v Speaker 1>see those prices reflected within the game itself. Whenever you

0:31:30.640 --> 0:31:32.800
<v Speaker 1>went to make a purchase, you would see it at

0:31:33.000 --> 0:31:36.719
<v Speaker 1>seven dollars nine cents for a thousand V bucks instead

0:31:36.800 --> 0:31:41.000
<v Speaker 1>of nine dollars and cents. But for mobile it was

0:31:41.000 --> 0:31:45.040
<v Speaker 1>a different story. Playing the game on either an iOS

0:31:45.160 --> 0:31:47.840
<v Speaker 1>or Android device would mean that when you went to

0:31:47.880 --> 0:31:50.880
<v Speaker 1>purchase v bucks, you would be presented with a choice.

0:31:51.240 --> 0:31:54.440
<v Speaker 1>One choice was to purchase the virtual currency through the

0:31:54.520 --> 0:31:59.440
<v Speaker 1>official Approved App Store or Google Play Store route, and

0:31:59.480 --> 0:32:02.600
<v Speaker 1>that would also mean having to pay the older higher

0:32:02.680 --> 0:32:06.760
<v Speaker 1>price of nine dollars and cents to get that tent

0:32:07.600 --> 0:32:11.520
<v Speaker 1>marked down. You could make a direct purchase from the

0:32:11.560 --> 0:32:15.680
<v Speaker 1>Epic Games Store by passing the app Store transaction in

0:32:15.720 --> 0:32:20.560
<v Speaker 1>the process, so gamers would get that reduced price. But

0:32:20.760 --> 0:32:23.680
<v Speaker 1>while the gamers might save some money on a transaction,

0:32:24.000 --> 0:32:27.040
<v Speaker 1>there was a much bigger price to be paid. More

0:32:27.080 --> 0:32:30.640
<v Speaker 1>on that in a second, but first let's take another

0:32:30.720 --> 0:32:42.560
<v Speaker 1>quick break. Epic sidestepping the in app purchase part of

0:32:42.600 --> 0:32:46.880
<v Speaker 1>having Fortnite run on iOS and on Android was a

0:32:47.000 --> 0:32:51.040
<v Speaker 1>big no no, because that deal is codified. If you

0:32:51.120 --> 0:32:55.320
<v Speaker 1>submit an app to iOS or Android, you're doing so

0:32:55.640 --> 0:33:02.480
<v Speaker 1>with the understanding and the express agreement that you are

0:33:02.080 --> 0:33:05.400
<v Speaker 1>on board with the conditions of that deal. And one

0:33:05.440 --> 0:33:10.320
<v Speaker 1>of those conditions is that cut going to Apple or Google.

0:33:10.400 --> 0:33:13.200
<v Speaker 1>I'll just keep talking about Apple because that's really what

0:33:13.320 --> 0:33:15.680
<v Speaker 1>most of the attention is on, but just know that

0:33:15.720 --> 0:33:18.600
<v Speaker 1>a lot of this applies to Google as well. Apple

0:33:18.680 --> 0:33:23.040
<v Speaker 1>responded by removing Fortnite from their app store. Google did

0:33:23.080 --> 0:33:27.440
<v Speaker 1>the same. Apple's official response was that Epic had flagrantly

0:33:27.600 --> 0:33:30.920
<v Speaker 1>broken the rules that everyone had agreed to play by,

0:33:31.200 --> 0:33:34.000
<v Speaker 1>and that they didn't even do it by accident, and

0:33:34.080 --> 0:33:37.200
<v Speaker 1>Epic definitely did do it on purpose. The company released

0:33:37.240 --> 0:33:41.000
<v Speaker 1>a statement that said, currently there are no savings if

0:33:41.040 --> 0:33:44.800
<v Speaker 1>players use Apple and Google payment options, where Apple and

0:33:44.840 --> 0:33:49.600
<v Speaker 1>Google collect an exorbitant fee on all payments. If Apple

0:33:49.640 --> 0:33:52.880
<v Speaker 1>and Google lower their fees on payments, Epic will pass

0:33:53.040 --> 0:33:57.520
<v Speaker 1>along the savings to players end quote. Epic also argued

0:33:57.560 --> 0:34:01.800
<v Speaker 1>that Apple isn't consistent when it comes to applying that fee,

0:34:02.120 --> 0:34:05.120
<v Speaker 1>and pointed out the exceptions like the right hailing companies

0:34:05.160 --> 0:34:09.080
<v Speaker 1>I mentioned earlier, or food delivery services or Amazon purchases.

0:34:09.600 --> 0:34:12.359
<v Speaker 1>So Epic was saying, hey, if these apps can use

0:34:12.440 --> 0:34:16.360
<v Speaker 1>direct payments and not go through the Apple payment process,

0:34:16.920 --> 0:34:21.160
<v Speaker 1>why can't games? Why are you holding us to a

0:34:21.200 --> 0:34:26.319
<v Speaker 1>different standard than these companies? So Apple booted Fortnite from

0:34:26.360 --> 0:34:30.080
<v Speaker 1>the App store, and then Epic filed a lawsuit against

0:34:30.120 --> 0:34:33.880
<v Speaker 1>Apple and launched a media campaign to inspire support for

0:34:33.920 --> 0:34:38.920
<v Speaker 1>its argument among the public and probably among other companies. Now,

0:34:38.960 --> 0:34:40.799
<v Speaker 1>the fact that it was ready to go with all

0:34:40.840 --> 0:34:43.920
<v Speaker 1>of this pretty much proves that Epic knew exactly what

0:34:43.960 --> 0:34:46.880
<v Speaker 1>the consequences were going to be for their actions, and

0:34:46.920 --> 0:34:50.400
<v Speaker 1>in fact, we're counting on it. The lawsuit argues that

0:34:50.440 --> 0:34:54.239
<v Speaker 1>Apple has a monopoly over all iPhone apps because the

0:34:54.280 --> 0:34:57.680
<v Speaker 1>company doesn't allow users to load apps from any source

0:34:57.840 --> 0:35:02.560
<v Speaker 1>other than the Apple Store. Because Apple has this cut

0:35:02.600 --> 0:35:07.160
<v Speaker 1>requirement on some but not all app transactions, Epic argues

0:35:07.239 --> 0:35:11.040
<v Speaker 1>that Apple is engaging in unfair business practices. As for

0:35:11.080 --> 0:35:15.279
<v Speaker 1>the marketing side, Epic got pretty darn cheeky with that.

0:35:15.880 --> 0:35:19.480
<v Speaker 1>They created a parody of an iconic Apple ad. So

0:35:19.719 --> 0:35:23.160
<v Speaker 1>let's do a quick story about that. Back when Apple

0:35:23.440 --> 0:35:27.279
<v Speaker 1>was getting ready to unveil the new Macintosh computer in

0:35:27.320 --> 0:35:30.520
<v Speaker 1>the early eighties, the company was determined to make a

0:35:30.600 --> 0:35:33.960
<v Speaker 1>really big splash and cut through the dominant position that

0:35:34.080 --> 0:35:38.840
<v Speaker 1>was then held by IBM. Apple had done well in

0:35:38.880 --> 0:35:41.840
<v Speaker 1>the personal computer market with the Apple two series, but

0:35:42.000 --> 0:35:47.480
<v Speaker 1>IBM absolutely dominated when it came to office computers. If

0:35:47.480 --> 0:35:50.600
<v Speaker 1>you wanted a machine for productivity and doing you know,

0:35:50.920 --> 0:35:55.400
<v Speaker 1>business e type stuff, you wanted an IBM computer. Plus,

0:35:55.680 --> 0:35:59.040
<v Speaker 1>IBM had been getting into the personal computer market as well,

0:35:59.080 --> 0:36:02.279
<v Speaker 1>and appley to tell the world that the Macintosh was

0:36:02.320 --> 0:36:06.160
<v Speaker 1>a fundamentally different type of computer, one with a graphic

0:36:06.239 --> 0:36:09.880
<v Speaker 1>user interface or gooey and features that the button down

0:36:09.920 --> 0:36:15.040
<v Speaker 1>IBM computers just didn't support. Apple hired on a marketing campaign,

0:36:15.520 --> 0:36:18.560
<v Speaker 1>and that campaign got hold of Ridley Scott, the film

0:36:18.600 --> 0:36:22.840
<v Speaker 1>director who directed the commercial. In the commercial, dozens of

0:36:22.880 --> 0:36:27.239
<v Speaker 1>people in sort of gray colorless outfits shamble into a

0:36:27.360 --> 0:36:30.120
<v Speaker 1>room and are seated in a dark theater to watch

0:36:30.160 --> 0:36:34.319
<v Speaker 1>a big Brother like figure spelled propaganda at them on

0:36:34.360 --> 0:36:38.439
<v Speaker 1>an enormous screen. And then an athletic woman runs into

0:36:38.480 --> 0:36:42.200
<v Speaker 1>the room and she hurls an enormous hammer that flies

0:36:42.239 --> 0:36:44.439
<v Speaker 1>at the screen and destroys it, just as the Big

0:36:44.480 --> 0:36:48.840
<v Speaker 1>Brother figure is, you know, ranting about tyrannical ideologies. And

0:36:48.880 --> 0:36:51.600
<v Speaker 1>the implication was there that Apple was on a mission

0:36:51.640 --> 0:36:55.160
<v Speaker 1>to offer a real alternative, to prove that the IBM

0:36:55.200 --> 0:36:58.600
<v Speaker 1>way of doing things wasn't the only way to do it.

0:36:59.000 --> 0:37:01.880
<v Speaker 1>And it was a really effective commercial, one of the

0:37:01.880 --> 0:37:05.920
<v Speaker 1>most famous commercials of all time. Epic Games produced a

0:37:05.960 --> 0:37:09.200
<v Speaker 1>parody of this. They actually showed it within the game itself,

0:37:09.200 --> 0:37:12.520
<v Speaker 1>but they also released it to other video platforms, and

0:37:12.560 --> 0:37:16.880
<v Speaker 1>they used computer generated Fortnite characters to replicate the whole sequence,

0:37:17.200 --> 0:37:20.880
<v Speaker 1>except this time, the Big Brother figure wasn't IBM, the

0:37:20.920 --> 0:37:24.200
<v Speaker 1>Big Brother figure was Apple, and the woman throwing the

0:37:24.239 --> 0:37:29.080
<v Speaker 1>hammer would represent Plucky Little Fortnite. The video game that

0:37:29.239 --> 0:37:36.799
<v Speaker 1>could plucky little global phenomenon billion dollar game Fortnite, And

0:37:36.840 --> 0:37:39.759
<v Speaker 1>now the message was that Apple was being the tyrannical

0:37:39.800 --> 0:37:44.080
<v Speaker 1>one by demanding this cut. If not for Apple, Epic

0:37:44.120 --> 0:37:46.799
<v Speaker 1>Games was saying companies would be able to price things

0:37:46.880 --> 0:37:49.760
<v Speaker 1>at a more affordable level for users because they wouldn't

0:37:49.800 --> 0:37:52.560
<v Speaker 1>have to build in and a mark up to deal

0:37:52.600 --> 0:37:56.560
<v Speaker 1>with Apple's cut. Big bad Apple's cut meant companies had

0:37:56.600 --> 0:37:59.279
<v Speaker 1>to charge more for stuff in order to make money. Now,

0:37:59.360 --> 0:38:02.279
<v Speaker 1>I admit I'm being a little snarky, you know, I'm

0:38:02.280 --> 0:38:06.040
<v Speaker 1>definitely editorializing a little here, But mostly I want to

0:38:06.080 --> 0:38:11.400
<v Speaker 1>state that from my perspective, nobody is looking particularly rosy

0:38:11.560 --> 0:38:14.600
<v Speaker 1>in this situation, and it's about to get a lot worse.

0:38:15.239 --> 0:38:18.920
<v Speaker 1>I think the industry's general approach to charging off the

0:38:18.960 --> 0:38:23.400
<v Speaker 1>top is flirting with collusion, because it's not that just

0:38:23.480 --> 0:38:25.920
<v Speaker 1>Apple that's doing it. Lots of companies are doing this

0:38:26.000 --> 0:38:29.600
<v Speaker 1>sort of thing. Not that companies have necessarily all tacitly

0:38:29.760 --> 0:38:32.640
<v Speaker 1>agreed that this is the way to do it, but

0:38:32.840 --> 0:38:37.600
<v Speaker 1>effectively it means there's no real competition here. Plus with Apple,

0:38:37.760 --> 0:38:41.239
<v Speaker 1>you could argue that from a pure ecosystem, there's no

0:38:41.280 --> 0:38:43.359
<v Speaker 1>way to compete at all. You have to go through

0:38:43.400 --> 0:38:47.400
<v Speaker 1>the Apple Store to have your game work on iOS,

0:38:47.480 --> 0:38:50.200
<v Speaker 1>so there is no other option. If you take a

0:38:50.200 --> 0:38:52.600
<v Speaker 1>step back, you can say, yeah, but you could just

0:38:52.680 --> 0:38:56.359
<v Speaker 1>develop games for other platforms and leave iPhone alone. And

0:38:56.400 --> 0:38:59.120
<v Speaker 1>that is true. So I guess it really just depends

0:38:59.160 --> 0:39:02.520
<v Speaker 1>on your point of view. You thank you, Obi Wan Kenobi.

0:39:03.120 --> 0:39:08.080
<v Speaker 1>But things escalated beyond Apple pulling Fortnite from the App Store.

0:39:08.320 --> 0:39:12.080
<v Speaker 1>The company subsequently said that unless Epic Games reverse the

0:39:12.120 --> 0:39:16.320
<v Speaker 1>move to offer direct payments, Apple would remove all support

0:39:16.520 --> 0:39:20.560
<v Speaker 1>for Epic Tools in the App Store for developers, not

0:39:20.680 --> 0:39:24.680
<v Speaker 1>just for iOS. That would mean that Epic would no

0:39:24.760 --> 0:39:27.839
<v Speaker 1>longer be able to update anything that was running on

0:39:27.960 --> 0:39:32.279
<v Speaker 1>iOS or the Mac operating system, and that includes the

0:39:32.480 --> 0:39:37.240
<v Speaker 1>Unreal Game Engine. Now this is where things get really nasty.

0:39:37.600 --> 0:39:40.480
<v Speaker 1>I'll quote the statement from Apple which says Epic wouldn't

0:39:40.480 --> 0:39:44.520
<v Speaker 1>be able to perform any quote engineering efforts to improve

0:39:44.640 --> 0:39:49.160
<v Speaker 1>hardware and software performance of Unreal Engine on Mac and iOS. Hardware,

0:39:49.520 --> 0:39:53.520
<v Speaker 1>optimize Unreal Engine on the Mac for creative workflows, virtual

0:39:53.600 --> 0:39:57.080
<v Speaker 1>sets and their c I slash build systems, and adoption

0:39:57.120 --> 0:40:00.480
<v Speaker 1>and support of art Kit features and future or VR

0:40:00.560 --> 0:40:05.160
<v Speaker 1>features into Unreal Engine by their XR teams end quote. Now,

0:40:05.200 --> 0:40:10.000
<v Speaker 1>as I mentioned earlier, hundreds of games rely on the

0:40:10.080 --> 0:40:13.040
<v Speaker 1>Unreal Game Engine, not just those from Epic but from

0:40:13.040 --> 0:40:16.520
<v Speaker 1>other companies as well. So if a company developed a

0:40:16.560 --> 0:40:20.840
<v Speaker 1>game that relied upon the Unreal Engine and they wanted

0:40:20.880 --> 0:40:25.520
<v Speaker 1>to market it on iOS or on the Mac operating system,

0:40:25.600 --> 0:40:28.959
<v Speaker 1>that game would no longer receive any engine updates because

0:40:29.000 --> 0:40:31.919
<v Speaker 1>Apple would have cut off that capability, and that would

0:40:31.960 --> 0:40:35.759
<v Speaker 1>cause an enormous disruption among game companies and could force

0:40:35.800 --> 0:40:38.480
<v Speaker 1>developers who are working on new games to choose a

0:40:38.480 --> 0:40:40.959
<v Speaker 1>totally different game engine when they're building out their games

0:40:40.960 --> 0:40:44.799
<v Speaker 1>in the future, because it would mean that a large

0:40:44.840 --> 0:40:49.080
<v Speaker 1>market for their game would be cut off automatically if

0:40:49.120 --> 0:40:52.800
<v Speaker 1>they used the Unreal Engine. That would be an enormous

0:40:52.840 --> 0:40:56.000
<v Speaker 1>blow to Epic Games as revenue as well, because the

0:40:56.000 --> 0:40:58.960
<v Speaker 1>company makes a lot of money off of other developers

0:40:59.080 --> 0:41:03.040
<v Speaker 1>licensing the Unreal game Engine. I think Apple making that

0:41:03.080 --> 0:41:06.839
<v Speaker 1>move is kind of stupid, you know what. No, No,

0:41:06.920 --> 0:41:11.799
<v Speaker 1>not kind of I think that move is monumentally stupid. Now,

0:41:11.800 --> 0:41:15.200
<v Speaker 1>the reason I think it's stupid is because it appears

0:41:15.239 --> 0:41:18.520
<v Speaker 1>to prove the point that Epic Games claims it is

0:41:18.560 --> 0:41:22.600
<v Speaker 1>making that Apple can and does act like a monopoly,

0:41:23.200 --> 0:41:27.160
<v Speaker 1>because it's very hard to not interpret Apple's move as

0:41:27.400 --> 0:41:32.520
<v Speaker 1>extortion or retaliation, applying brutal leverage against Epic Games to

0:41:32.600 --> 0:41:36.840
<v Speaker 1>force it to comply with Apple's standards. Now, yes, Epic

0:41:36.880 --> 0:41:40.799
<v Speaker 1>Games agreed to those standards just through the process of

0:41:40.880 --> 0:41:44.160
<v Speaker 1>submitting Fortnite to the iOS store in the first place,

0:41:44.400 --> 0:41:50.040
<v Speaker 1>So Epic is not innocent here. They did violate that agreement. However,

0:41:50.320 --> 0:41:53.480
<v Speaker 1>the retaliation and the impact of that retaliation, and the

0:41:53.520 --> 0:41:57.120
<v Speaker 1>implication that Apple could do serious harm to Epic Games

0:41:57.120 --> 0:41:59.960
<v Speaker 1>as business, as well as the business of unrelated companies,

0:42:00.239 --> 0:42:03.960
<v Speaker 1>all that seems to lend credence to Epics argument that

0:42:04.000 --> 0:42:08.200
<v Speaker 1>Apple is imposing its will on other companies. Now, it's

0:42:08.200 --> 0:42:10.920
<v Speaker 1>one thing to remove an app that's in violation of

0:42:10.960 --> 0:42:14.839
<v Speaker 1>the agreed upon policy. To me, that seems like it's

0:42:15.000 --> 0:42:17.920
<v Speaker 1>pretty clearly on the up and up. But then to

0:42:18.000 --> 0:42:21.960
<v Speaker 1>go further and remove all support for Epics products feels

0:42:21.960 --> 0:42:25.400
<v Speaker 1>extreme to me, particularly since this has a cascading effect

0:42:25.520 --> 0:42:28.799
<v Speaker 1>on other companies that did nothing wrong. All those other

0:42:28.840 --> 0:42:32.400
<v Speaker 1>companies did was license a game engine that powers their games.

0:42:32.719 --> 0:42:35.720
<v Speaker 1>So is it fair to make this kind of change

0:42:35.840 --> 0:42:38.200
<v Speaker 1>one that's going to have a negative impact on third

0:42:38.239 --> 0:42:40.640
<v Speaker 1>parties that had nothing to do with the dispute in

0:42:40.640 --> 0:42:44.160
<v Speaker 1>the first place. I think epics experience in launching the

0:42:44.160 --> 0:42:47.880
<v Speaker 1>game Store, which itself was a response to valves Steam

0:42:47.960 --> 0:42:51.520
<v Speaker 1>store policies, gave the company the courage to try and

0:42:51.640 --> 0:42:55.360
<v Speaker 1>launch this battle against Apple and to a lesser extent, Google.

0:42:55.960 --> 0:42:59.760
<v Speaker 1>Seeing the escalation is more than a little bit worrying.

0:43:00.239 --> 0:43:02.960
<v Speaker 1>And while the matter is going to the court system

0:43:03.080 --> 0:43:06.400
<v Speaker 1>thanks to the lawsuits, we're going to have to wait

0:43:06.440 --> 0:43:09.839
<v Speaker 1>a while for that to play out because you know,

0:43:10.120 --> 0:43:12.880
<v Speaker 1>we know, the legal system moves at a let's call

0:43:12.920 --> 0:43:16.719
<v Speaker 1>it a leisurely pace compared to the worlds of technology

0:43:16.760 --> 0:43:20.239
<v Speaker 1>and business, so it might be a while before the

0:43:20.320 --> 0:43:23.719
<v Speaker 1>law is able to really wade in into this now.

0:43:23.719 --> 0:43:26.279
<v Speaker 1>My bet is that Epic is hoping that the more

0:43:26.360 --> 0:43:29.960
<v Speaker 1>recent focus on companies like Apple and Google when it

0:43:30.000 --> 0:43:35.160
<v Speaker 1>comes to antitrust issues will provide political pressure so that

0:43:35.520 --> 0:43:40.919
<v Speaker 1>the companies can negotiate that cut, or somehow Epic can

0:43:40.960 --> 0:43:44.800
<v Speaker 1>force Apple to allow for more direct pay options. Honestly,

0:43:44.920 --> 0:43:48.120
<v Speaker 1>don't know how that's going to go for Epic. Apple

0:43:48.280 --> 0:43:52.880
<v Speaker 1>is a huge and incredibly wealthy company, and it didn't

0:43:52.920 --> 0:43:57.480
<v Speaker 1>get wealthy by capitulating to other companies. I don't think

0:43:57.520 --> 0:44:02.240
<v Speaker 1>there's necessarily a hero in this story, because it really

0:44:02.280 --> 0:44:05.600
<v Speaker 1>just comes down to money. I think Apple has behaved

0:44:05.600 --> 0:44:09.160
<v Speaker 1>in ways that are anti competitive, but when it comes

0:44:09.200 --> 0:44:13.640
<v Speaker 1>to cut that has become fairly standard and digital stores

0:44:13.760 --> 0:44:16.439
<v Speaker 1>across the board, So it's not like Apple is being

0:44:16.760 --> 0:44:21.040
<v Speaker 1>you know, greedier than anybody else's. And granted it is

0:44:21.080 --> 0:44:24.560
<v Speaker 1>not always the case. Epic itself has set itself apart

0:44:24.640 --> 0:44:28.360
<v Speaker 1>by taking smaller cuts of transactions in the Epic Game Store,

0:44:28.920 --> 0:44:31.920
<v Speaker 1>but I don't know that you can argue that Apple

0:44:32.040 --> 0:44:35.000
<v Speaker 1>stands out as being particularly evil because of this policy.

0:44:35.080 --> 0:44:39.000
<v Speaker 1>Lots of digital stores have the exact same policy. Now,

0:44:39.000 --> 0:44:41.200
<v Speaker 1>the fact that you can only get apps on an

0:44:41.239 --> 0:44:45.080
<v Speaker 1>iPhone through the App Store without hacking your phone, that is,

0:44:45.520 --> 0:44:47.759
<v Speaker 1>does make it a little more tricky because there's nowhere

0:44:47.800 --> 0:44:50.120
<v Speaker 1>else to go when it comes to the iPhone, So

0:44:50.160 --> 0:44:53.839
<v Speaker 1>I guess that does set it apart. In fact, this

0:44:53.920 --> 0:44:57.240
<v Speaker 1>is one of the ways that things branch between Apple

0:44:57.280 --> 0:44:59.960
<v Speaker 1>and Google. You can only get apps for the iPhone

0:45:00.320 --> 0:45:04.319
<v Speaker 1>through the Apple App Store, but Android devices support a

0:45:04.320 --> 0:45:06.640
<v Speaker 1>couple of different ways you can get stuff you can

0:45:06.719 --> 0:45:09.040
<v Speaker 1>sideload stuff that's not from the Google Play Store. It

0:45:09.040 --> 0:45:11.480
<v Speaker 1>requires you to change some settings on your phone, but

0:45:11.520 --> 0:45:14.600
<v Speaker 1>you can totally do it, and Android users can download

0:45:14.640 --> 0:45:19.040
<v Speaker 1>Fortnite onto an Android device directly from Epics app launcher.

0:45:19.760 --> 0:45:22.799
<v Speaker 1>Google removed Fortnite from the Play Store itself, so you

0:45:22.840 --> 0:45:26.000
<v Speaker 1>can't just download the app directly through Google Play. But

0:45:26.120 --> 0:45:29.120
<v Speaker 1>you can still get Fortnite on an Android device, and

0:45:29.160 --> 0:45:31.560
<v Speaker 1>you can still run it without a problem, you just

0:45:31.640 --> 0:45:34.720
<v Speaker 1>can't go through the Play Store to do it. Google,

0:45:35.000 --> 0:45:38.280
<v Speaker 1>like Apple, said that they removed the game because epics

0:45:38.320 --> 0:45:43.520
<v Speaker 1>decision to offer direct pay violated store policy. But unlike Apple,

0:45:43.760 --> 0:45:47.040
<v Speaker 1>Google hasn't gone all angry crime lord boss with threats

0:45:47.040 --> 0:45:49.719
<v Speaker 1>about Epics tools set and saying like I want the

0:45:49.760 --> 0:45:53.080
<v Speaker 1>app dead, I want the unreal engine dead, I want

0:45:53.120 --> 0:45:57.160
<v Speaker 1>those s d gys in the ground. They haven't done

0:45:57.200 --> 0:46:02.920
<v Speaker 1>that recently. Apples EO. Tim Cook appeared before Congress and

0:46:02.960 --> 0:46:06.960
<v Speaker 1>he was asked by Representative Hank Johnson, who coincidently represents

0:46:07.000 --> 0:46:10.480
<v Speaker 1>my state of Georgia if the company had ever quote

0:46:10.719 --> 0:46:15.000
<v Speaker 1>retaliated against or disadvantaged a developer who went public with

0:46:15.040 --> 0:46:19.160
<v Speaker 1>their frustrations with the app store end quote Cook's response was,

0:46:19.280 --> 0:46:23.719
<v Speaker 1>quote sir, we do not retaliate or bully people. It's

0:46:23.719 --> 0:46:29.160
<v Speaker 1>strongly against our company culture. End quote. I'm not certain

0:46:29.200 --> 0:46:32.920
<v Speaker 1>how well that would go over today as the Epic

0:46:33.080 --> 0:46:36.960
<v Speaker 1>versus Apple saga has been unfolding again. Not to say

0:46:37.000 --> 0:46:40.319
<v Speaker 1>that Epic is without blame here, but the decision to

0:46:40.360 --> 0:46:44.239
<v Speaker 1>remove Epics access to developer tools for iOS and mac

0:46:44.320 --> 0:46:49.799
<v Speaker 1>os seems like retaliation and bullying to me. Removing Fortnite

0:46:49.840 --> 0:46:53.200
<v Speaker 1>makes perfect sense. I mean, that was the the app

0:46:53.280 --> 0:46:57.080
<v Speaker 1>that violated the policy. That makes sense to me. Removing

0:46:57.120 --> 0:47:00.600
<v Speaker 1>Epics ability to develop for iOS and mac os entirely,

0:47:00.680 --> 0:47:05.239
<v Speaker 1>thus impacting Epic and numerous other companies economically, that one,

0:47:05.280 --> 0:47:08.239
<v Speaker 1>I think is harder to support. As I record this,

0:47:08.719 --> 0:47:11.600
<v Speaker 1>we're in the very early stages of this particular fight

0:47:12.080 --> 0:47:14.120
<v Speaker 1>at the moment, I think it's safe to say that

0:47:14.160 --> 0:47:16.760
<v Speaker 1>the US government has a few irons in the fire

0:47:16.880 --> 0:47:20.319
<v Speaker 1>right now that need tending to plus an election coming up,

0:47:20.600 --> 0:47:23.120
<v Speaker 1>so I wouldn't be surprised if it takes a little

0:47:23.120 --> 0:47:25.600
<v Speaker 1>bit of time to get around to taking another really

0:47:25.680 --> 0:47:29.800
<v Speaker 1>hard look at allegations of you know, monopoly practices or

0:47:29.840 --> 0:47:33.680
<v Speaker 1>anti competitive behaviors in the tech space. But it's clearly

0:47:33.760 --> 0:47:37.160
<v Speaker 1>something that has become a growing concern and government as

0:47:37.200 --> 0:47:41.360
<v Speaker 1>more practices in the tech space are held up to scrutiny.

0:47:41.480 --> 0:47:44.280
<v Speaker 1>Now this gets complicated by the fact that Silicon Valley

0:47:44.320 --> 0:47:48.320
<v Speaker 1>pours a lot of money. I almost used a different

0:47:48.719 --> 0:47:52.160
<v Speaker 1>phrase that is not you know, family friendly, but a

0:47:52.239 --> 0:47:56.960
<v Speaker 1>lot of money into lobbyists and campaign contributions. And thus

0:47:56.960 --> 0:48:00.200
<v Speaker 1>Silicon Valley has a large amount of influence when it

0:48:00.239 --> 0:48:03.000
<v Speaker 1>comes to US politics. But I expect we're going to

0:48:03.080 --> 0:48:07.480
<v Speaker 1>see more shifting as governments feel pressure to regulate or

0:48:07.600 --> 0:48:11.759
<v Speaker 1>break up or otherwise intervene in business practices in the

0:48:11.800 --> 0:48:15.960
<v Speaker 1>tech space. Meanwhile, Fortnite players who play on iPhone or

0:48:16.040 --> 0:48:18.800
<v Speaker 1>Mac are likely watching all of this with a little

0:48:18.800 --> 0:48:22.680
<v Speaker 1>bit of stress and probably makes doing that flossing dance

0:48:22.719 --> 0:48:26.800
<v Speaker 1>a lot harder. But to be less flippant, it really

0:48:26.880 --> 0:48:30.040
<v Speaker 1>is a shame that they are caught in the middle

0:48:30.040 --> 0:48:34.000
<v Speaker 1>of all this, That those players are stuck as these

0:48:34.040 --> 0:48:37.520
<v Speaker 1>two giant companies battle it out. They just want to

0:48:37.520 --> 0:48:41.000
<v Speaker 1>play a game that they enjoy, and they don't really

0:48:41.360 --> 0:48:46.359
<v Speaker 1>have any options as far as having an impact on this.

0:48:46.760 --> 0:48:49.840
<v Speaker 1>They can perhaps shift to playing it on a different platform,

0:48:49.880 --> 0:48:53.239
<v Speaker 1>but not everyone has that, you know, luxury. So I

0:48:53.680 --> 0:48:56.960
<v Speaker 1>really do feel for Fortnite players, even though I personally

0:48:57.040 --> 0:49:01.240
<v Speaker 1>don't like playing Fortnite because I'm old and I don't

0:49:01.280 --> 0:49:06.000
<v Speaker 1>do well at it and it confuses me. But I

0:49:06.080 --> 0:49:08.799
<v Speaker 1>hope that things get resolved, that the players are able

0:49:08.800 --> 0:49:11.200
<v Speaker 1>to play the games they want, and that we're able

0:49:11.239 --> 0:49:14.600
<v Speaker 1>to take a good hard look at how these companies

0:49:15.080 --> 0:49:18.480
<v Speaker 1>generate revenue, how they price things, and really come to

0:49:18.719 --> 0:49:23.120
<v Speaker 1>a good conclusion that works out best for all parties involved,

0:49:23.200 --> 0:49:28.880
<v Speaker 1>including us the consumers. I am skeptical that that will happen,

0:49:29.280 --> 0:49:33.359
<v Speaker 1>but I'm hopeful. I hope you enjoyed that rerun of

0:49:33.800 --> 0:49:36.759
<v Speaker 1>an episode from just a couple of years ago. And

0:49:36.800 --> 0:49:40.279
<v Speaker 1>obviously in those two years that have followed, we've seen

0:49:40.440 --> 0:49:45.520
<v Speaker 1>more pushback against Apple. We've seen Apple resist those regulations

0:49:45.560 --> 0:49:48.920
<v Speaker 1>that have been placed around the world, and the story

0:49:49.080 --> 0:49:51.120
<v Speaker 1>is far from over, so I'm sure we'll do a

0:49:51.160 --> 0:49:53.759
<v Speaker 1>follow up in the future. If you have suggestions for

0:49:53.800 --> 0:49:56.680
<v Speaker 1>topics I should cover on tech Stuff, please reach out

0:49:56.719 --> 0:49:59.080
<v Speaker 1>to me. You can do so on Twitter the handle

0:49:59.120 --> 0:50:01.160
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0:50:01.560 --> 0:50:04.560
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0:50:04.719 --> 0:50:08.840
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0:50:08.960 --> 0:50:11.440
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0:50:16.280 --> 0:50:18.520
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0:50:18.840 --> 0:50:21.400
<v Speaker 1>in a future episode, and I'll talk to you again

0:50:22.120 --> 0:50:30.680
<v Speaker 1>really soon. Y text Stuff is an I heart Radio production.

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