What % should they charge then? It was my understanding that 30% was/is a fairly standard cut taken by retailers in general and they are just aligning with the industry. A quick search seems to confirm this idea with articles like this.. https://www.ign.com/articles/2019/10/07/report-steams-30-cut...
I am guessing the 30% quoted is specifically for digital goods because 10-15% is the fair price for connecting buyers with sellers of physical goods. At least that is the case with platforms like eBay, Walmart, and Amazon.
Maybe someone can explain how the selling/labor costs of digital goods are twice that physical goods and justify 2-3x the commission. I would like to hear it because I am admittedly ignorant when it comes to the costs of content delivery - all I know is that egress can get expensive.
How about we go by European credit and debit card interchange fees capped at 0.2%. Credit Card CEOs seem reasonably happy, healthy and well fed. Maybe we'll get some cultural surplus value out of it if Valve is actually forced to make a video game again, Half Life 3 might actually happen, or maybe we'll get a new Portal or Team Fortress out of it.
If the market was actually open, people would compete on different cuts and the % would eventually drift towards whatever the right number is.
Epic seems to do just fine charging 12% on their PC games store, vs Valve's variable (maximum of 30%; lower for big rich game studios) cut on Steam.
Apple and Google have also both put in place a lower cut for independent developers, which is further evidence that 30% isn't the 'right' number. It's just a number the market has no choice but to put up with.
I certainly don't blame them for wanting to pocket 30% of the filthy billions of dollars kids and gambling addicts pump into stuff like Genshin Impact. That's free money for Apple.
"The losses primarily stem from the millions the company pays game developers to ensure their newest titles are temporarily exclusive to the Epic Games Store"