I'm not sure that's a direct comparison. Back then sure you could get shareware but mostly the market was paid boxed software. I can't find a direct source but I remember hearing brick-and-mortar retailers would take even more than 30% of sales. And Visual Studio sure wasn't free.
Everything was different though, you'd be paying for your OS upgrades too which doesn't happen on iOS. I agree 30% is crazy, but the market on iOS they're enabling has to get paid for somehow. That source of revenue was different for Microsoft in the 80s/90s but it still existed.
Throughout the multiple trials that has been a big argument Apple makes. That especially for smaller companies their cut is drastically lower than it would have been for retail software on shelves.
Which conveniently ignores the fact that you can buy software for digital download on the Internet for significantly lower overhead.
> buy software for digital download on the Internet for significantly lower overhead
But you are looking at that through the lens of an end user.
As a developer, Apple's total acquisition cost i.e. 15/30% is far less than what it costs me to acquire customers through other channels e.g. Paid Ads, Referral etc.
> but the market on iOS they're enabling has to get paid for somehow
How about paying for it with the massive profit they make selling the devices?
As far as I can tell, the only reason Apple’s doing the whole rent-seeking App Store business is “because they can.” Upside is all that money, downside is the developers kinda hate you.
I used to sell shareware back in early 2000s and have never sold a box, only online. There used to be payment processors tailored just to this, who were charging way less than 30% for the privilege.
Everything was different though, you'd be paying for your OS upgrades too which doesn't happen on iOS. I agree 30% is crazy, but the market on iOS they're enabling has to get paid for somehow. That source of revenue was different for Microsoft in the 80s/90s but it still existed.