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It's about how much friction is imposed on what. As anyone designing a "funnel" for web purchasing (or whatever) will tell you, a little friction goes a LONG way.

Yes, of course you can go out of your way to get connected to the people making a game. But it's just harder to do that on iOS than on Windows, and this has consequences in terms of the viability of these platforms for small developers. (It is by no means the only factor. The race-to-zero pricing on iOS is probably a bigger factor.)




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