| ▲ | bryanlarsen 20 hours ago | |||||||||||||
My understanding was that the retailer margin was 50% and the distributor margin was 10%. So Apple/Steam/etc went "half of 60% is a great deal". Of course the retailer margin is never actually 50%. That's theoretical if 100% of product is sold at MSRP. Actual retail margins are about 25% because of sales, write-offs, et cetera. OTOH when there's a sale in Steam, they still get their full cut (of the reduced price). | ||||||||||||||
| ▲ | tessela 18 hours ago | parent | next [-] | |||||||||||||
I remember writing apps for PalmOS (long time ago) distributors like PalmGear took over 60% from international developers like me, plus they held your earnings until you hit a minimum payout threshold. Add bank fees on top of that, and it was basically not worth developing for the platform. 30% felt like a godsend in comparison. (I'm not defending the Apple / Google tax) | ||||||||||||||
| ▲ | legitster 20 hours ago | parent | prev [-] | |||||||||||||
From what I could find, it does seem that major retailers back in the day (CompUSA, Circuit City, etc) were only making 15% margin on software sales. This is much lower than other product categories - but also software didn't take up much floor space. | ||||||||||||||
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