Lesson 9 of 13
The platform cut
Explain the storefront's ~30% cut, and why controlling distribution is power.
01 · Learn · the idea
You buy a game for £70. You hand over your card, the download starts, and you assume the studio that made it just got £70. They didn’t. Before a penny reaches them, someone took a cut off the top — about £21 of your £70 — for doing none of the making. They built the shelf. You paid the shelf.
That someone is the platform: the store you bought from. And the size of that cut, and who gets to set it, turns out to be one of the quietest and most important facts in all of gaming.
What the platform actually is
A platform is the place you buy and run the game. There are a few kinds.
On a PC, it’s usually a storefront — a single big online shop where games are listed, sold, downloaded, and updated. On a games console, it’s the console maker, who controls both the machine and the only shop that machine can buy from. On a phone, it’s the app stores built into the device, which is the only door most apps can come through.
In every case the platform owns the same thing: the counter you walk up to. It’s where the customer is. And owning where the customer is turns out to be worth a great deal.
The cut
When a publisher sells a game through a platform, the platform keeps a slice of every sale. The long-standing standard slice is about 30%.
Walk the £70 game through it. The platform’s cut is 30% of £70, which is £21. That £21 comes off the top and stays with the store. What’s left — £70 minus £21 — is £49. That £49 is what flows back to the publisher.
But here’s the part people miss. The £49 is not profit. It’s the gross — the money before costs. Out of that £49 the publisher still has to pay for everything it took to make the game: the years of salaries, the artists, the engineers, the testing, and then the marketing to make you aware it existed at all. All of that comes out of the £49, not the £70. By the time the studio counts its actual gain, the £21 the store took was the easy part of the bill.
So your £70 splits like this: £21 to the place that sold it, £49 to the people who made it — and out of that £49, the real cost of making it.
Why 30% is a lot
Thirty percent can sound like a fair handling fee until you compare it. Some platforms, to attract smaller developers or challengers, offer a lower tier — 12%.
Run the same £70 through that. Twelve percent of £70 is £8.40 to the platform. The publisher keeps £61.60. That’s £12.60 more in the maker’s pocket on a single copy, purely because the cut was lower.
On one game it’s a meal out. On a million copies it’s £12.6 million — enough to fund the next game, or to be the difference between a studio surviving and folding. The cut isn’t a rounding error. It’s often larger than the publisher’s entire profit margin. Drop it from 30% to 12% and you can turn a loss into a living.
Owning the shelf is owning the power
Now the real point. The cut is the visible part. The power is underneath it.
The platform sets the cut — 30%, 12%, whatever it decides — and the publisher mostly takes it, because the platform owns the only door to the customer. If your game isn’t on that shelf, most buyers will never find it. So the store also sets the rules: what’s allowed, what gets refunded, what content is permitted. And it decides what gets featured — the front-page slot that can make or break a launch. A game the store promotes can sell ten times what a game it buries does.
Think about what that means. The platform didn’t write a line of the game. But it can decide how much the maker earns, whether the game is even allowed to exist on the shop, and whether anyone ever sees it. That is enormous power, and it flows entirely from one thing: owning the place where the customer is. The maker has the game. The platform has the customer. And the customer is the scarce thing.
This is why the fiercest fights in the industry aren’t about graphics or stories. They’re about the storefront — who controls it, what it charges, and whether a maker can ever sell around it.
On the whole
The 30% cut is a small window onto a large pattern: in almost any market, the one who controls the path between maker and buyer holds more power than either. The toll-keeper on the only bridge earns more, and decides more, than the farmer or the town. Gaming just makes it unusually visible — a clean number, taken off the top, in plain sight.
And you are inside this, not watching it. Your £70 is the thing being split; the cut comes out of what you pay, folded invisibly into the price on the shelf. The convenience of one big shop that has everything is real — and the price of that convenience is that one party, standing between you and every maker, gets to set the terms for all of them. Seeing the £21 doesn’t make it go away. But it does mean that the next time a maker and a store are at war over a storefront, you’ll know it was never really about the store. It was about who owns the bridge.
02 · Try · the lab
03 · Check · quick quiz
1. You buy a game for £70 through a standard storefront that takes the usual 30% cut. Before any costs, how much reaches the publisher who made the game?
- £70 — the full price, since they made it
- £49
- £21
- £35
Answer
£49 — The platform's 30% cut is £21, taken off the top. £70 minus £21 leaves £49 for the publisher. And that £49 is gross — the cost of actually building the game still comes out of it.
2. A studio sells the same £70 game through a challenger store charging 12% instead of the standard 30%. What changes, and why does it matter so much?
- The buyer pays less — the lower cut is passed on as a discount
- Nothing real changes; 12% versus 30% is a rounding error
- The publisher keeps £61.60 instead of £49 — £12.60 more per copy, which over a million sales funds the next game
- The game gets worse, because a cheaper store means a cheaper game
Answer
The publisher keeps £61.60 instead of £49 — £12.60 more per copy, which over a million sales funds the next game — At 12% the store takes £8.40, so the publisher keeps £61.60 — £12.60 more than the £49 the 30% store leaves. The price you pay is unchanged; the cut decides how the same £70 splits. Multiplied across copies, that gap can be larger than the publisher's whole profit.
3. The lesson says the platform's real power isn't the 30% itself. Where does that power actually come from?
- It owns the place where the customer is, so it sets the cut, the rules, and who gets featured
- It writes most of the game's code, so it has earned a large share
- It owns the graphics technology every game depends on
- It pays the developers' salaries directly
Answer
It owns the place where the customer is, so it sets the cut, the rules, and who gets featured — The platform makes none of the game. Its leverage is owning the only door to the customer — so it sets the cut, decides what's allowed, and chooses what to feature. The maker has the game; the platform has the customer, and the customer is the scarce thing.