Okay, so you say a 30% cut is ridiculous.
But let's move that away from the mega Corp [sic] everyone here is supposedly shilling for. Let's talk about cuts lost to distribution and delivery for a second.
I cannot answer this for a lot of industries, but for example for board games ~7%-9% go to the actual designer. That's 91%-93% that is lost along the way. Even if we take Sweeney's 25% example that the devs get, that's still 3x-3.5x as much as for physical products.
This would indicate that digital distribution is far better than physical for developers making games, as they get a vastly bigger percentage of the money. Within the digital space, we can compare things a little bit, at least for video games.
Digital storefronts seem to roughly all come out at 30%, for which Valve provides more value than say Google or Apple, as they also give you forums, mod integrations, and various dev tool to use to simplify development of your game's modding and multiplayer features.
We also know that consoles are pricier, as you have to pay certification costs for updates on top of the original distribution, and in a way this is true of the mobile stores, too.
Now, don't get me wrong: 30% is a ton of money, and I cannot see where a rich company needs this much money. However, I would argue they're one of the last companies to tackle in improving as far as them not taking excessive money goes, and everyone else (Google, Apple, MS, Sony, even Epic considering how they do fuck all for the 12% cut they take) should get impacted first, plus it's still difficult to argue that digital cut is excessive to begin with comparing the vastly improved developer cut comparing the physical distribution space - as good as I can compare board games vs video games, granted. But I would estimate that the overhead costs of physical sales for video games aren't that different, manufacture, shipping, it's all comparable after all. Video games need less container space, but they also sell for less.