The change is that their current Windows Store is a tumbleweed wasteland with astonishingly little uptake, so Microsoft has offered some partners (I presume it's a subset or it'll just become a scam central) like Adobe to put themselves "on" the store, but not actually on it. Basically a package manager.
The announcement was that "bring-your-own-commerce" platform was going to be open to all developers (it is becoming basically a package manager), except for things categorized as Games, where presumably existing Xbox rules still take priority.
I might be wrong (not a developer), but I thought within the official stores, in-app purchases were subject to 30%, as standard, going to the platform provider. At least that's what I understand with regard to Apple and Google stores.
I see now… the Microsoft store will let publishers collect payments in alternative ways.
That’s well and good, but I don’t see that as a big deal because the microsoft app store isn’t that important.
The problem with the Apple ios app store isn’t that they have a specific, restricted payments mechanism. It’s that it’s the only practical way for developers to distribute native software to iOS devices.
I think this is important to Microsoft, and actually quite a smart move. By letting other people use the Microsoft/Windows Store app natively built into windows, with their own billing infrastructure, they basically kill off any reason to have other applications for buying/installing software.
Imagine if Steam allowed Blizzard/Activision/EA to sell their games on the Steam store, and as long as they pay their own hosting/billing infrastructure costs, Valve takes no cut?
I think that would immediately kill the need for EA/Ubisoft/Blizzard/etc. to ever need their own applications to sell software.
(Windows users/developers have always been able to use various distribution systems... likewise for macOS.