Bundy wrote on Feb 10, 2017, 18:43:
jdreyer wrote on Feb 10, 2017, 17:09:
Kxmode wrote on Feb 10, 2017, 15:58:
Bundy wrote on Feb 10, 2017, 14:03:
$100 hasn't reduced the amount of trash you see in the iOS app store. But I imagine $5,000 will almost entirely eliminate the one-man-part-time indie dev from publishing anything.
There must be a middle ground that'll work for devs and gamers alike.
The downside is that might eliminate the Eric Barones and Stardew Valleys indie projects.
So, Stardew Valley has an estimated revenue of $25M. He would have made back his $5K easily, like within the first 10 minutes his game was on sale.
It's unlikely he would have ever put it in the store if he was asked to pay 5K in the first place. He had no idea he struck gold until the hype started, after it was in the store.
100% this. Charging $5,000 is a barrier to entry for most indie devs. SDV was a huge exception. It only became a hit because it found life on a platform like Steam. A $5,000 fee, when there's no guarantee of success, would make someone like Eric Barone think twice about releasing on Steam. Scratch that. If indie devs know it costs $5,000 upfront to get their project on Steam, they may not put forth the effort to make the game in the first place. I don't mind Steam making changes; I just don't want them to stifle new developers and their projects and ultimately never allow gems like SDV to exist. As much as I hate crowdfunding and early access, conversely I love well made indie games.
"What is the most resilient parasite? Bacteria? A virus? An intestinal worm? An idea. Resilient... highly contagious. Once an idea has taken hold of the brain it is almost impossible to eradicate."