Next Steps For Steam Direct
Like all the work in the Steam Store, Steam Direct will take some iteration to get the kinks out. We're optimistic. Aiming for the low publishing fee gives every game developer a chance to get their game in front of players. The Store algorithm will do its best to make sure you see games that are worth your time to look at. Combining everyone's increased visibility into the algorithm's thinking with the human eyes of Curators will hopefully ensure that whenever that algorithm isn't working properly, we'll know about it, and have the chance to fix it.
Our next post will wrap up this series of posts, where we'll cover the sunsetting of Greenlight, and the timing for the release of Steam Direct.
Jerykk wrote on Jun 4, 2017, 03:57:Where's your indignant outrage and gamer entitlement. You should know better than to post the truth. Shame Shame Shame
You have a strange definition of "fluff" and "bloatware."
Steam features that I find useful:
- Cloud saves.
- Trading cards (free money).
- Forums (great for finding patch notes and bug reports).
- Instant messaging (I use it to communicate with people all the time).
- Workshop.
- Wishlist.
- Match invites/joins.
- Curators (easy way to find out if a game is capped at 30 FPS).
- User reviews (good for obscure games or to find out if a game has performance issues that professional reviews ignore).
You may not like Steam but to claim that it is "just" a game delivery service is pretty silly. It offers a wide array of features that most people find useful, which is why it's the most popular of the distribution platforms by a large margin.
Muscular Beaver wrote on Jun 3, 2017, 06:22:
Valve has to pay a huge fleet of fast servers all around the world to keep tens of millions of people connected and happy, they keep developing new features and bug fixes. That is not as a small job as you make it look like.
Slick wrote on Jun 3, 2017, 04:02:
I'm glad some people are starting to catch on that Valve's 30% off of GROSS is pretty fucking high for a digital storefront. Their costs are next to zero to pipe the game to you.
If it was %30 off of PROFIT then I'd say that's a far more reasonable figure, it would be hard to argue with that. People just see "30%" and it seems like a reasonable number, but the context is far more insidious.
The devs have to pay their staff, hardware, software licencing, rent an office, keep the lights on, and market their product. So if all of that costs %50 of their gross, valve takes 30%, the devs get 20%. So valve is literally getting more than the devs in the above (I think rather reasonable) scenario.
Which is hilarious because Valve left Vivendi exactly because Vivendi was the 3rd party publisher taking an unfair cut of the profits, Valve said "Hey fucktards! We make the fucking games, we deserve a bigger piece of the pie!" (GabeN has since made it his life's work to eat the whole pie). Although, Vivendi in their *shudder* defence would actually put up venture capital for Valve to make games.
Sorry, let me rewind... Valve used to be a video game company that made video games. I know right! So random.
MoreLuckThanSkill wrote on Jun 3, 2017, 03:25:
it would objectively be ridiculous for Valve to charge that much just to give some company the privilege of selling their product.
Slick wrote on Jun 2, 2017, 22:16:Cutter wrote on Jun 2, 2017, 22:00:
It should be a grand at least to keep the shovelware off. And it shouldn't be recoupable per se, but used toward the 30 points Steam takes on sales - so if you don't forsee the game doing decent sales you'll be wasting your time and money. It won't end the problem but it'd probably make a pretty good dent in it.
30 points on thousands of shovelware releases, quite the vig on that action. It's okay though, it's only Valve's rabidly loyal fanbase that foots the bill getting conned into this garabge.
I don't know how hard it is to make it a $5000 non-recuperable front just to get the process started. And then take 15 points instead of 30. Wouldn't THAT go much further to encourage indie developers to make great games that will make them lots of money, but keep out the scammers? I know there's a better way to do this. Greenlight is a good idea in principle, they really just need to figure out what the fuck they're doing before someone else does it better.
It would seem that an obvious answer is higher costs upfront, but if you succeed, then higher profits. People are encouraged to make shit that lots of people will actually want to buy, ie. 15 points. And big cost up front $5k minimum (not actually that much, even for indie devs) to keep out the scammers who will profit if they only sell 100 copies of their shit before people catch on.
"On 2646.215 I myself attacked & destroyed TCS Tiger's Claw in my Jalthi heavy fighter"Bakhtosh Redclaw Nar Kiranka
Cutter wrote on Jun 2, 2017, 22:00:
It should be a grand at least to keep the shovelware off. And it shouldn't be recoupable per se, but used toward the 30 points Steam takes on sales - so if you don't forsee the game doing decent sales you'll be wasting your time and money. It won't end the problem but it'd probably make a pretty good dent in it.
Slick wrote on Jun 2, 2017, 18:11:
Honestly, if you're trying to run a scam, $100 isn't any barrier for you. Some people spend thousands on making some piece of shit look legit, if they can turn $1000 into $10,000 then it's worth every penny.
And if this $100 is "recuperable" then it's no barrier at all? I guess it depends on how it's recovered. But still, you could make it $2000 recuperate, and any indy studio has that money lying around to you know... get their game published. Think of the costs associated with even indie development, it's more than a couple thousand. And they could get an investor to front that if they're serious.