Fizz,
@Fizz@lemmy.nz avatar

fucking release some tf2 fixes you dog cunts

nutsack,

you can fix it by uninstalling it because it sucks ass

SuperSynthia,

Even though I’m on a huge open source change, Steam seems to be at least pretty consumer friendly

slazer2au,

The 3M is gross so steam made ~1M on each of those titles while the Devs made ~2M

AngryMob,

They almost certainly would make less than 2M without steam though

crossmr,

Steams cut off that, at just the $3 million mark, is $450 million. This is $900,000 per game.

People wonder why other companies wanted to make their own launchers. They leave millions on the table by having steam 'handle' things.

This is also why Valve isn't that inclined to pump out tons of new games.

A game like Palworld, which as of 3 weeks ago, has sold 12 million copies would end up making Valve somewhere in the neighbourhood of $72 million as of the end of January.

AdmiralShat,

Steam offers many services to users and developers more than just being a simple storefront. They didn’t become top dog by virtue of being early, there are plenty of competing launchers that do not offer even a tenth of what steam offers.

Zahille7,

I feel like a lot of people, myself included, forget that there’s all kinds of software and such available on steam. Their main thing is games, but they have stuff like Blender (which is free), Vegas Movie Studio or whatever it’s called, and a bunch of others. Don’t they also have movies, or am I wrong on that one?

ampersandrew,
ampersandrew avatar

They used to have purchases of "streaming copies" of movies, which is the same thing as setting your money on fire, but they don't do that anymore.

themusicman,

There’s nothing stopping game companies from selling through multiple storefronts, or even direct to customer with Steam’s cut removed.

The fact is, players are happy to pay a premium so that the games live in their steam library, are downloaded via Steam’s delivery network, and integrate with steam features.

Steam is not anti-competitive, it’s just good.

snooggums,
@snooggums@midwest.social avatar

100% accurate. Hell, it doesn’t even feel like paying a premium when the user cost is the same or lower than in stores the majority of the time.

Silentiea,

Seems like the majority of time buying “in store” just gets you a code to use for a digital storefront anyway.

echo64,

The fact is, players are happy to pay a premium so that the games live in their steam library

i don’t think you can make a statement like that, that is so untested. If capcom were to start selling games at $70 on steam, and $50 on capcom.com things might be different, we can’t really say.

ampersandrew,
ampersandrew avatar

We've seen games sold on Epic for less, and people wait to buy them until they're on Steam. I do it myself, even.

monkeyslikebananas2,

Exactly. Steam provides a service to these companies (a pipeline to customers) and they don’t want to pay.

They are free to make their own, like epic, ubisoft, origin, etc. have, and I am free to continue to use Steam, which I prefer because it provides a service and it works and I feel is a superior product.

Maestro,
Maestro avatar

Me too. I will not spend a single cent on Epic, but I'll happily buy Steam games.

monkeyslikebananas2,

Another thing is the infrastructure that Steam provides to get the games to the users and support them costs money. If Capcom wants to build the infrastructure themselves it will cost them more. they will have to charge $100 (exaggeration) and they will only be serving Capcom games.

crossmr,

If you sell steam keys through your site you can't charge less than the steam price. In order to sell it cheaper on their site, it would have to be a non-steam version and they'd have to serve up the files themselves. If it's a multiplayer game it wouldn't be compatible, they'd need to switch to EOS or something else. realistically speak, developers could probably charge a bit less by providing that their own. it doesn't cost 30% to serve up the files and process some payments.

bitwaba,

it doesn’t cost 30% to serve up the files and process some payments.

No, it doesn’t. It also doesn’t take $5 to make a cup of coffee, or $10 to make a plate of pasta, or whatever Netflix charges every month to serve up mundane low quality streaming video.

But unless you’re proposing ending capitalism to fix the problems with valve’s pricing model, there won’t be any change to it any time soon.

The only thing that will get valve to have more competitive pricing for video games publishers is if they have actual competition that can siphon away games from their platform. It’s not valve’s fault that everyone else has made inferior products.

And there’s nothing forcing you to publish on steam. If you don’t think 30% is a fair exchange for handling file distribution and payments, you can handle your own file distribution and payments. Your game isn’t forced to be on Steam.

ampersandrew,
ampersandrew avatar

or whatever Netflix charges every month to serve up mundane low quality streaming video

Netflix isn't the service I'd point the finger at for low quality streaming video. That would be Amazon. They don't even have the problem that Max has where it always starts low and then evens out by the time the recap is done.

Silentiea,

In fact, I’m fairly certain you’re allowed to do both: sell your game for 25% less while hosting and processing yourself. You just can’t sell your steam codes for less.

Potatos_are_not_friends,

Gaming on the PC around the 90s-2000s was pretty rough. I remember installing a game from a CD, typing the key on the back of the CD, and installation failed because I needed different sound drivers or something. I remember most games on my janky PC would be a gamble if it worked or not, even if it met minimum specs.

I remember still facing that issue in around 2010s even with Steam, and then seeing how slick installing apps were on the iPhone and it just “worked”, and wishing PC games were as simple.

PC gaming is great now. It’s been a long time coming.

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