This thread contains a lot of great bangers. But let’s play devil’s advocate for just a minute.
Let me know when you build a global distribution platform with 5-9 uptime, credit card processing, full compliance with all of the various laws in all the countries you serve and also provide a cdn for my game for free.
I’ll be waiting. You better pull through on this, you owe the community your labor
How is Valve supposed to pay for the infrastructure and maintenance without charging devs for using their enormous platform? I’m genuinely curious what ideas you have. Disregard everyone’s non-sequiturs here, please.
By charging 3% instead of 30%? Do you really think their servers cost $8.5b? Does the work to distribute a game and process payment equal 30% of the labor required to make a game?
A more advanced answer would be a cost plus profit model, so if it costs Valve $1 to transfer 1TB of data transfer (in terms of server costs), then charge $1.10 for 1TB. That’s obviously very difficult to calculate though I bet Valve has some internal metric of costs.
Valve today does the exact thing Unity was trying to do, charging a percent of revenue for providing infrastructure. Unity got raked over the coals for it.
Side note: Valve isn’t doing the thing Unity tried to do. Unity tried to charge you every time someone installs the game. And you’re not even hosting the game’s data on Unity’s servers.
Steam takes money when you purchase, then will let you download it for free, anytime, anywhere, and on any device. Completely different.
Back on topic: It would be really interesting to see the actual server and bandwidth costs for hosting and distributing all those games. There’s no way it’s super low, or any of the competition surely would have caught up by now.
Taking a different and hopefully more productive stance than the other guy, I just want to explore people’s thoughts.
People already have built these alternatives. Itch.io, EGS, Humble Store, Microsoft Store, GOG. These platforms exist, but they struggle to achieve the full market dominance that Steam has as the “default” platform, meaning Devs are borderline forced to accept the 30% cut if they have any hope of making sales.
As shown by Steam’s huge profits, they certainly take a higher cut than they have to, and they can definitely stomach a smaller cut
I’ve made a comment before in the past when dealing with game publishing. All of the things Steam provides, including worldwide distribution to a lot of regions EGS, MS store, etc don’t sell in because of a variety of laws, Steam just does better.
You pay less because you get less. I’m selling a product. The last thing I’m going to cheap out in is sales. I’m not going to see great sales from the EGS because A)Nobody uses it and B) the shopping experience is terrible. I don’t have access to the same makers and (hearsay) the actual process of getting your game distributed is a pain. I wouldn’t know, I don’t sell on EGS.
Further, we were having a conversation about a problem that doesn’t exist. You’re more than welcome to use Steam and other storefronts.
Hell, you can handle all of the sales yourself AND put it on steam.
Most people will buy it on steam simply because that’s where all of the customers are.
Asking Steam to lower their prices because that’s where you’d make the most money is a mind bender.
It’s like trying to sell your hand made Combs. The gas station on the corner is happy to take only 20% of the profit. They’re all over the place and accessible. But you really want to sell it at the boutique shops because they have more comb-seeking customers. But then when they ask for 30% of sales, you balk and tell them that’s too high and they should lower their cut to that of the gas station.
You pay less because you get less. I’m selling a product. The last thing I’m going to cheap out in is sales. I’m not going to see great sales from the EGS because A)Nobody uses it
That’s exactly it, Devs have to accept Steam’s cut because it’s essentially the only place you can sell things. It makes logical sense, but do you not see why this is a disadvantageous position for the Devs to be put in?
It’s like trying to sell your hand made Combs. The gas station on the corner is happy to take only 20% of the profit. They’re all over the place and accessible. But you really want to sell it at the boutique shops because they have more comb-seeking customers.
This would be a fine analogy, if there weren’t a single digit amount of storefronts. Steam and EGS are more equivalent to supermarkets. Sure the odd person is going to go to speciality stores on occasion, but the vast majority of sales are done through supermarkets. Steam is a supermarket competing against speciality stores. The only other real supermarket in town is EGS and as you’ve discussed, it’s such a dumpster fire no one shops there.
I’m not disagreeing that Steam deserves its position, it does for sure. But we live in a world where it has no meaningful competition, and one of the ways it exercises its position is by maintaining their 30% cut. A cut which was established by stores that had to manage the logistics for real physical copies of the games.
My point is that there isn’t a reason that Steam has such a high cut, other than it wants more money, and has the market saturation to command more money
This thread contains a lot of great bangers. But let’s play devil’s advocate for just a minute.
Let me know when you build a global distribution platform with 5-9 uptime, credit card processing, full compliance with all of the various laws in all the countries you serve and also provide a cdn for my game for free.
I’ll be waiting. You better pull through on this, you owe the community your labor
Me: “Rent seeking is an illegitimate practice, landlords steal money from laborers by extorting them for a necessary good!”
You: “Oh yeah? Why don’t you just buy your own land and build your own apartment building?”
You’re a dumbass.
Lmao, thanks for demonstrating my point for me better than I ever could.
What point? That you’re a corporate bootlicker?
That you’re like, 12 years old? Or at least have the fundamental world view of a 12 year old.
Fukkin lmao “steam is a necessity they owe me to make it cheaper”
Get the fuck back to reddit child. Enjoy your block.
You’re the type of person who would call universal healthcare “socialism”, and it really shows.
How is Valve supposed to pay for the infrastructure and maintenance without charging devs for using their enormous platform? I’m genuinely curious what ideas you have. Disregard everyone’s non-sequiturs here, please.
By charging 3% instead of 30%? Do you really think their servers cost $8.5b? Does the work to distribute a game and process payment equal 30% of the labor required to make a game?
A more advanced answer would be a cost plus profit model, so if it costs Valve $1 to transfer 1TB of data transfer (in terms of server costs), then charge $1.10 for 1TB. That’s obviously very difficult to calculate though I bet Valve has some internal metric of costs.
Valve today does the exact thing Unity was trying to do, charging a percent of revenue for providing infrastructure. Unity got raked over the coals for it.
Unity was changing the rules after they were already set in place. Valve has never done such a move.
Imagine though if steam suddenly went to a flat fee per install instead of charging the 30% of the sale on their platform.
They would rightly be raked over the coals. But they won’t make such a dumb fucking move because it’s a dumb fucking move.
I’m not one for Corpos but as far as attacking them goes valve is certainly near the bottom of the list.
What a wild thing to assert without any reasoning.
Side note: Valve isn’t doing the thing Unity tried to do. Unity tried to charge you every time someone installs the game. And you’re not even hosting the game’s data on Unity’s servers.
Steam takes money when you purchase, then will let you download it for free, anytime, anywhere, and on any device. Completely different.
Back on topic: It would be really interesting to see the actual server and bandwidth costs for hosting and distributing all those games. There’s no way it’s super low, or any of the competition surely would have caught up by now.
Taking a different and hopefully more productive stance than the other guy, I just want to explore people’s thoughts.
People already have built these alternatives. Itch.io, EGS, Humble Store, Microsoft Store, GOG. These platforms exist, but they struggle to achieve the full market dominance that Steam has as the “default” platform, meaning Devs are borderline forced to accept the 30% cut if they have any hope of making sales.
As shown by Steam’s huge profits, they certainly take a higher cut than they have to, and they can definitely stomach a smaller cut
I’ve made a comment before in the past when dealing with game publishing. All of the things Steam provides, including worldwide distribution to a lot of regions EGS, MS store, etc don’t sell in because of a variety of laws, Steam just does better.
You pay less because you get less. I’m selling a product. The last thing I’m going to cheap out in is sales. I’m not going to see great sales from the EGS because A)Nobody uses it and B) the shopping experience is terrible. I don’t have access to the same makers and (hearsay) the actual process of getting your game distributed is a pain. I wouldn’t know, I don’t sell on EGS.
Further, we were having a conversation about a problem that doesn’t exist. You’re more than welcome to use Steam and other storefronts.
Hell, you can handle all of the sales yourself AND put it on steam. Most people will buy it on steam simply because that’s where all of the customers are.
Asking Steam to lower their prices because that’s where you’d make the most money is a mind bender.
It’s like trying to sell your hand made Combs. The gas station on the corner is happy to take only 20% of the profit. They’re all over the place and accessible. But you really want to sell it at the boutique shops because they have more comb-seeking customers. But then when they ask for 30% of sales, you balk and tell them that’s too high and they should lower their cut to that of the gas station.
That’s exactly it, Devs have to accept Steam’s cut because it’s essentially the only place you can sell things. It makes logical sense, but do you not see why this is a disadvantageous position for the Devs to be put in?
This would be a fine analogy, if there weren’t a single digit amount of storefronts. Steam and EGS are more equivalent to supermarkets. Sure the odd person is going to go to speciality stores on occasion, but the vast majority of sales are done through supermarkets. Steam is a supermarket competing against speciality stores. The only other real supermarket in town is EGS and as you’ve discussed, it’s such a dumpster fire no one shops there.
I’m not disagreeing that Steam deserves its position, it does for sure. But we live in a world where it has no meaningful competition, and one of the ways it exercises its position is by maintaining their 30% cut. A cut which was established by stores that had to manage the logistics for real physical copies of the games.
My point is that there isn’t a reason that Steam has such a high cut, other than it wants more money, and has the market saturation to command more money