this post was submitted on 18 Jul 2024
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[–] [email protected] 1 points 2 months ago (1 children)

Reliable, low maitenance, with good infastructure. 80 sounds like a solid number when not including game devs and support staff.

[–] [email protected] 0 points 2 months ago (1 children)

Also explains why Steam is still a 32-bit binary and didn't get ARM port on any platform.

I think the point is that with this kind of upkeep costs it's hard to argue that Steam sales cut is fair, especially given near-monopoly in PC gaming space.

[–] [email protected] 0 points 2 months ago* (last edited 2 months ago) (1 children)

it's hard to argue that Steam sales cut is fair

It's actually pretty easy to argue it's fair once you look at everything. Steam offers a shit ton of resources for that 30%, including hosting, distribution, patching, workshop, etc. And that's not even getting into the fact that the dev can get all of that AND get steam keys that they can distribute themselves (meaning valve doesn't get a cut of that) that still utilizes the same infra.

I wish I could find it, but I recently saw a video of Thor (@piratesoftware, does his own game dev and used to work for Blizzard) talking about this and going into even more detail than I can remember at the moment.

[–] [email protected] 0 points 2 months ago* (last edited 2 months ago) (1 children)

As an Indie dev, a 30% cut of profit could be the death of my one man studio (if I ever get around to actually starting it)

[–] [email protected] 0 points 2 months ago (1 children)

Ok, so then handle all of that yourself at cost. Which will lead to the death of your studio faster?

Seriously though, a $15 game selling just 100k copies is still $1m to you (before taxes) and has no upkeep. You do all that steam does yourself, you're going to drown in operations costs and upkeep time.

[–] [email protected] 0 points 2 months ago (1 children)

I agree with you but at the same time I feel like I should point out that this is the China fallacy, where there's a billion people in China and if you could just tap into even 0.3% of their market you would make bank.

While it's technically true, the fallacy behind it overshadows the difficulty of acquiring that percentage of the market. The grand majority of games released never become cash positive, and over 50% of games on steam alone never make more than $4,000.

https://vginsights.com/insights/article/infographic-indie-game-revenues-on-steam

This is not an issue with distribution, it's an issue with marketing and market fit, and accompanied by the base fact of that if you're the kind of person who is good at making games, it would be a rarity for you to also be the kind of person that's good at marketing the games you made.

Those are two entirely different wheelhouses that function best with two entirely different personality types, and that's not covering all of the different disciplines that you need to make a game or run a game making company in the first place.

[–] [email protected] 1 points 2 months ago (1 children)

Use Steams competitors then if you don't want to pay Steams cut. If you're getting less overall from them, that tells you all you need to know about the validity of Steams fees

[–] [email protected] -1 points 2 months ago (1 children)

I think you missed my point. I am in favor of steam and valve by far, my quibble is with the idea that anyone can sell 100,000 copies of a $15 game.

For every Stardew Valley there are thousands of other games no one has ever heard of and that almost no one bought.

By all means though, make great games. I'll be buying them on steam.

[–] [email protected] 1 points 2 months ago* (last edited 2 months ago)

Ah fair. My reading comprehension also failed there because I thought you were the same person the person you responded to was responding to was (Person I thought you were - Person you responded to - you - me: if that makes what I said make more sense). I guess my response though is that discoverability is going to be an issue for any new game regardless of whether someone chooses to put their game on Steam or not (and I'd argue that not putting their game on Steam would negatively impact their discoverability, hence another point in favour of Steams cut)

edit: (I actively hate Epic though, so consider taking their money as losing the possibility of ever getting mine. I am NOT for console exclusive bs on the PC marketplace, and Epic is actively trying to make that a thing. So if you except money from epic to go exclusive on their store, I'm only ever going to pirate your game, if I can even be bothered to play it at all)