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[-] Kolanaki@yiffit.net 7 points 1 year ago* (last edited 1 year ago)

It may be now; it wasn't when Steam first started up. But it was only 5-10% iirc more than the norm at the time.

[-] rdri@lemmy.world 3 points 1 year ago

Do you have some examples?

[-] Aurenkin@sh.itjust.works 2 points 1 year ago

What other digital distribution storefronts were around when Steam started? I honestly thought they were the first but maybe they were just the first successful one after using HL2 as leverage.

[-] Kolanaki@yiffit.net 3 points 1 year ago* (last edited 1 year ago)

Publishing cut. Not digital store fronts. That's likely one reason why the higher than standard cut never got pushed back on. Your choice was allowing Valve to take 30% instead of 20% but also have entire creative control over your project and not be beholden to a publisher's demands.

[-] Aurenkin@sh.itjust.works 3 points 1 year ago

Fair enough, doesn't feel like an apples to apples comparison to me but still an interesting point of reference.

[-] falsem@kbin.social 1 points 11 months ago

Physical sales could see as low as 10% of the sales making it to the developer. Made Steams 30% cut look likea bargain.

[-] falsem@kbin.social 2 points 11 months ago* (last edited 11 months ago)

https://en.m.wikipedia.org/wiki/Direct2Drive

Steam didn't allow 3rd party titles until late 2005 but Direct2Drive launched early 2004.

Stardock Central was 2001.
https://en.m.wikipedia.org/wiki/Stardock_Central

[-] Aurenkin@sh.itjust.works 1 points 11 months ago

Oh yeah nice, I totally forgot about those, thanks.

this post was submitted on 24 Nov 2023
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