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submitted 8 months ago by sirsquid@lemmy.ml to c/linux_gaming@lemmy.ml
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[-] kurcatovium@lemm.ee 40 points 8 months ago

Wrong with what? 30% cut? It seems a lot, but from the greater distance I don't think it's that much.

Developers do get great benefits from this. The game is downloadable at any time with great speeds everywhere in the world. They get steam workshop for mods, free forums, reviews, steamplay, proton, friendlists with super easy game invites, ... and all this is basically free advertisment for developer.

Now what does Epic offer in this regard? Nothing.

[-] VeganCheesecake@lemmy.blahaj.zone 6 points 8 months ago

I don't have any frame of reference for how much content delivery on Valve's level costs, and whether a lower cut would be sustainable. I assume that a lower cut for the first $X of revenue a game makes on Steam would be doable without cutting into profits too much, and would probably help smaller indie devs. In the end, since Valve is private, we can kinda only speculate about what would be fair, or even just feasible.

Of course, Valve isn't obligated to do any of this, but if they would in response to pressure from Epic, I'd consider that a good thing. Considering the article above, that seems unlikely, needless to say.

I also do agree that Epic's store isn't all that great.

[-] kurcatovium@lemm.ee 9 points 8 months ago

Still, with 30% cut, it was never easier for indie devs to release their game before. Now it's basically like "you made your own game in your garage or basement in your free time, then you log in to steam, fill some paperwork, set price, upload, and you can start selling copies already as you have link you can share on your social media and everywhere". Some 20 years ago you'd need to find publisher that would like the game, be willing to invest in pressing CD/DVD and distribute this across the city/state/country/world/whatever. Then you had to market the game in paper magazines, online ads or wherever and hope people will see the ad/review and go to store to buy the game. Then wait for money to run the circle back to you. With much greater cut than current 30%, especially with indie titles. Even like 10 years ago, you'd have to be "green lit" for steam to actually sell your game, meaning you had to beg for a lot of clicks, to be able to put your game on steam.

[-] VeganCheesecake@lemmy.blahaj.zone 5 points 8 months ago

Point taken, though I'd argue that it is slightly harder than it used to be before Steam opened the publishing floodgates completely, mostly because of the overwhelming amount of games that are ostensibly spam, not that Greenlight was that great a system either. It is, of course, probably quite hard to actually moderate the amount of games that get pushed onto Steam, but many interesting titles do get buried a bit.

I will not argue that Valve hasn't changed the PC Gaming landscape in a very positive way, both for customers, as well as for developers. I also think that they are using at least some of their profits for some pretty good things.

I just also think that they could be doing some further good for small developers, while not sacrificing all that much profit, though, as I said, I am not really in a position to make an informed judgement on the feasibility of anything like that.

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this post was submitted on 14 Mar 2024
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