"game" is a big stretch for a lot of the asset flip or AI trash that is currently on steam.
Anyone doing a uBlock for Steam?
Steamdb lets you filter out games with less than x reviews which I’ve made liberal use of over the years.
AI has slop is a problem, and Shovelware has been a problem for decades, basically as long as videogames have existed.
However, a LOT of these cheap and obscure games on steam have more innocuous explanations, with that explanation often being "the dev doesn't really care about making money". Perception, for example, is a student project that was released for free and I wouldn't pay much for anyways, but it was a fun way to spend a couple of hours.
Or when I was in a band, one of the other members was a developer by trade who, as a hobby, connects with a couple of his other friends to develop game that he released on steam. I recorded and produced an EP for that band and we released it for free and we certainly spent more money buying drinks at the bars we played than we were ever paid for playing. I think his game was similar: they charged money for it to cover some of their costs, but he certainly never left his day job.
Or Mind Over Magnet, which was the project of the YouTuber GamerMakersToolkit. The whole thing was a multi-year project where the guy made videos covering the game development process and culminated in the release of the game. The actual business model was based on the video content, while the game itself was just a side piece that was probably profitable, but I doubt made enough profit for him to survive on for years.
The developer of Mind Over Magnet did a post mortem video where he covered among other things how much of gross he kept after paying the artists he hired, paid for things like assets, and after taxes, and it was about 43%. A very lazy search yielded somewhere around $300k in total sales on Steam, meaning he took home $129k. So yeah, not a bad chunk of change, but it's not exactly changing social class or long term working conditions.
I think the bad reputation for asset flips is somewhat overblown. Like, of course some slop game is going to use assets but a lot of decent indie games do too. Using assets doesn‘t make a game bad. But yes a lot of games are just low effort bootlegs of whatever is popular right now.
But whats worse are games containing legit malware on Steam. Apparently that is becoming a growing problem.
There's no downside for consumers, sucks if you are making art for an oversaturated market.
But that's why artists should get a UBI
No not UBI, but universal necessities to live. ie food water electricity housing healthcare and for all people not just artists.
UBI is a bandaid solution where money is taken from the government and given to corporations when governments should supply those necessities itself.
Money can be exchanged for needs.
It works fine to distribute resources.
I think it's more efficient if people get a few hundred dollar boost every week to spend when and wherever they please, rather then stand in line and receive whatever obtuse handout the government has decided they deserve.
For Literally everything but food the government can supply everything without standing in line. You are right though, I believe SNAP in America is a largely efficient organisation that takes an already convenient system of food distribution and allows the person to buy things at a grocery store like everybody else. I guess in society it's also important that SNAP or other beneficiaries feel normal as well.
When I am supreme overlord, artists will get free food and housing. But like, it's gonna suck really bad because tortured artists make the best art.
We can just waterboard them
That will be the only access to drinking water
Shit's turning into amazon. Lol.
That's actually more than I thought. I thought about 80% fall into complete oblivion.
Agreed, my first thought was about the stats for Twitch streamers where having more than something like 10 concurrent viewers consistently for a 30 day period puts you in the top 15% of streamers on the platform or whatever. I forget the exact numbers, but it's something crazy like that.
This was my initial reaction too. I am making the assumption that less than ten still means not zero.
I rarely leave reviews so I’m surprised that 50% of all releases even see a single one.
10 reviews means like 500-1000 sales. The vast majority of people dont leave reviews. Not much, especially for low priced games, but also not nothing. As long as you enjoyed the game making process and didnt invest anything except for time its not really an issue.
10 reviews means the developer has some combination of the following:
- friends/family/classmates
- developers on the actual game
- multiple Steam accounts with the same owner
10 is essentially 0 and cannot be extrapolated into sales.
I agree that if game development is a hobby and not a career, this isn't a problem for those developers.
I also submit that if you are attempting to make money from your efforts and don't yet have a following, and can't afford a marketing budget, and have actually made something unique, interesting, or otherwise worthwhile, it is more difficult to stand out in a market whose signal to noise ratio is continuously and exponentially growing noisier.
big part of the ones with almost no reviews are such garbage its insulting to even call them games. But i bet there are some gems buried in there too.
Something I tried to do earlier to help with it, in this very channel, was a "Downvote any game you've heard of before" thread. It was a nice exercise to help people post odd games no one had heard of.
My game Drone Perspective is one of those. Such a good game, but I am a bit afraid that I can't turn it around.
Hey that looks good actually. Wishlisted it for when I have more time.
can't help but feel like this could be solved by increasing the deposit to a couple thosuand $'s or something. worst of the shovelware would become unprofitable immediately
Well, that’d mean missing out on some really cool stuff.
Games like Vampire Survivors and Stardew Valley were made by a solo developer. A couple thousand bucks is a LOT of money for some people. I’d hate to have missed out on either of those.
We certainly do need some quality control, but I don’t think the financial route is the way to go.
One of those things people waste energy getting concerned about. Better than highly stringent curation that has no chance in being representative of all different taste/demographics. It's a more level playing field. Happened to music and books. Then video/movies. Video games followed quickly after. Better than the days of payments for every patch you push through Xbox live/PSN. Better than needing to get 35mm prints and access to theaters
I think this statistic would be more interesting if it filtered out all of the blatant cash-grab, asset-flip, AI generated shit that makes up a large portion of new releases.
Is it 19,000 releases with 10,000 actual sincere efforts at making a game, or 19,000 releases with 1,000 actual games.
And what's the average number of reviews for actual games versus garbage?
I don't think that's trivial to filter.
I don't disagree. It would require manual labelling by a group of people with enough patience and understanding of gaming to be able to reliably label ~60 new games every day. I'd have thought that the Steam community was large enough to achieve this though.
Oh, no! Competition in the games industry causing the slop to fall to the bottom! We better ban steam immediately put everything behind a walled guardian and have "AAA" companies be the only ones allowed to publish! What if the plebs start making money? Then what?
Slop falls to the bottom but I bet a lot of hidden gems do too. The greater volume of games coming out, the harder it’ll be for individual developers to get recognized!
Old school indie developer Jeff Vogel has a whole talk about how difficult it is.
Competition in the games industry causing the slop to fall to the bottom!
Do you really believe that markets and competition creates better products and services? How do you square that with basic observations about how the world is? If success was linked to quality, then Subway would be the worlds best food; Clash of Clans the best video game; and Tesla the best car.
The markets of the world say that Nvidia is worth more than the Pharmaceutical Industry.

Haven't you heard. Indie games have to launch on steam or they fail miserably.
Seriously though. This is why I roll my eyes at people who claim steam makes it breaks these games. Humble bundle? Runs sales events where these games get showcased. Itch.io's whole schtick is selling indie games.
It's nice that Valve gives studios a platform to help market their games and all that, and yes, by dint of being one of the largest gaming sale platforms out there launching on steam helps their chances. But most of them weren't ever gonna reach the success of AAA titles regardless and we pretend that that's Valve's fault for reasons I have never understood.
It's the same problem with each of the online stores including the Nintendo E-Shop. Your game still has to be decent and be marketed to the people who want to play it.
Additionally they have to have time to play it. Which means you're fighting every other game in the category in order to claim each players time.
There's a whole lot to making and marketing a successful game at literally every level and not every studio can be a Team Cherry.
Indie games have to launch on steam or they fail miserably. Seriously though. This is why I roll my eyes at people who claim steam makes it breaks these games.
Those two things aren't opposed though. Launching on Steam doesn't guarantee success, but I believe what they're claiming is that not launching on Steam more or less guarantees its failure.
I can definitely understand why not selling a game on the most popular marketplace would detrimentally affect a studios ability to make money.
But a lot of the reason games aren't successful has as much to do with the quality of the game and the amount of money spent developing it as it does with marketing. And plenty of developers/small indie studios assume that they can ~~ouvert~~ over-stretch themselves monetarily and with other resources like time, and still come out on top because Indies are becoming more popular.
But what it often comes down to is if what you're selling is worth it to the consumer and they know about it. On steam an indie game is just as likely to get caught up in the influx of games and lost in the noise as it is to get noticed.
How often do people leave reviews? I rarely see a profile with +100 reviews.
I only leave reviews after 100% completion or a lot of time (hundreds of hours) in case of fighting games where sometimes 100% is ridiculously difficult to attain (oh hi, Plus R)
I think the average time between my picking up a game and leaving a review is like 3~12 months. Definitely even more if I'm not vibing with the game.
I'll click the thumbs up button then get intimidated by the text box that pops up. I'm not mentally prepared to give out a useful review.
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