• snooggums@midwest.social
    link
    fedilink
    English
    arrow-up
    0
    ·
    6 months ago

    Why?

    If steam has to do the work to host the game then the majority of effort is going to be getting to the published and available to buy step, which is recouped along with server costs early on. As it scales, the efficiencies kick in and the price gets lowered a bit.

    A company keeping 70% of retail price is still a higher cut than they would get for a game on a shelf at a store, and most likely with a far higher number of sales through steam. Plus it is digital so they don’t have all the physical distribution costs. For smaller games those additional costs and advertising are going to keep them from being feasible.

    Valheim and Palworld wouldn’t have been massive successes on store shelves. 30% for visibility and unlimited scaling if the game is more successful than expected is a pretty good deal for the benefits it provides. It actually does buy something, it isn’t the mob’s cut for pretending to protect your business.

    • warm@kbin.earth
      link
      fedilink
      arrow-up
      1
      arrow-down
      1
      ·
      6 months ago

      It’s the other overheads too, publishing cuts, marketing cuts, QA etc before you get down to the money made for wages etc.

      Valve are absolutely in a position to take less, but the service they provide is like no other.
      I don’t give a fuck about EA/Ubisoft etc getting a smaller cut, but independent developers could absolutely benefit from some sort of program.

    • echo64@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      6 months ago

      Why should valve, or sony, or Apple, or Google get 30% of the revenue of entire industries for having a download and payment service.

      It’s extortionate and undeserved. When I play a game I absolutely love, one third of the money for that game didn’t go to the people who made it, it went to valves endless bucket of money. It’s not right and we should not be defending these extremely high cuts.

      • stardust@lemmy.ca
        link
        fedilink
        English
        arrow-up
        0
        ·
        edit-2
        6 months ago

        Valve runs a profitable Launcher that allows them to try expanding into ventures like the Steam Deck and pushing Linux gaming adoption even if it ends in failures. That extra cash is what allows for businesses to expand beyond only one field.

        Otherwise a company is just stuck being just a reseller, and I think gaming space currently is better for Steam Deck and how it’s pushed more people to try Linux. And even before the Steam Deck work on Proton helped. Having profits makes it easier to absorb failures and put resources towards stuff like Linux that is niche and may never gain a significant enough adoption.

        Like epic even with fortnite can’t financially justify supporting Linux anticheat for fortnite, so I guess that’s what happens if a company is not taking in enough profits. And Epic store is only being kept afloat because of fortnite, and is losing money.

        • Carighan Maconar@lemmy.world
          link
          fedilink
          arrow-up
          1
          ·
          edit-2
          6 months ago

          Not just the Steam Deck. It or the Index (or IMO even better the Link and the Controller) are certainly more noticable things they did, but big wins to me are stuff like the integrated modding in Steam, or the ease of user reviews.

          And for a newer feature that has become somewhat standard across stores but only because Valve startedi t and they had to keep up, refunding without any questions asked.

    • helenslunch@feddit.nl
      link
      fedilink
      arrow-up
      0
      ·
      edit-2
      6 months ago

      Why?

      I am not going to pretend to understand the economics involved but 30% is an absurd amount of money to charge someone to do nothing but provide a storefront to sell games. I’d wager Sweeney is correct that Valve makes more profits than the actual developers. You know, the people who do the actual work of creating and maintaining the game.

      Valve is exploiting their market dominance to rake in absurd profits for what is in all likelihood, very little actual work.

      Valve makes more money per employee than fucking Apple. If that’s not an indicator of giant profit margins, I don’t know what is.

      And while they do use that money to improve the gaming industry, and they’re a relatively ethical company, that don’t make those profit margins any less ridiculous.

      A company keeping 70% of retail price is still a higher cut than they would get for a game on a shelf at a store

      And I’d argue that’s also exorbitant and that there are far more logistics and other costs involved.

      Valheim and Palworld wouldn’t have been massive successes on store shelves.

      They could have been significantly more successful if Valve charged 15%. And Valve would remain extremely profitable.

      Also want to note that Sweeney would absolutely begin charging 30% if and when he could, but right now that’s literally all they have going for them.

      • warm@kbin.earth
        link
        fedilink
        arrow-up
        0
        arrow-down
        1
        ·
        6 months ago

        To be fair, Steam provides a lot more than “just being a storefront”. There’s large feature set there in Steamworks which is ‘free’ for developers to use.
        The game developers would probably spend more than 30% of revenue hosting their own game on their own store, so the value is there already.

        It would be strange if Valve’s cut went up the more money your game made, but it would be better for independent developers.

        • helenslunch@feddit.nl
          link
          fedilink
          arrow-up
          0
          ·
          6 months ago

          To be fair, Steam provides a lot more than “just being a storefront”.

          Meh. I wouldn’t call it “a lot”. And most of the hardware they’ve made has been a huge flop, SD being the (amazing) exception.

          The game developers would probably spend more than 30% of revenue hosting their own game

          …what? How do you figure that?

          • warm@kbin.earth
            link
            fedilink
            arrow-up
            0
            arrow-down
            1
            ·
            6 months ago

            That tells me you don’t understand what they offer or the value of it.

            And if you think hosting a CDN across the world is cheap, you have a surprise coming. Ignoring the fact Steam has a large audience and hosting your own game would bring in a lot less revenue than you would through Steam (even with the 30% cut), it’s a lot of work to host and market a game online. If there’s updates, you have to alert people the game has been updated and direct them to download it again.

            Valve Index was successful, Steam link was great, Steam Deck is great, the Steam controller was good in it’s own right and it’s trackpads are now one of the best features of the Deck. They can experiment with hardware because of the profits, they can afford for them to “flop”. Now Linux gaming is a lot better because of Proton too.

            Not that I agree with the 30% cut in it’s entirety, I think they could subsidise more for small independent developers.