Well, now Tim has another target, after Microsoft. :D
Sometimes I wonder if Tim is just mad that Gabe Newell ignored him at an E3 or something.
Everything about the Epic Game Store is actually a desperate cry for attention.
https://twitter.com/spiderwebsoft/status/901195552989171713
"All the profits" minus credit card transaction fees (which are going to be WAY higher for a small indie business than they are going to be for a massive corporation), you have to handle all the customer service (I love that our customers can get refunds on Steam and I don't have to personally handle each one), and there's the huge issue of no visibility. There have been indie success stories outside of Steam, but the idea that Valve is taking 30% of gross revenue and not providing anything in return is ridiculous.
I guess what I was asking was how his comment specifically was proof that he was anti-consumer. Because to me it seems fairly benign.
I think he came to Steam around Avernum reboot in 2010+?Is my memory shaky, or were Spiderweb fairly distrustful of Steam for a fair while before they finally got around to releasing their games on it and had a 180 on the subject? I seem to remember reading Jeff being very sceptical way back in the past.
For the sake of the discussion, can we skip this nonsense that all critics against the Epic Store are "steam or bust" people?
I'm not asking for everything to be on Steam. I'm asking for an incentive as to why I should use the Epic Store, that's more then "well, we paid to make the game only available here".
But yes, it's very easy to ignore games, with the options we have. That's kinda been my point all the time. When we have the options we have, forcing something into an exclusive without providing any real benefits for the customers, that makes a lot of people ignoring those games much likely.
The 30% cut is absolutely not the biggest issue facing PC devs/pubs. What a silly thing to say.
Especially when you take into account how well developed and robust Steamworks is as a delivery platform.
Personally I would love everything on GOG or at least DRM free on Steam or a store with comparable features, now that is something I would fight for.
People who say this is about people being steam fans are being disingenous imo.
And I command them for that. Overall they have been a blessing for the PC gaming market by making it so much better to be a PC gamer.
12% doesn't look sustainable to me either. Again the fact that 30% is what we have on mobile only proves that it's the limit of what you can charge suppliers because both Apple and Google have huge demand monopolies and that's what they charge.
Going from 30% to 25% would be huge. People way underestimate the effect of this change because it's "only 5%". But when looking at the bottom line it could be a 30-40% improvement in net profit for some projects. Marginal revenue without marginal cost is huge for profit margins.
What? Yes it is! 12% is Pro Developers, there is no way around this...
A lot at era are pro developer.
Most of us aren't really pro publisher though, which is what this is.
Well then you do have the choice to not use it . I wouldn't pass on my hobby because the feature set isn't as good as I would want.
I still wonder, in the age of digital, why aren't games cheaper? No more physical items such as the cases, booklets, discs. No more money going to all of the things needed to actually ship/sell the physical items (such as paying employees, gas, stocking, etc). And yet games are still the exact same price as their physical counterparts.
If we're thinking about redoing profit splits (at least on PC because no one is saying a fucking thing about consoles) we should be rethinking the actual prices themselves. The customer needs to matter more.
Also, a lot of responses in this thread yet again ignore the fact that Steam already has variable revenue sharing so it's not always at 30%.
Well lets agree to disagree then.
Skins/maps and other things for their multiplayer games such as CS/TF2. I remember there being a lot of controversy about the hats in TF2.
I do not see why I should give Steam any trust, and don't worry I won't feel offended.What can I say? If you judge them the same then that's on you, no offense.
Remind me again on how Fortnite makes its money?Skins/maps and other things for their multiplayer games such as CS/TF2. I remember there being a lot of controversy about the hats in TF2.
I like the fact that Tim is screaming 'Steam share BAD', 'EGS saviors of publishers and dev on PC, Steam killing them' and Valve hasn't even mentioned EGS themselves. In a couple months Tim will probably tweet 'if Valve answers this, I promise to stop with exclusivity deals'.
I still wonder, in the age of digital, why aren't games cheaper? No more physical items such as the cases, booklets, discs. No more money going to all of the things needed to actually ship/sell the physical items (such as paying employees, gas, stocking, etc). And yet games are still the exact same price as their physical counterparts.
If we're thinking about redoing profit splits (at least on PC because no one is saying a fucking thing about consoles) we should be rethinking the actual prices themselves. The customer needs to matter more.
You might want to read up on wage Inflation.If you're talking about AAA 60$ games, that's because the 60$ price point is well below the increases it would have had if it kept pace with inflation. If games rose with inflation they'd be at 110-120$ US now.
For lower priced games, if you want lower prices, you have to give the developer a bigger cut, because they have to build in their expenses to the price point. You can sell at a lower price with 12% of your price being skimmed versus 30%.
Only if you've already made them lots of money.
Fortnite devs create them, for TF2/CS it's the community. My beef with it is that these things used to be free when I was younger and played the games, I think it was before Steam Workshops.
You will also get 100% (minus transaction fees of coruse) of revenue if you generate key and sell it yourself. Which as are aware isn't posiible with EGS.
Is my memory shaky, or were Spiderweb fairly distrustful of Steam for a fair while before they finally got around to releasing their games on it and had a 180 on the subject? I seem to remember reading Jeff being very sceptical way back in the past.
There are free skins though, and nothing is forcing people to charge for them. And the integration with workshop is a net benefit.Fortnite devs create them, for TF2/CS it's the community. My beef with it is that these things used to be free when I was younger and played the games, I think it was before Steam Workshops.
I know what you mean, but what I'm trying to say is the problems that's wrecking game development studios is nowhere close to being about The 70/30% marketshare.I am pro-consumer but I appreciate devs and publishers that realise they wouldn't even be in business if it wasn't for their fans and that adopt business models that show gratitude towards their consumers.
Feels like a lot of devs and pubs these days look down on consumers and actively try to find every possible way to milk money from them rather than focusing on providing them with an experience their loyalty deserves.
Might want to read your own article that you posted. Nowhere in it do they mention EGS. Only the publisher's decision to remove Exodus in the short time from Steam being unfair to Steam customers.
i think the idea is it's easier to have one set msrp valuation and wherever it goes from there, it goes
in theory yeah digital should be cheaper, but even when you work through distribution an manufacturing costs dunno if you'd be looking at that big of a reduction, like maybe $10 at the very most (in 2019 at least where discs hardly 'contain' a game to begin with)
He is so full of shit, he could stare in a live action adaption of conkers bad furday as the great mighty poo
You might want to read up on wage Inflation.
I always LOL at this bullshit cost inflation argumemt
https://www.pewresearch.org/fact-ta...rs-real-wages-have-barely-budged-for-decades/After adjusting for inflation, however, today's average hourly wage has just about the same purchasing power it did in 1978, following a long slide in the 1980s and early 1990s and bumpy, inconsistent growth since then. In fact, in real terms average hourly earnings peaked more than 45 years ago: The $4.03-an-hour rate recorded in January 1973 had the same purchasing power that $23.68 would today.
People only count stuffs they can easily understand the benefit of.
Workshop? More like Sweatshop, amirite?Fortnite devs create them, for TF2/CS it's the community. My beef with it is that these things used to be free when I was younger and played the games, I think it was before Steam Workshops.
It's kinda like when you get hired full-time at a company, and you look at the salary and think that's all you're getting because that's what you're immediately going to notice. But if you were to take benefits into account, you'd realize you're getting a lot more, it's just not as apparent. At least not until you need it.People only count stuffs they can easily understand the benefit of.
It's immediately obvious that 12% is smaller than 30%, but all the API and features that Valve offers are more abstract, you won't immediately see the benefits of them, you would actually have to think a tiny little bit to realise how valuable those features are, and that's hard.
'Another store', though. I meant more like a specific mention of Tim and EGS' strategy, like some people wanted to see at GDC for some reason.
Are you prepared to sacrifice improvements to Steam, ability to generate free keys by developers (knee caping almost all pc games sellers), holding some functionality for developers behind paywall? Because that's what you are asking for.I don't buy the idea that a 30% cut is the biggest problem facing the PC side of this industry. But I would love to see Valve drop their cut to match Epic's.
And a lot of the stuff Valve is offering is completely free to use, whether you use the Steam store or not. And AFAIK, with the dedicated server stuff Valve is going to roll out, you don't even need to use Steam at all. It's free for anyone to use.It's kinda like when you get hired full-time at a company, and you look at the salary and think that's all you're getting because that's what you're immediately going to notice. But if you were to take benefits into account, you'd realize you're getting a lot more, it's just not as apparent. At least not until you need it.
I mean. Case in point. I just went and checked our local tracker to see how Exodus is doing there. Over the let's be generous and say four-and-a-half years, Last Light has been downloaded some ~93k times. It's been two months, and Exodus is already at 120k. For curiosity's sake, Metro 2033 - launched before Steam added pricing in Rubles and local price adjustments for Russia - sits at around 180k downloads total. So just from this cursory look-see, it seems it's already having a regressive effect on piracy here.Steam made legal gaming a possibility in Russia. Fucking Russia, the #1 country in piracy back in the 90s.