• Nioxic@lemmy.dbzer0.com
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    4 months ago

    30% seems rather high

    but… when they handle payments, refunds, advertising (within their application) and game download costs (server infrastructure?), etc etc etc. it doesnt seem that crazy.

    at least, for a lot of indie developers, not having to worry about those things, might easily be worth those 30%

    • tb_@lemmy.world
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      4 months ago

      Not to mention the reviews, community hubs, workshop, video streaming and recording, controller support, cloud saves, family sharing.

      30% may be a lot, but it’s not like they’re just sitting on it.

      EA and Ubisoft don’t offer (most of) those features with their launchers where they do get the full proceeds.

      • Zozano@lemy.lol
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        4 months ago

        Not to mention Steam/Valve uses a significant portion of their resources to develop Proton.

        Putting pressure on Microsoft is PRICELESS.

      • lobut
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        4 months ago

        I remember PirateSoftware talking about the remote play online co-op on steam, I think I found it here:

        https://www.youtube.com/shorts/Iu4kpM692vI

        Definitely doesn’t seem to be sitting on it. Hell man, I have re-bought some games on other platforms just to re-play it on my Steam Deck.

        I can’t defend/accost the 30% simply due to my lack of knowledge in the industry.

      • AnarchistArtificer@slrpnk.net
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        4 months ago

        A couple of times, Steam Achievements have been a deciding factor in me not pirating a game. I know it’s dumb but ¯\_ (ツ)_/¯

    • JPAKx4@lemmy.blahaj.zone
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      4 months ago

      I’d say it’s very reasonable. Steam is EXPENSIVE. If you know anything about bandwidth, it’s the insane cost. They don’t do many exclusivity deals, and they even let you sell steam keys elsewhere with 0 cut for steam without giving users a degraded experience.

    • conciselyverbose@sh.itjust.works
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      4 months ago

      For it to “even out” they’d only have to increase your reach ~50%.

      They do way more than that. And they give you an inherent legitimacy that putting it on your own site doesn’t. It’s not just handling refunds; it’s the certainty as an end user that you’ll get one hassle free.

      Without Steam (or another retailer with similar traits), selling an indie game would be closer to a pipe dream than really hard. In almost all cases (and this seems to apply even to AAA publishers as most of them come back), the 30% they’re taking is money you wouldn’t have without them.

      • wizardbeard@lemmy.dbzer0.com
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        4 months ago

        I think there are a lot of people who weren’t around for, or don’t remember, how buying digital titles was before Steam got quite so popular.

        It was pretty rare, and the overwhelming majority of indie games were released for free. There just wasn’t many good ways to get the word out, and most ways of taking payment were costly enough to set up that it was rarely worth trying to get some meager amount of pay if you were just a one man show with no external financial backing.

        • LeadersAtWork@lemmy.world
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          4 months ago

          And exactly none of that matters because Valve has never attempted to maliciously take market share. If someone else wants to step in all they have to do is stop being shit. Steam has tons of issues. From the limited UI adaptability for devs to the rather archaic games list and somewhat silly discussions forums from the 90s, all the way to the convoluted larger menu system.

          Yet rather than put any real effort into things we get shitty launchers from 9 different companies ONLY selling their limited scope of bullshit.

        • conciselyverbose@sh.itjust.works
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          4 months ago

          But they do give you an advantage. If steam didn’t exist at all, without a comparable replacement, it would not be possible for you to move a real quantity of units at all. The market they provide has massive value, and their market share is a product of genuinely being far and away better than any alternative.

          People don’t refuse to buy games on Epic or Origin or Uplay just because they need everything in one place. It’s because all of those platforms are so much worse that they degrade the experience of games purchased through them.

            • conciselyverbose@sh.itjust.works
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              4 months ago

              Again, that’s because every other way to distribute games is terrible.

              And it doesn’t really matter, because any sales you actually drive yourself you can give them 0% of, with free steam keys. Sales through their storefront are inherently partly driven by their value add.

            • GreyEyedGhost
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              4 months ago

              This is an anecdote, but it is also absolutely not speculation. I won’t install Epic, I avoid most AAA launchers/required accounts, prefer GOG, and get most of my games on Steam. Epic and many other studio launcher apps are hostile to the consumers or just a royal pain to use. I have a couple Sony games. Why should I have to be online to play a 20-year-old single-player game that I bought through Steam? So now I check if they have that garbage before I buy them through Steam.

              I think Steam could afford to charge less, but I don’t think most smaller companies could get a basic store up for less than they charge (and the big companies have the tools to determine if thos is saving them money), and that still doesn’t get you everything Steam brings to the table, consumer confidence being the most important.

    • WolfLink@sh.itjust.works
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      4 months ago

      30% is industry standard (although it is starting to change). Until recently, both Apple and Google took 30% cuts from their phone app stores. Numbers I can find for GoG range from 30%-50%. Epic games is like 12%.