• @mindbleach@sh.itjust.works
      link
      fedilink
      English
      110 months ago

      Then developers can release games off steam, and some do.

      ‘There’s other services.’

      But steam has many features people want and use that would add development costs if every dev had to make similar tools in house.

      ’ It takes a whole fucking lot of hypothetical work, which you imagine developers would have to do, to amount to the slice Steam takes right off the top.’

      Lie better.

      • @Jakeroxs@sh.itjust.works
        link
        fedilink
        English
        310 months ago

        Do you think it’s simple for a developer to create a friends list network, host/moderate community forums, host/moderate a mod website integrated into the game, achievements syncing, ability to share the game with friends, and integrate VR functionality for the above, on their own dime?

        These are recurring ongoing costs for server and continued developmental changes, you are severely underestimating the time and money cost to create/host/maintain all those services?

        • @mindbleach@sh.itjust.works
          link
          fedilink
          English
          210 months ago

          You are asserting without evidence that Valve needs to take all that money. As if they would go broke if they only took a quarter of all the revenue on most PC games.

          Valve makes ten billion dollars on Steam, every single year. Their margins are not slim. And being an established de-facto monopoly, people go there because that’s where the products are, and products are there because that’s where the people go. They could slash costs to nothing, do the bare minimum work going forward, and still rake in the money on sheer momentum, for years and years and years.

          The only feature that really matters here is adoption. And that’s not a feature you can design. Even Valve didn’t rope people in with a convincing sales pitch. They forced Steam onto everyone who wanted to play Half-Life 2. If you didn’t want to put up with an always-online DRM service aimed to take over PC gaming - you didn’t get to play the most anticipated game of the year. Whatever benefits you ascribe to the service, whatever functionality you argue developers would otherwise budget for, the core was always ‘accept this or pound sand.’