Rhent, on 05 October 2014 - 02:12 PM, said:
Steam is a publisher and it would take 33% of game sales on it's platform. How would Piranha negotiate to pay them a cut? Do all players give Steam 33% of bought MC sales? How long is a Steam forwarded player going to donate that 33% to Steam, is it for 1 year of download, 2 years of download or forever?
Can you say not financially worth it.
First off, the 33% they keep throwing out is very hyperbolic. They are pretty flexible.
But let's assume it's true. Here's the problem. How much advertising have you seen for MW:O? H
ave you ever seen ads for MW:O? I saw an icon in uTorrent once. That's it.
Putting MW:O on Steam insures that you will get a massive influx in players. Given the current playerbase, that could easily be ten times the number of players currently in the game, or more.
So for the death grip on 33% (which sounds like a huge figure) - only applicable to people
using the Steam client I should note - they are losing out on many, many times over that. Quick example:
[ EXAMPLE NUMBERS ]
Say 1,000 people are playing a game, and paying $100 each. That's $100,000. Do you want to give up $33,000? NO!
Now say if you move that example to a huge built-in ad base and easy installation, inviting lots of people in, many of which might stick.. So now this is:
You have 10,000 paying people playing a game, still paying $100 each. That's
$1,000,000.So now you're talking with parting with $330,000 to Steam.
That sounds horrible right?
Except now, the developer would have made $
670,000 instead of $67,000. That is a big damn leap.
This is why Valve is successful and why the often quoted "You have to give some to get some" statement applies to business. Gripping to that tiny amount like a dog with a bone out of greed prevents you from seeing the big picture.
It's also the same reason that things like camos and cockpit items are too high. The whales buy them sure, but if they were cheaper, way more people would - and you end up making far more money in the end.
All this really comes down to is a lot of people are really clueless about how to price digital goods and/or are following the wrong model, like early World Of Tanks, while resisting run away successes that have proven what I'm saying over and over again.
The greedier you get the less money you get. It's bitter irony.
TL/DR: Would Steam increase the paying player base any more than 33%? If yes, then
it will make a bigger profit doing so. If it even brought the numbers up 34%, it's already paid for itself with a bonus, and anything on that is just gravy.
Edited by Victor Morson, 05 October 2014 - 02:24 PM.