Steam. What role will it play? if any?
#161
Posted 07 July 2012 - 05:53 AM
But extra revenue and more people exposed to it is great. I see a lot of friends try a game they wouldn't otherwise because it arrived on steam and was F2P, and they had no idea it existed until then.
#163
Posted 07 July 2012 - 06:19 AM
#164
Posted 07 July 2012 - 06:55 AM
Teirdome, on 07 July 2012 - 05:41 AM, said:
Steam's NDA is so stinking tight around their sales division that no official numbers have ever been released. However, you can compare it to other marketplaces to come up with a good estimate. Apple takes a flat 30% from their store (well known). Microsoft takes 30% from XBLIG (James Silva's quote on Gamasutra). We can keep going down the list of distributors and their rates are about the same.
When 30% is a well established rate among digital distribution channels, why would Valve change it? Because they're nice? Throwing EA games off of their platform because they dared to sell directly to their customers (the exact thing Valve does with games that require Steam) shows that they aren't so kind.
The next question is why would they charge the same amount for F2P titles. I believe they would. What they're doing with normal titles is taking a percentage of the revenue stream. Why would they change it?
In summary, these are figures based upon well established norms in the gaming industry extrapolated to a very tight-lipped service. I believe the burden on proof is on you as to why it would be different.
Burden of proof is always on person that claims that what he says is definite fact. All that you have stated about cut Steam is taking, you claim 30%, and back it up with what other services are doing. It's not proof that Steam takes 30% or more or less. It's just wild speculation and burden of proof still stays on you.
That said we also can face the fact that Steam has tight NDA's about business they are running. All numbers that are speculated and calculated on must be taken from similar services and after than wild assuming and guessing must be done. For this reason it's safe to say that no one of us knows real numbers and if know is still bound by NDA.
Valve threw EA, selected games to be exact, because EA violated ToS (Terms of Service) that it had signed with Valve. Do you except to i.e. hold a job if you come to work at 10am and leave 3pm every single day while contract you signed says 8am to 4pm? Kinda cute how Valve and Steam get a lot crap for kicking selected EA games from theirs service while it was EA that was breaking signed contract. Don't even go argument about prices of games in Steam because those prices are set by said publishers of games, not by Steam.
Lastly it's just naive thinking if you would think that Steam doesn't take some kind compensation for providing theirs service to F2P game. After all Steam has to pay for used bandwidth and space needed for storage and deliver said game and its updates. Does Steam take same or different cut from Indie / F2P developer than from major publishers? That is up to pure speculation because we can't know numbers. In my opinion(!) Steam / Valve takes smaller cut from Indie and F2P developers in order to support them more and to courage theirs development.
Edited by Tavarish, 07 July 2012 - 06:58 AM.
#165
Posted 07 July 2012 - 06:57 AM
Also, I understand its been addressed. I just want to hear from PLAYERS on their opinions about it. Not the devs. If the devs see fit to recomment about it, so be it. but i am not here searching for an updated dev comment.
Third point. Can anyone give a link to a reliable site to the costs Steam forces for using its services? Or are they all just the 97% made up statistics people use for a baseline?
#166
Posted 07 July 2012 - 07:08 AM
#167
Posted 07 July 2012 - 07:36 AM
Tavarish, on 07 July 2012 - 06:55 AM, said:
That said we also can face the fact that Steam has tight NDA's about business they are running. All numbers that are speculated and calculated on must be taken from similar services and after than wild assuming and guessing must be done. For this reason it's safe to say that no one of us knows real numbers and if know is still bound by NDA.
I'm not certain it was ever stated as anything more than a well-formed assumption. If you have any reason to think Valve would buck the 30% trend, then please form an argument about why.
I also don't see how you can perceive the 30% as a wild assumption. A wild assumption would be 50% or 10% when the rest of the industry does 30%. 30% is very logical.
Please, if you wish to provide your own speculative cut be my guest.
Tavarish, on 07 July 2012 - 06:55 AM, said:
Valve got a ton of crap because it finally exposed some parts of the contracts that publishers/developers have to follow when putting a game out on Steam to the larger audience. By having their ToS structured that way, they have said that it is not okay for other companies to sell directly to customers from games purchased on Steam. Meanwhile every game that is steamworks enabled allows Valve to sell directly to customers. This hypocracy was why everybody was upset.
Was EA wrong to violate the ToS? Yes.
Did this incident expose Valve as merely a company out for profit with some shady practices instead of the flawless savior of the PC? Yes.
#168
Posted 07 July 2012 - 07:37 AM
I still like steam for its friend/community features in the ingame-overlay... but i can use that without having to have the game available on Steam, For example i run WoT through steam, enjoying the ingame overlay combined with uninflated (though not realy cheap) prices. As you can add pretty much any game to your steam library without the need of it beeing a native steam title, i don't see a need to get MW:O on steam. I'll still use it in combination with steam, for the already mentioned reasons.
#170
Posted 07 July 2012 - 07:43 AM
So the 30% figure seems good given that price differential.
#171
Posted 07 July 2012 - 08:17 AM
Edited by Adrian Carino, 07 July 2012 - 08:18 AM.
#172
Posted 07 July 2012 - 08:31 AM
I will be adding MWO under non-steam game, just so I can easily chat with friends and tell them to join me in MWO!
#173
Posted 07 July 2012 - 12:03 PM
#174
Posted 07 July 2012 - 12:11 PM
Bluten, on 06 July 2012 - 06:56 PM, said:
So by this logic, the only reason TF2 is on steam is because it's a failing game? How about Left 4 Dead? Maybe you should take a look at this chart.
http://store.steampowered.com/stats/
#176
Posted 07 July 2012 - 12:49 PM
#177
Posted 07 July 2012 - 12:57 PM
Serious Table, on 07 July 2012 - 12:03 PM, said:
First thing I did in Global Agenda was download the standalone client as soon as it came out. Saved me so many frames/second it was like a whole new game.
#178
Posted 07 July 2012 - 03:42 PM
SUSTINET, on 07 July 2012 - 12:14 PM, said:
Wondering how MWO is NOT an MMO?
Just because a game is multiplayer and online doesn't make it a MMO. MWO as far as I know is 24 players per game. Or do you consider Counter-Strike, Team Fortress, Quake, etc. MMOs? The first M in MMO stands for Massively, meaning hundreds/thousands of players in a persistent environment. 24 is not massive.
#179
Posted 07 July 2012 - 03:52 PM
#180
Posted 07 July 2012 - 03:55 PM
ultraviper, on 07 July 2012 - 03:42 PM, said:
Just because a game is multiplayer and online doesn't make it a MMO. MWO as far as I know is 24 players per game. Or do you consider Counter-Strike, Team Fortress, Quake, etc. MMOs? The first M in MMO stands for Massively, meaning hundreds/thousands of players in a persistent environment. 24 is not massive.
So if I get on WoW and queue for a dungeon, the dungeon is not an MMO? Fights may cap at 24 but you still have planets and 6 different factions. It is more or less an MMO. They also said there would be some kind of "out of Mech" roaming outside of fights, which might have a lot more than 24 people in an area. I suppose "MMO" can be defined differently, but I'm pretty sure most will consider MWO to be one.
Edited by Bluten, 07 July 2012 - 04:04 PM.
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