As an indie dev this is great news for me. Hoping Valve may come around and just drop the share to 20% for everyone eventually and then I won't have to forgo a salary to keep my 4 person studio alive.
Valve creates new revenue sharing tiers to give big sellers a break
31–40 of 190 posts
Re: Valve creates new revenue sharing tiers to give big sellers a break
#32Re: Valve creates new revenue sharing tiers to give big sellers a break
#33Re: Valve creates new revenue sharing tiers to give big sellers a break
#34Earlier quoted context omitted.
> Its also a hedge to prevent every large game seller from setting up their own store. That ship has already sailed - EA has Origin, Ubisoft has Uplay, Activision/Blizzard has Battle.net, Microsoft has the Windows store, and Bethesda and Epic have their own launchers. Nearly every major publisher has already made the investment to develop their own store and digital distribution infrastructure, so they have little re…
Are any of those you mentioned popular with Gamers though? I only ever hear Steam in gaming. What do you mean by own launchers? Surely not a Store right? Is Battle.Net a "Store"?
Yes? I don't see how anyone could claim otherwise.
Battle.net is a store, because it sells games you can purchase, including expansion pack sales, microtransaction sales, etc.
Re: Valve creates new revenue sharing tiers to give big sellers a break
#35Re: Valve creates new revenue sharing tiers to give big sellers a break
#36I actually am surprised that services like Steam, the Apple App Store, and Google Play are able to command as high a margin as they do for sales commission. I mean, it's obviously possible because it's reality, but it's nonintuitive. I wonder if it will continue to be that way. For iOS, you don't really have a way to install apps outside the app store without jailbreaking, but you do for macOS, and I've seen a number…
Yep. Me too. I’ve long thought that Steam charges way too much considering the platform. There would seem to be tons of room for a competitor to undercut Steam. I’m excited about Discord’s new store.
Revenue share is a killer for a business, especially as one as volatile as computer games. Any game needs to be 25% better than it otherwise would have been because of Steam’s revenue share. Does it really bring that much to the table? In 2018? Enough to justify their absolutely enormous cost?
Re: Valve creates new revenue sharing tiers to give big sellers a break
#37As an indie dev this is great news for me. Hoping Valve may come around and just drop the share to 20% for everyone eventually and then I won't have to forgo a salary to keep my 4 person studio alive.
[0] https://www.positech.co.uk/cliffsblog/2018/11/23/selling-gam...
Re: Valve creates new revenue sharing tiers to give big sellers a break
#38I actually am surprised that services like Steam, the Apple App Store, and Google Play are able to command as high a margin as they do for sales commission. I mean, it's obviously possible because it's reality, but it's nonintuitive. I wonder if it will continue to be that way. For iOS, you don't really have a way to install apps outside the app store without jailbreaking, but you do for macOS, and I've seen a number…
Re: Valve creates new revenue sharing tiers to give big sellers a break
#39So Valve is giving breaks to the big developers/publishers that don't even need them?
Re: Valve creates new revenue sharing tiers to give big sellers a break
#40I actually am surprised that services like Steam, the Apple App Store, and Google Play are able to command as high a margin as they do for sales commission. I mean, it's obviously possible because it's reality, but it's nonintuitive. I wonder if it will continue to be that way. For iOS, you don't really have a way to install apps outside the app store without jailbreaking, but you do for macOS, and I've seen a number…
What makes you think that they have high margin? It's not like each game creators could run a worldwide distribution and payment operation with just a few percent more of revenues.