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Valve releases Steam Controller CAD files under Creative Commons license

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Re: Valve releases Steam Controller CAD files under Creative Commons license

#71
post #59
post #4

I love the readme on the gitlab page [1]. It feels so.. friendly :) > This repository contains CAD files for the external shell (surface topology) of Steam Controller and the Steam Controller Puck, under a Creative Commons license. This includes an STP model of each, an STL model of each, and an engineering drawing with critical features/keep outs for each. Feel free to use these to make your own Puck holders, Contro…

I think at this point Steam might as well just release the hounds and let third parties build and sell steam compatible hardware (the Android play). Their own attempts have been, well, not great. Dealing with hardware supply chains is a very different game than software. They already have a platform, the hardware is purely for distribution. Whether they make a profit on hardware or not doesn't really matter. They are…

Steam already supports 3rd-party controllers and VR headsets. SteamOS is available on several 3rd-party handhelds. What more do you need for "steam compatible hardware"?

Re: Valve releases Steam Controller CAD files under Creative Commons license

#72

Earlier quoted context omitted.

They also nickel and dime the adults, but only the ones who make the games. It's fine though, because they're nice to players and they've brainwashed them into giving their money to Valve instead of to the developers who actually make the games they fucking play.

I agree that 30% is too large of a cut, but what would be appropriate? 15%? Steam does add a ton of value from an immediate audience, solid advertising opportunities, and amazing distribution for the developer.

How about charging for services rendered based on cost to produce them rather than some arbitrary number. Some effective competition would be good, but likely outcome is publishers taking more.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#73
post #3

If only scalpers didn’t scoop up every unit

I don't fully understand this narrative that is going around about scalpers and the controller. So many people online are claiming it was only scalpers who were able to purchase one. I am also not a scalper (as someone else said), and was able to purchase one. We don't know how many they actually had in stock in total but let's say it's around 30K, from what I have searched on eBay and other reselling sites it would…

It’s hard to participate in any gaming communities because you quickly realize they’re all kids who have no idea about markets but they all talk like foremost experts on every subject

Re: Valve releases Steam Controller CAD files under Creative Commons license

#74

Even if Valve and Steam is great and overall a blessing for the PC space, I don't like the direction they take with this controller. It only works with Steam, it can't work on a desktop OS without it, despite standard layout. It is a subtle move towards a walled garden.

Wait, really? So if you have two copies of the same game, one bought from Steam and the other from Epic Store, Steam Controller will only work for the Steam one?

You can add any executable to Steam, not only the games they sell, as far as I know.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#75
post #52

Earlier quoted context omitted.

I'm optimistic provided they continue to be privately held and don't parachute in a professional executive to be CEO after Gabe departs.

This is the answer. Enshitification is a requirement of the fiduciary duty of public companies. A private company can stay good forever.

Fiduciary duty doesn’t mean what you think it does.

https://www.investopedia.com/ask/answers/042915/what-are-som...

Re: Valve releases Steam Controller CAD files under Creative Commons license

#76
post #4

I love the readme on the gitlab page [1]. It feels so.. friendly :) > This repository contains CAD files for the external shell (surface topology) of Steam Controller and the Steam Controller Puck, under a Creative Commons license. This includes an STP model of each, an STL model of each, and an engineering drawing with critical features/keep outs for each. Feel free to use these to make your own Puck holders, Contro…

Valve wasn't always like this. They were infamous for never allowing refunds, but due to EU regulations they just did a complete about face and has one of the friendliest refund policies in the ESD business. Probably just behind Costco or something.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#77

Earlier quoted context omitted.

I agree that 30% is too large of a cut, but what would be appropriate? 15%? Steam does add a ton of value from an immediate audience, solid advertising opportunities, and amazing distribution for the developer.

How about charging for services rendered based on cost to produce them rather than some arbitrary number. Some effective competition would be good, but likely outcome is publishers taking more.

I feel like that just becomes another situation where bigger organizations get more bargaining power and get better deals, so you’re just kind of shifting problems. I’m not saying a flat percentage like they have is necessarily the best solution, but I’m not sure trading problems is a good idea either. Just seems like a different way for smaller developers to get screwed.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#78
post #59
post #4

I love the readme on the gitlab page [1]. It feels so.. friendly :) > This repository contains CAD files for the external shell (surface topology) of Steam Controller and the Steam Controller Puck, under a Creative Commons license. This includes an STP model of each, an STL model of each, and an engineering drawing with critical features/keep outs for each. Feel free to use these to make your own Puck holders, Contro…

I think at this point Steam might as well just release the hounds and let third parties build and sell steam compatible hardware (the Android play). Their own attempts have been, well, not great. Dealing with hardware supply chains is a very different game than software. They already have a platform, the hardware is purely for distribution. Whether they make a profit on hardware or not doesn't really matter. They are…

As far as I know there's nothing preventing third parties from building and selling hardware with SteamOS or a similar software stack.

https://en.wikipedia.org/wiki/SteamOS

They aren't going to let you advertise them as Steam-branded hardware without an agreement, but there are multiple handhelds that have done so to be branded officially Steam Compatible.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#79
post #59

Earlier quoted context omitted.

I think at this point Steam might as well just release the hounds and let third parties build and sell steam compatible hardware (the Android play). Their own attempts have been, well, not great. Dealing with hardware supply chains is a very different game than software. They already have a platform, the hardware is purely for distribution. Whether they make a profit on hardware or not doesn't really matter. They are…

They tried this many years ago with the original steam machines, it went horribly. Also, you can install SteamOS or Bazite on most machines. Not sure what the issue is here.

SteamOS does not currently really work on modern desktops/laptops. You can force it but it’s really not made for it. They’re pretty clear about that, I think they even pulled down the OS download page from their site and now clearly mark it as for restoring old machines.

Likely to change soon though with the steam machine release

Re: Valve releases Steam Controller CAD files under Creative Commons license

#80

Earlier quoted context omitted.

They also nickel and dime the adults, but only the ones who make the games. It's fine though, because they're nice to players and they've brainwashed them into giving their money to Valve instead of to the developers who actually make the games they fucking play.

I agree that 30% is too large of a cut, but what would be appropriate? 15%? Steam does add a ton of value from an immediate audience, solid advertising opportunities, and amazing distribution for the developer.

As that has done both sides of games, I would like to propose some doubts for people to consider on that is dissimilar to the standard b2b saas; for to clarity I'm not saying 30% is good

- One chargeback for your 5$ game can consume you 55$ or more, handful and you permanently lose the ability to accept the payment anywhere including future businesses outside of games

- Amount of people that will take parents cards is eye watering

- The value of offline payment acceptance in the form of physical cards (kids do not possess standard payment rails but can acquire your game on steam in the cash)

- They don't take flat 30% for almost a decade now

- You don't often get to use Stripe or 2-3%. Your cost closer about 15% if you choose to process you own payments

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