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Counter-Strike's player economy is in a freefall

polygon.com

551–560 of 617 posts

Re: Counter-Strike's player economy is in a freefall

#551

Earlier quoted context omitted.

> Other providers could host those games for much less than the 30% fee. Hosting costs are extremely low nowadays. It's basically nothing compared to the development cost of an AAA game. This is often many years and hundreds of people working on a game. The hosting costs are completely minor in comparison. Steam does far more than just host, and everyone who uses it knows this, so it's clear that you either have no i…

> Steam provides payment processing, Other services do the same for arbitrary online shops, at much lower fees. In fact, Valve likely doesn't even run it's own payment processing, but merely integrates other services. > cloud saves, ratings, game tags, social integration, wishlisting and sale notification, search indexing, game discovery, a bunch of incredibly useful APIs including networking and input, Linux compati…

> Other services do the same for arbitrary online shops, at much lower fees. In fact, Valve likely doesn't even run it's own payment processing, but merely integrates other services.

Irrelevant strawman argument. It doesn't matter that Valve doesn't run its own payment processing - it still provides an easier platform for use than going to Stripe and figuring out how to connect user purchase to game licenses.

> The development cost of these features is likely no larger than of one single AAA game. Yet they charging 30% on hundreds or thousands of AAA games and other games.

OK, so now you've both admitted that you were factually incorrect on your original assertion that the only value that Steam provided was hosting, and you've moved the goalposts from "Steam doesn't do anything except hosting" to "well those features aren't worth the cost", which is completely different.

So, we've completely disproved your original claim that Steam is "rent-seeking", because these features provide immense value to both developers and players.

And, that claim about "The development cost of these features is likely no larger than of one single AAA game"? Completely unfounded. Extraordinary claims require extraordinary evidence. Multiplayer networking is hard, and you're claiming that ALL of the features that Steam provides are comparable to that of a single AAA game.

Also, funny that you mention "one single AAA game" - whose costs can go into the billions of dollars.

> You clearly stated that Steam is fine because it is useful.

Stop trying to justify your lying about my points, please. Admit that you acted dishonestly out of malice and we can move on to any actual points you might have.

> But anything sold by a monopoly can be useful while still being massively overpriced.

More goalpost-moving (you originally claimed that Steam was both "a failure of capitalism" and "rent-seeking" - these claims are completely different), that turns out to not even be relevant because Steam is a monopoly along no relevant dimension. There is nothing that prevents you from creating both a Steam account and an Epic Games account, or a developer from selling on both Steam and the EA store. You can even install non-Steam games on Valve's own hardware. You even concede that there is competition later in this very comment.

> Which proves that mere usefulness of something doesn't mean the price of it is justified. Which refutes your original usefulness argument.

No, it doesn't, because both your first point has no connection whatsoever to your second, and you neither proved that Steam was overpriced, nor actually refuted any of my points as stated in my comments - merely twisted and lied about them. Where do I say "useful" in my original comment?

> Large platforms like Steam benefit from network effects which come from their size alone. People will simply stay at Steam because that's already were their other games are, and because they don't see the massive 30% fee, that Valve is keeping, as some cost they have to pay. Any other platform faces a "chicken and egg" style uphill battle against these effects, even if they charge a substantially lower fee.

This is fallacious. There is no "stay at Steam" - as previously stated, there's zero mutual exclusion between Steam and other platforms on either the dev or the player side. And there's no "chicken and egg" uphill battle either, because Steam accounts don't cost money, and so unlike trying to start a new paid streaming platform where you can't attract users because there's no content, and you can't sign content deals because there's no users. This is an inaccurate, irrelevant, and dishonest analogy.

> Rather than hurling insults at me

You literally lied about my points. That's not an insult - that's a fact. Don't lie if you don't want someone to correctly describe when you're lying.

> consider the simple question: If Steam was so fairly priced, wasn't charging excessive fees, how can it be that they have an extremely high profit margin?

That's a twisted definition of "excessive". Your "excessive" is "Valve charges more than it costs them to provide services". Very few people in the real world (which includes me, most HN users, and most people who actually play games, given that you probably don't) actually operate on that model, and instead consider "excessive" to be either relative to value delivered to them, or to comparable alternatives. Almost nobody, when making a value decision about whether or not to buy a new phone consider the profit margins to the phone manufacturers - they only care about the value delivered to them, which is as it should be, because...

> Realistically, that can only be because Valve's revenue from Steam vastly exceeds the costs of running and maintaining it.

Valve does not have an obligation to price their services at cost, or close to cost. They're entirely entitled to price their services at the amount of value delivered to their customers, without any judgement whatsoever.

So, to summarize - we've objectively refuted your claims that Steam is "rent-seeking", pointed out several more dishonest rhetorical tricks and redefinitions of common words that you've used, including revealing that your claims of "Valve bad" are merely personal indignation that Valve makes more money than you think that they should, and confirmed that yes, you did lie about my earlier points.

Re: Counter-Strike's player economy is in a freefall

#552

Earlier quoted context omitted.

NFA for machine guns will never be overruled, never. The odds of Hughes amendment being ruled against, are one iota above nil.

> NFA for machine guns will never be overruled, never. 2 things make me question this. Never is a long time. People who claim to know the indefinite future, generally don't. These things being understood, forgive me if I don't take your word for it. Nobody should.

[deleted]

Re: Counter-Strike's player economy is in a freefall

#553

Earlier quoted context omitted.

NFA for machine guns will never be overruled, never. The odds of Hughes amendment being ruled against, are one iota above nil.

> NFA for machine guns will never be overruled, never. 2 things make me question this. Never is a long time. People who claim to know the indefinite future, generally don't. These things being understood, forgive me if I don't take your word for it. Nobody should.

[flagged]

Re: Counter-Strike's player economy is in a freefall

#555

Earlier quoted context omitted.

2 hour return policy can already be a problem for a very short indie game. There was one which you could beat in 2 hours and refund and people did that. GOG gets away with their policy because only people who believe in GOG ideallogy go there, and they won't refund a good game. If steam did that, abuse would skyrocket. And in my country, unless explicitly stated otherwise, most physical goods can't be returned if the…

In some sense, GOGs entire existence is testing the hypothesis that it's impossible to run a consumer friendly digital store due to abuse. If you took the common sense publisher view then no DRM = everything you make is instantly pirated and the whole store fails instantly. But GOG is a viable storefront, so that's demonstrably wrong. The evidence is no better for Steam's refund policy than it was for DRM being neces…

> But GOG is a viable storefront, so that's demonstrably wrong.

How many developers can make a living based off of GOG revenue alone vs Steam revenue alone?

Re: Counter-Strike's player economy is in a freefall

#556

Earlier quoted context omitted.

> Other providers could host those games for much less than the 30% fee. Hosting costs are extremely low nowadays. It's basically nothing compared to the development cost of an AAA game. This is often many years and hundreds of people working on a game. The hosting costs are completely minor in comparison. Steam does far more than just host, and everyone who uses it knows this, so it's clear that you either have no i…

> Your comments are false due to your total ignorance of reality, and your malicious lying about my statements indicates that you don't care that they're false - you'll say anything plausible, regardless of truth, to advance whatever agenda you have. They seem to live in this bubble where steam is extremely bad or something. Nothing is as good or as bad as it seems. I think valve is still decent but I prefer Gog-game…

Yes, of course, I'm not claiming that Steam is some utopic paradise or that GabeN is a saint or anything. Steam has problems too - most notably the huge skins gambling issue that you mention. I'm just specifically saying that out of all of its problems, "rent-seeking" is definitely not one of them.

> The same is true for linux/Windows as well. You could say that windows has the market at work but the point becomes moot.

Yes, there's additional detail that I didn't add - that, unlike Microsoft, which used (and continues to use) anticompetitive tactics like paying PC manufacturers to include Windows as the default option, Steam didn't do anything anticompetitive to become the most popular - they were just the best - and they haven't done anything to unfairly leverage their dominant market position. That doesn't strike me as a problem - and my point to the GP was specifically that they're the most popular because they're the best, not because they did scummy backroom deals to get there.

I agree that GOG is probably better. But Steam is "good enough", and modulo the gambling problem, isn't really "bad".

Re: Counter-Strike's player economy is in a freefall

#557

Earlier quoted context omitted.

Anything you put money into is a legitimate investment. This doesn’t mean they’re viable investments.

IMO the phrase "legitimate investment" should be reserved for situations where you spend money something (e.g. kitchen equipment) that allows you to create new real-world value (e.g. food) which you can hopefully sell for a profit (it's still a legitimate investment if that fails). It should not be used for Ponzi schemes, gambling, outright fraud, or anything of the sort. Buying something and then hoping its price go…

People find value in acquiring things they want. For example if someone wants to have a one letter username on X, there is value for there to be willing to sell one.

Re: Counter-Strike's player economy is in a freefall

#558

Earlier quoted context omitted.

Runescape tried this back in 2007 along with completely disabling PvP; it was a very unpopular change for the vast majority of players who were not buying items. I stopped playing the game around that time, so I have to thank Jagex for getting my school grades up.

The grand exchange (auction house) and the trade restrictions that landed at the same time pretty much killed the game for me. Prior to the G.E., RuneScape had a thriving, complex economy. Players made money transporting goods from harvesting areas, either on behalf of someone or by paying independents for their goods so the independents could avoid going back to town. Players made money buying and selling goods - ge…

"geographic arbitrage was very much a thing"

You must like a albion online, its also like that

Re: Counter-Strike's player economy is in a freefall

#559

I bet this is an on-purpose move by Valve, and I view this as a sane action. [1] Having a game where some players only play in order to win money is, for sure, a no go. If the game is fun, then players will keep on playing it. It may also keep some money thirsty (sometimes very toxic) people at the gates. It is also smoothing players' frustration and shopping-spree habits in order to obtain a rare item. If you have t…

I waded through some Tik Tok comment threads on this change and it was so eye-opening: there are a shocking number of people without disposable income who were seriously investing in CS items, thinking it was a retirement portfolio. I fear the crypto era has lead to even further diminished financial literacy at large… Blessed be compound interest and financial regulation.

"thinking it was a retirement portfolio"

before this update, they can prolly just do that lmao

its better performing than stocks and people literally made thousands of dollar from CS market

its as real as people buying BTC at the end of day

Re: Counter-Strike's player economy is in a freefall

#560

Earlier quoted context omitted.

The grand exchange (auction house) and the trade restrictions that landed at the same time pretty much killed the game for me. Prior to the G.E., RuneScape had a thriving, complex economy. Players made money transporting goods from harvesting areas, either on behalf of someone or by paying independents for their goods so the independents could avoid going back to town. Players made money buying and selling goods - ge…

"geographic arbitrage was very much a thing" You must like a albion online, its also like that

Eve online also comes to mind
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