• NOT_RICK@lemmy.world
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    1 year ago

    If I recall correctly valve did lower their cut in the wake of EGS having better terms for devs.

    • warm@kbin.earth
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      1 year ago

      For the first $10m earned it’s 30%, then it’s 25% until $50m, then it’s 20% from then on.

        • snooggums@midwest.social
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          1 year ago

          Why?

          If steam has to do the work to host the game then the majority of effort is going to be getting to the published and available to buy step, which is recouped along with server costs early on. As it scales, the efficiencies kick in and the price gets lowered a bit.

          A company keeping 70% of retail price is still a higher cut than they would get for a game on a shelf at a store, and most likely with a far higher number of sales through steam. Plus it is digital so they don’t have all the physical distribution costs. For smaller games those additional costs and advertising are going to keep them from being feasible.

          Valheim and Palworld wouldn’t have been massive successes on store shelves. 30% for visibility and unlimited scaling if the game is more successful than expected is a pretty good deal for the benefits it provides. It actually does buy something, it isn’t the mob’s cut for pretending to protect your business.

            • warm@kbin.earth
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              1 year ago

              To be fair, Steam provides a lot more than “just being a storefront”. There’s large feature set there in Steamworks which is ‘free’ for developers to use.
              The game developers would probably spend more than 30% of revenue hosting their own game on their own store, so the value is there already.

              It would be strange if Valve’s cut went up the more money your game made, but it would be better for independent developers.

                • warm@kbin.earth
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                  1 year ago

                  That tells me you don’t understand what they offer or the value of it.

                  And if you think hosting a CDN across the world is cheap, you have a surprise coming. Ignoring the fact Steam has a large audience and hosting your own game would bring in a lot less revenue than you would through Steam (even with the 30% cut), it’s a lot of work to host and market a game online. If there’s updates, you have to alert people the game has been updated and direct them to download it again.

                  Valve Index was successful, Steam link was great, Steam Deck is great, the Steam controller was good in it’s own right and it’s trackpads are now one of the best features of the Deck. They can experiment with hardware because of the profits, they can afford for them to “flop”. Now Linux gaming is a lot better because of Proton too.

                  Not that I agree with the 30% cut in it’s entirety, I think they could subsidise more for small independent developers.

          • warm@kbin.earth
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            1 year ago

            It’s the other overheads too, publishing cuts, marketing cuts, QA etc before you get down to the money made for wages etc.

            Valve are absolutely in a position to take less, but the service they provide is like no other.
            I don’t give a fuck about EA/Ubisoft etc getting a smaller cut, but independent developers could absolutely benefit from some sort of program.