• jwiggler@sh.itjust.works
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    3 days ago

    The fact that they don’t pull this shit is the reason they have the distribution market cornered.

    We have to remember that gamers are not Valve’s primary customers. Game devs are. The market you’re referring to is the market of distributors available to game devs – NOT the market of storefronts available to gamers. In the PC space, the market of distributors is cornered by Valve and it allows them to take a big chunk of each sale from the game devs.

    Don’t get me wrong, I love Steam and I think Valve has done some great things for gaming on PC and for gamers in general. That doesn’t change the fact that they are another cost a game dev must pay in order for them to create their goods, in an economic sense. Valve’s got the shelf space and devs don’t have much choice but to rent it out.

    • atomicbocks@sh.itjust.works
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      3 days ago

      I think you are forgetting the other reason Valve cornered the market;

      “One thing that we have learned is that piracy is not a pricing issue. It’s a service issue… The easiest way to stop piracy is not by putting antipiracy technology to work. It’s by giving those people a service that’s better than what they’re receiving from the pirates.”

      Gabe Newell, CEO Valve - Speaking at the Washington Technology Industry Association’s (WTIA) Tech NW Conference.

      • jwiggler@sh.itjust.works
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        3 days ago

        Yeah, no I definitely agree they’re good to gamers. I also love how they have a flat structure, and I think Gabe seems like a smart guy. He’s given some interesting talks about economics. They’ve made a great platform for gamers, but it doesn’t quite change that their business model is based on taking a cut of the profit of work done by others. In most other scenarios, it’s easy for us to recognize when companies do this – amazon, Walmart, etc, but in Valves case they have such a great reputation among gamers and a fanbase of their own, I think the escape a good amount of warranted scrutiny (game dev side, not gamer side)

        • Jakeroxs@sh.itjust.works
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          2 days ago

          “Is based on taking a cut of the product of work done by others.”

          That seems like a fair trade off for game developers in turn getting to use the platform who’s work was done by… Valve.

          I understand why people make this argument but it’s really undercutting the value that Valve provides developers who utilize steam for distribution.

          • jwiggler@sh.itjust.works
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            2 days ago

            it’s really undercutting the value that Valve provides developers who utilize steam for distribution

            I think I’d actually disagree here. In a classical sense Valve offers no value to the product (game). They just own the digital marketplace. It’s like saying, “well, the Lord does maintain the roads and walls and the square, and he does a good job. He adds a lot of value for the craftsmen and peasants who use the roads and are protected by the walls.” But in the end, the Lord is still extracting a rent from the workers actually producing the goods.

            • KubeRoot@discuss.tchncs.de
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              1 day ago

              That’s how taxes work, yes, and I consider them valuable. There’s a lot of work in actually deciding what work needs to be done, finding the people to do it, negotiating prices, things like that. So yes, I do think “the Lord” is adding a lot of value and making the whole operation possible in a way that probably wouldn’t work if you had everybody just trying to agree on how to spend the money and split the costs.

              I will also point out Valve provides not just the platforms, but also some libraries for game development, including a networking library with NAT punchthrough (which is why on steam you can right-click a friend and join them, even on small indie games, without the game devs hosting their own servers for that) and a library for input handling (though less mandatory, but if used it makes input remapping in steam better integrated).

              Another thing to note is that the value provided can be experienced more directly - if you want to try a great website/store that, to my understanding, doesn’t take any cut while providing hosting, try playing some games from itch. Depending on your gaming habits you might not notice much of a difference, and more of your money would go to the devs, but you might sorely miss some features like cloud saves, steam networking, steam input, proton, automatic delta/incremental updates.

              • jwiggler@sh.itjust.works
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                22 hours ago

                I think you misunderstand me. I’m not saying valves infrastructure isn’t valuable, or what they offer to gamers isn’t good. Again, Steam is not a product to gamers. It’s a marketplace that charges rents to game devs. I’m saying it’s not value added to the product that is produced. The product that’s produced by the game dev is the same regardless of whether they put it on steam or not.

                Most of your points are about how much value Steam offers to gamers in a colloquial sense. Of course, its a lot. But it’s not in an economic sense value added to the good produced. Valve taking a 1/3rd cut is more akin to an extractive feudal lord than a collaborator in the making of the good (the game) and sharing in the profits.

            • Katana314@lemmy.world
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              2 days ago

              Okay.

              So, host a game on your own website, with its own patching process, payment systems, and forum. See how long it takes you, and how many sales you get out of it.

              Once you do that, you may start to realize where that 30% is going. Sure, once you have the game and are playing it, you can say, “gee, it’s weird that Valve took a 30% cut of this work”. But it’s like seeing a long list of credits at the end of a movie when you were only aware of the signature voice of the lead actor.

              • jwiggler@sh.itjust.works
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                2 days ago

                But it’s like seeing a long list of credits at the end of a movie when you were only aware of the signature voice of the lead actor.

                It’s not like this, because most (not all) of those credits actually worked on the movie, itself. Their labor went into the thing that was produced in the end. I’m not arguing there’s no cost to distribution. It’s just not value-adding and so it ends up being extractive imo.

                So, host a game on your own website, with its own patching process, payment systems, and forum. See how long it takes you, and how many sales you get out of it.

                I’m also not trying to claim there’s no productive work involved with maintaining a distribution platform, or that they aren’t necessary. That’s one of the issues, they are necessary, and there is one big player, and anyone who wants to sell their good is beholden to them. Valve still has a feudal-lord-like position in relation to the people who actually make the games, themselves.

                Edit: also, im sensing some indignation. hope i didn’t push your buttons or anything, just saying things as i see them and if you don’t see it that way, that’s fine.

                • Katana314@lemmy.world
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                  2 days ago

                  If you’ve ever watched those credits, you’d know that’s not true. Credits don’t just go to people who assembled lighting rigs or held the boom mic - they also go to the offices that negotiated with local governments to arrange on-sight shooting, or production studios that fronted funding, or people who provided QA and support for the animation software the CGI studio is using. Much of it becomes distantly disconnected, and that’s exactly what the relation to Steam becomes.

                  You’re also perhaps being disingenuous about the “one big player” thing. It is possible, and achievable for individuals to write their own launcher. I teased it as being more work than an indie dev often wants, but it’s still doable. Factorio and Minecraft famously did this a long time ago AND got initially popular as a result. Many Asian games run their own Windows launcher. As a result, they collect 100% of revenue, but forfeit some Steam exposure. Notably, some large publishers can cut better deals with Steam based on that popularity; “We don’t need you, but we both gain a bit more from working together”.

                  Some indies have even learned about this the reverse way, in seeing that merely because Steam is popular, publishing there doesn’t necessarily cover advertising for them; and even a good game can fade into obscurity. There’s some pretty heavy misconceptions relating Steam alone to a game’s level of success.

                  On the other hand, people have tried to argue Epic, Origin, and others failed because they “weren’t as popular as Steam”, but they’re also generally not as good a product as Steam - not just due to poorer programming, but choosing to not even offer certain core features like reviews.

                  • jwiggler@sh.itjust.works
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                    2 days ago

                    the offices that negotiated with local governments to arrange on-sight shooting, or production studios that fronted funding, or people who provided QA and support for the animation software the CGI studio is using

                    But these are value-adding things too, wouldn’t you say? They end up being integral to the making of the thing itself. Different from distribution which is just, as I see it, granting access to a market that you control so the good can be sold.

                    I’m definitely not being disingenuous – I’m not a Valve-hater out here trying to convince people they’re evil. I use Steam and would rather use it than any other platform. It’s simply better. But that’s not really relevant to what I’m saying, besides it’s implication that it makes Steam more attractive to potential buyers of games. In relation to me, these platforms aren’t a product at all. They’re marketplaces devs have to pay a tax to access. As you note, it’s possible to bypass them – but I’d wager that makes things much much harder for the dev. I’d guess Factorio and Minecraft are exceptions to the rule.

                    But yeah, you do have a point that are others out there. I’d consider them extractive, too. As I see it, theyre less so a service and moreso based on ownership and control of infrastructure that probably should be common property.

    • Oxysis/Oxy@lemmy.blahaj.zone
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      3 days ago

      Valve’s fee is more than earned however. Steam as a storefront is highly trusted by users, it has a rock solid reputation that is hard to come by. As a distributor they take a one time fee for each copy sold, then they manage all of the costs from users downloading and downloading again for as long as the platform exists from that one time fee. Meanwhile if a developer were to do that themselves then they pay each time a user wants to download that game.

      Sure the developers lose a bit more money than if they sold on another platform. But the higher up front cost to access the larger platform is a very worthwhile trade as can be seen by developers continually coming back.

      • jwiggler@sh.itjust.works
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        3 days ago

        Valve’s fee is more than earned however.

        Maybe. I’m not a game dev, so Im not sure I can say for sure. But it still remains that there isn’t much of a choice for game devs and Valve holds most of the cards. That level of centralization of power isn’t good, earned or otherwise. It’s evident that at least some devs aren’t happy how much of a cut Valve is taking.

        Meanwhile if a developer were to do that themselves then they pay each time a user wants to download that game.

        I’m not sure this is exactly right. They’d have to buy and maintain their own servers, or rent them from a cloud provider, but it wouldnt necessarily be a charge for every download. But maybe I’m being pedantic – you’re right that it costs some amount of money to store data and keep computers up.

        I think probably from a game dev perspective, the issue here is Valve takes far more of a cut than whatever value they add to the experience itself. If you’re a team that just spent years of work on a game, the one-third cut Valve takes is just not proportional considering the amount of dev work, and is therefore considered extractive. Does that make sense?

        I’m trying not to cast too much moral judgement here because we live in a capitalist system and corporations are going to seek profit in whatever way possible, and we are all indoctrinated into it, but from a perspective critical to that system, Valve are not good.

        From a gamer perspective theyre a fucking godsend lmaooo

        • Splendid4117@piefed.social
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          3 days ago

          As a cloud engineer - renting any distribution servers from a cloud provider will result in a dev paying for every download. You pay based on the bandwidth you consume in the cloud (I.e., you pay per Gb delivered) as opposed to your pipeline like you do when you run your own private servers. You also pay storage costs per month. You’d have to maintain that “forever” as well, because people would want to uninstall, then re-install later.

          I get your argument, and I’m not discounting it, but I do suspect that for smaller devs the price they’re paying to Valve is well earned on Valve’s side (and the fact that so many devs choose to use it would seem to bear this out). We should also consider that steam is essentially built-in DRM to games.

          For larger customers, they likely have this infrastructure and get annoyed at the costs. They still go to Steam though because it increases their reach as a type of marketing strategy, so they still likely find the cut worth while. If Steam was more hostile to users, then people would actively look for alternatives (I.e., the Gogs of the world), and the publishers would have to target more storefronts.

          So yes, Steam’s primary customers are publishers, but I’m not sure they’re really getting the raw end of the deal here :)

          • jwiggler@sh.itjust.works
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            2 days ago

            Ahh, I gotcha. Thanks for the clarification – I didn’t know you could be charged by bandwidth, but it makes sense. I always just think of paying for the cpu and ram and disk.

            I’m inclined to agree with you. I’m sure many just chalk it up to the cost of doing business. But, like I mentioned, it seems there are at least some game devs unhappy about the position Valve maintains in the chain.

        • Xenny@lemmy.world
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          2 days ago

          You’re drinking all the tech bro Kool-Aid that the lawyers and paid bots/shills have thrown out there on the internet. Valve has threatened the market dominance of large tech companies and there’s been a ton of negative press pushed for them lately.

          There’s lots of platforms to release your game online Minecraft famously didn’t go on steam and it’s one of the largest games of all time.

          You can self-publish as a solo Dev and make one of the largest games of all time without steam. Tell me how that’s a monopoly.

          You got fortnite out here on the epic game store. Also one of the largest games of all time no steam, no valve. Tell me that’s a monopoly.

          You’ve got itch.io, Gog, Microsoft game store, epic game store, and there’s always the option to skip the PC market and go straight to consoles if you wanted. You have choices as a developer. Steam is just simply the best fucking one.

          • jwiggler@sh.itjust.works
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            2 days ago

            Listen, I’d be happy to talk about my perspective more, but why would I when you begin your response with

            You’re drinking all the tech bro Kool-Aid that the lawyers and paid bots/shills have thrown out there on the internet.

            Just totally rude.