Notably it benefits good faith developers. I.e., the developers we actually want making games. The developers that lose under this model are the ones that make poor quality games.
Though I admit it does not solve every dark pattern.
Perhaps such a system could work if it were based on a percentage of time-to-complete, but I have no idea how one would objectively determine that, especially before sale.
Maybe they could not offer refunds after a significant percentage of the game has been played, regardless of time spent playing. Would be hard to determine how much of the game has been played though. The only way I could think of is to check achievements, but not all games have achievements.
Or maybe expected length could be part of the store metadata. If the developer estimates 1.5hr playtime Steam could use that when processing refunds.
Either way I'd consider this a corner case. To be solved sure, but not problem enough to disallow refund functionality for other games.
Probably the most famous overtly fraudulent example seems to be "Summer of '58", a game developed by a Russian developer who claimed 30-50% of their players refunded. Here's an in-depth investigation of this claim that finds absolutely no evidence to support it: https://newsletter.gamediscover.co/p/steam-refund-worries-ki... -- it doesn't positively prove that there's no refund abuse, but it makes refund abuse incredibly unlikely. Basically, it's possible to tell if someone who reviews the game refunded the game or not. So for there to be systematic refund abuse, it needs to be people who play the game to completion, then refund the game, but don't leave a review: but this pattern is not seen in any other games where developers report far lower refund rates.
Gamediscover has also had a number of developers share refund data directly for this article and other articles, including developers of short games (some as short as 20 minutes long), and none have had anything in the ballpark of the studios who have made press cause celebre pushes claiming incredibly high refund rates.
One thing to consider about this entire claim: if someone intends to proxy-pirate the video game by buying it, playing it, refunding, and cackling off into the sunset... why wouldn't they just pirate the game, something that is absolutely trivial to do? It's not really coherent to say a huge swath of gamers are manipulative enough to refund, have no moral compunction about doing so, but are too technically stupid to pull it off.
Finally, think about this from Valve's side -- if a huge % of <2 hour games were being refunded, why wouldn't Valve adopt the apparently easy proposal of allowing short game developers to set a flag that alters their refund %age? Doesn't Valve's choice not to do this suggest that they don't really view it as a common thing?
There are plenty of ways to pad game length with minimal additional development. Grind is very much a thing for games that benefit from longer time to completion or where a certain length is expected.
Is that really a big problem? Do you have actual numbers to that, and not just a hunch? I would actually guess that most people who can actually afford a game would pay for it. In my experience, most people who cheat in this way would not have bought the game anyway, so it’s not a lost sale.
> so it’s not a lost sale
Refunds probably count negatively to your rep. with a store.
Which devs and are they selling enough copies for 46% to be a meaningful amount?
How often does it happen, though? I mean if you refund a game after finishing it, it's the same as saying 'I'd rather have pirated that game', not a good sign it's 'good-faith' game either
There's a hole here: that 14 days is from time of _purchase_ not _access_.
I preordered _Humankind_ a month or two before launch, because it was listed as supporting MacOS. At launch, it didn't. It didn't get Mac support until 3 weeks later, even though that functionality was barely alpha quality with huge graphics and playability bugs. (Even today, months later, Mac support is barely at beta quality. And if you're on M1 you've got to manually configure the app for being run on Rosetta.)
I waited 12 days after launch before giving up and requesting a refund. That refund was denied, because they had taken my money months before. Steam support was unmoved by my assertion that the developer was flat out lying about Mac playability, and that I literally had no way of playing the game as advertised.
Be careful with your preorders, y'all.
tl;dr: Steam didn't know anything about the devs releasing the Mac version late, so the "14 days from release" didn't line up with my expectation of "14 days from access".
Details for posterity:
The game was set to launch on Aug 17. On Aug 3, the team included a footnote at the bottom of a news announcement which said Mac would be delayed by "about a month":
https://steamcommunity.com/games/1124300/announcements/detai...
(There was also a pinned discussion topic about this at the time, which has since been de-pinned. It didn't have any more details than "see the announcement".)
A month later, on Sep 15, a beta for Mac was announced:
https://steamcommunity.com/games/1124300/announcements/detai...
Another month later, on Oct 21, Mac support was still in Beta, and M1 was still TBD:
https://steamcommunity.com/games/1124300/announcements/detai...
If you want to see the dumpster fire of poor communication and frustrated customers at the time:
https://steamcommunity.com/app/1124300/discussions/search/?q...
I asked for a refund on Sept 11, some 4 days before the beta announcement, and was denied the same day. I followed up via email for details, but was basically told the same "nope, it's been out too long" story in longer form. (At the time, there had been _zero_ word from the devs about Mac support, despite the initial "about a month" estimate, so I lost hope it would happen in anything like a timely manner.)
It looks like people were able to get refunds later that month specifically due to the lack of M1 support:
https://steamcommunity.com/app/1124300/discussions/0/2963922...
I guess I happened to fall right into that dead zone between everyone wanting to believe the devs were running just a little behind, and people at Steam realizing there was a legitimate problem. I was cranky about it at the time, but months later I get that there was probably not going to be any other outcome. I certainly don't ascribe any malice, nefarious plotting, or ill intent on the part of Steam or the devs ... but nor would I say that I think either responded in the interests of the customers.
If I could get Steam to improve from this I'd love for them to track platform-specific release dates, and be more strict about developers claiming support for platforms which don't actually run the game ... but I'm not going to hold my breath.
As for myself ... as much as I believe in the idea that preorders can be used to help fund games, and help keep devs employed by not reinforcing the cycle of crunch-then-layoff, I admit this experience (and other preorders-go-sideways experiences like Homeworld 3, FF7R) has kindof soured me on it. It's fine as an abstract concept, but it's at odds with the reality of date-driven releases (as opposed to quality-driven). These days I'm more likely to just add something to my wishlist and check back some time after release day to see if there are any dumpster fires.
>When you pre-purchase a title on Steam (and have paid for the title in advance), you can request a refund at any time prior to release of that title. The standard 14-day/two-hour refund period also applies, starting on the game’s release date.[1]
I'm not going to debate you on the importance of being careful with preorders, especially outside of Steam, but this is the case as it stands right now.
I do however remember reading something like your scenario a long while ago, perhaps even so far back as to the beginning of Steam Refunds.
Nope. Don't let them self-regulate. They had their chance, free market blah blah blah.
We need to demand legislators update consumer protection laws for all this "you don't own, you rent" crap, because it's become way more pervasive than just video games and movies.
Heated seats in BMWs are now a "service"; I wish I were joking. And Tesla full self driving and supercharging, even though they are purchased features, do not pass to a new owner if the car is sold.
And Valve still punish Australia for that by refusing to sell hardware here directly. No Index or Steam Deck for us.
>You may request a refund for a product up to 30 days after purchase, even if it was downloaded, launched, and played.
A lot of people definitely treat Steam's refund system this way, and Steam's automated refund process seems built to encourage it. You could also make a strong case that this is better for everyone, since consumers are more likely to take a chance on a game they're not sure about. On the other hand, it's a problem for games that are designed to be less than two hours—and it does basically require a DRM implementation.
Yes and no. They can track play time when you launch a game through the Steam client, and they can use DRM to enforce launching games through the Steam client. If you launch one of the few DRM-Free Steam games without using Steam, your play time won’t increase.
GOG also tracks play time if you launch a game via GOG Galaxy. The difference is, every single-player game in their catalog can also be played without GOG Galaxy (and indeed, this is explicitly why I buy games from GOG—I don’t like clients, I just want an executable).
From my (admittedly limited) experience with GOG games and Galaxy, only games downloaded via the GOG website (with 'offline backup game installers') can be launched without Galaxy; games installed with Galaxy will force Galaxy to be running alongside it
Steam is DRM
Assuming that the games have progression achievements, GOG can easily see (a) how much time you spent in game, and (b) how far you got. If you choose to abuse the system, you're going to lose the privilege.
But is it just a rumour ? How many times is too many ?
But I don't think that it will happen a lot because piracy is already incredibly easy with GOG. If you want a free game why bother with buying it at all?
https://europa.eu/youreurope/citizens/consumers/shopping/gua...
"If you purchase digital content - such as music or a video online - you cannot withdraw once downloading or streaming has started, if you previously agreed that you would lose your right of withdrawal by starting the performance."
That's how Nintendo of EU gets away with not refunding. You started downloading it so no returns.
If they don't want there is small claims court which is cheap and simple. I have used it in cases where some manufacturers would void warranty due to "water damage" after the product stopped working. In the end they paid: cost of purchase, cost to file, cost of my legal consultation, cost of expertise showing that there was no sign of water damage. Country - Poland.
Sony too.
https://www.playstation.com/en-ie/support/store/ps-store-ref...
Do you think that Steam is even failing that, with the extra requirement of maximum 2 hours of online play ?
(Compare with GoG, where there are no online play requirements, since you can just play and even install all games offline.)
Sony on the other hand void any refund once you _begin downloading the game_[1], which is ridiculous.
[0] https://support.xbox.com/en-GB/help/subscriptions-billing/bu...
[1] https://www.playstation.com/en-ie/support/store/ps-store-ref...
They've done themselves in, imho starting with their CD rootkit fiasco and, since then, they've time and again proven that Sony is a company that is not sincere, to say the least.
Sony TV? nope.. Sony camera? not for me... Sony whatever? yeah, no...
On Steam if you don't like a game, or if it doesn't work for you, you can get a full refund no questions asked as long as it's within 14 days and with less than 2 hours playtime. In certain circumstances they even give refunds after 2 hours playtime (e.g. you spend 2+ hours debugging the game and trying to get it to run)
This should be standard in games, including console games. It benefits the user AND the developer, as I've taken way more risks on games on Steam knowing if I don't like the game I can always return it, which leads to more devs getting my money and me playing games I otherwise wouldn't have.