Whether it should may be a different issue.
That, and Steam hasn't really burned many folks, ever. They even pioneered returns after you played the game...
As a user, I've never once been mad at Steam.
They were forced to do so by the Australian government, so it was hardly "pioneering".
But yeah, difference is Valve knows to be good to consumers (mostly) but make dev support a nightmare if you're not big enough.
> Valve must pay a fine of AU$3 million (about £1.6m/US$2.3m/€1.8m) for misleading Steam users in Australia by stating they were not entitled to refunds for faulty games on Steam
https://www.rockpapershotgun.com/australia-fines-valve-over-...
okay, here's the EU part: https://www.gamedeveloper.com/business/new-valve-refund-poli...
not brought to court but that right-to-return law put another fire under their butt for sure.
I think like many new things it got off to a rocky start in 2003 and 2004 (especially with the launch of Half-Life 2). I only started using Steam on 2007 I think and I've never had an issue.
"Steam" is not just a game store. It's like if walmart built an entire industry around maintaining, supporting, and extending anything you sold through them. 30% is a lot, but Valve is the only company out of basically the entire retail industry actually providing value to sellers and buyers alike, rather than just a storefront.
The CS:GO child gambling problem is HUGE though, and unconscionable. I don't know how Gabe feels about that, but I don't care. It should be exceptionally illegal to give a child access to a "gambling like" game that ever touches real money.
That 30% cut still seems egregious. Those features are all nice but none of them can be used to make a game.
Unity is even cheaper, at 2.5%.
Is 30% fair? I don't really have an opinion, but putting your game on steam isn't required for game development.
30% does seem a bit too high, though. I’ll grant you that.
30% is the standard retail cut if I’m right. So if you sell your game at Walmart, they take 30% too.
The difference is people actually like using Steam. They actually want to be locked in. I'd rather by a game on Steam vs Gog. Consider that. DRM free, but people prefer the lock-in. That's because Valve is nailing it.
Imagine people saying the same about Microsoft, Epic, EA etc.. Nope.
But also yes. Steam has made the gaming on linux process so much easier. Using steam is the easiest way to game now and I definitely prefer all my games to be there.
>The difference is people actually like using Steam. They actually want to be locked in.
yup, and that's where the danger starts. People like being locked into Apple as well. the consoles all conditioned people to being locked in. I understand it, but don't think it's a good thing.
Microsoft does technically have a lock in with PC, but they have enough historical lawsuits on those issues that they are lax on what is hosted on Windows. The reckoning for Apple/Google is definately coming, though.
Console manufacturers charge a separate per unit royalty for every game published for their consoles, typical in the range of 10-20%.
That’s how they make most of their money before online stores - the console is sold at near break even typically but they do earn on extra accessories.
The store charges are separate and independent.
I don't. I just use Windows and Linux occasionally and that reminds me why I prefer Mac OS.
It's easy to get lock in effects when the alternatives are crap wrt usability. Even if you can get larger numbers for less money on the spec sheet.
I don't like being locked into Apple, but I can't argue with the extraordinary convenience of doing it their way. New iPhone or iPad? Just set it next to your old one and it will pull everything over. New Mac? You can clone from a backup of a different Mac. I started with an iPad, got a Mac a few years later, and finally got an iPhone after Google released the amazing (loved the fingerprint reader on the back for unlocking) but disastrous (the battery would decide to go to hell one day, no warning, and you were losing 30+% of power per hour) Nexus 6P.
What they clamped down on was developers who built $0.01 game for trading cards farming. Now Valve just have some fair usage rules so developer of game that sold 10 copies on Steam can't request 1,000,000 keys for it.
Disclosure: I am indie game studio co-fouder so Steam keys is something we deal with.
But yes they have clamped down on the fake games for trading card farming too.
AFAIK it's perfectly fine to temporary run something like lowest-ever price outside of Steam on a condition that within some timeframe (not sure about timing) there will be similar sale on Steam.