Re:How in-app purchases have destroyed the game industry
by krisgee on Sunday February 02, 2014 @12:54PM
(#7166748)
Valve also had a virtual monopoly on digital game sales, billions of dollars of alternate revenue and huge teams of engineers and artists to build that Steam market and make the initial bunch of items.
Valve is incredibly unique yet people keep telling tiny companies making mobile games that they should be like Valve.
Valve also gives the cosmetic items as random drops after matches or from spectating competetive games. The players are then able to sell these items to other players trough Valve's market. From the trades Valve takes a procentual fee (or margin, that is), which can raise quite high as some knives in CS cost over $300 and some couriers in Dota have been sold as high as $9000 a pop.
Even though the cosmetic business model sounds like a golden road, I've yet to across any mobile game which would have used it.