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Epic Games Store - the console war comes to PC

ultimanecat

Arcane
Joined
Mar 19, 2015
Messages
634
Yeah, it seems like it’s not an EGS/Rockstar exclusive so much as it’s “anti-exclusive” to Steam for a month. Not sure if it’s Epic throwing cash around or Rockstar wanting to keep those early adopters off of Steam where they have to share purchases of in-game currency with Valve. Back in the day that was EA’s primary goal with Origin - they didn’t care so much about game sales but they didn’t want to share revenue from DLC and in-game purchases with Valve, which was something they required if you sold it through their store.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Why did Timmy Tencent manifest a mild form of tard rage on Twatter over an IGN article of all things pointing out the obvious?

EGS6ReNXYAAt7KF.jpg:large


 
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Thane Solus

Arcane
Joined
Apr 29, 2012
Messages
1,687
Location
X-COM Base
Steam is probably the only store that does something to deserve the 30%.

Was, these days, maybe 15 to 20% max. As developer if you dont receive at least some decent traffic base from a fair algoritm, it doesn't really matter. The rest of features are useless.

For example humblebundle widget, it gives you 90%. For that it provides with the tools to manage ur builds, upload keys, library for user downloads and stats. No traffic!

Steam gives u some traffic on launch, but without huge PR and/or a 30-50k wish lists, low chance to get anything out of it, and now with the latest algorithm, it basically killed indies, that are under 10k to 30k copies sold. So why give 30% then? Well cause fuck you!

As a user Steam its ok, i use it, not so much, since i despise always online crap so i play offline. As indie developer if you are one, without much back/investments, you will hate Steam and their incompetence (lack of curation, adding algorithms without proper tests, that can cut your income by 70% for some months, etc).

So these days instead of adding proper curation, they added an algorithm with the title "helping indies!" ay lmao ! that basically destroyed the sales, wishlists by 70-90% for almost all indie games without huge marketing under 10k-30k sales. Steam is great!

The future for a few indies that will survive, is either sell big on steam by luck/skill and PR, or build slowly and smartly a community on your site, and use these stupid stores as secondary or tertiary income. Good games that did that, but its quite hard: Starsector, Rimworld and others.

Meh...
 
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Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I would support Steam enslaving developers and forcing them to work inside tiny cages tbh.
This is what they deserve for shit like DRM, preorder bonuses, and day zero DLC.
 

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,323
As indie developer if you are one, without much back/investments, you will hate Steam and their incompetence (lack of curation, adding algorithms without proper tests, that can cut your income by 70% for some months, etc).

I don't know, Vault Dweller sure has remained adamant in not shitting on Steam.
 

Thane Solus

Arcane
Joined
Apr 29, 2012
Messages
1,687
Location
X-COM Base
As indie developer if you are one, without much back/investments, you will hate Steam and their incompetence (lack of curation, adding algorithms without proper tests, that can cut your income by 70% for some months, etc).

I don't know, Vault Dweller sure has remained adamant in not shitting on Steam.

V started a few good years ago, built up a community, has a lots of rpgcodex fanbois;p, has a few decent games to get income from. I doubt it that he was hurt, but i am sure on the less popular games, he lost traffic just like the rest.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I have over 15k games on Steam on ignore now(which is apparently roughly half of the entire Steam catalogue.) I'd imagine I'm probably in the top .1% — if not even higher — of most games viewed by users on Steam.
From going through all those games I've realized one thing: Most games are awful. I'm not skipping over your game from a lack of exposure, I'm skipping it because something about it sucks. There is no algorithm in the world that can fix most games being complete shit.
This especially applies to games that possibly don't actually suck but I'm tired of seeing rehashes of. 2D "souls-like", metroidvanias, etc., There's so god damn many of them and they all look bland as hell.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
I have over 15k games on Steam on ignore now(which is apparently roughly half of the entire Steam catalogue.) I'd imagine I'm probably in the top .1% — if not even higher — of most games viewed by users on Steam.
From going through all those games I've realized one thing: Most games are awful. I'm not skipping over your game from a lack of exposure, I'm skipping it because something about it sucks. There is no algorithm in the world that can fix most games being complete shit.
This especially applies to games that possibly don't actually suck but I'm tired of seeing rehashes of. 2D "souls-like", metroidvanias, etc., There's so god damn many of them and they all look bland as hell.
Calling them games is pretty generous of you mate.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Steam gives u some traffic on launch, but without huge PR ans/or a 30-50k wish lists, low chance to get anything out of it, and now with the latest algorithm, it basically killed indies, that are under 10k to 30k copies sold. So why give 30% then? Well cause fuck you!
It gives you access to the biggest gaming market on the planet (90 mil monthly users who can buy a game with a click). It's worth 30% and then some.

Like I said before, we sold more in the first month of Early Access than we sold in a year taking preorders with that same access to new content. AoD is still selling fairly well, 4 years after release, we'll probably sell a bit more this year than we sold in 2018 despite having no exposure in the last 3 years. So I can't speak for everyone but for us Steam is a fantastic platform. Anyone who thinks that Steam offers nothing of value should set up their own store and compare.

So these days instead of adding proper curation, they added an algorithm with the title "helping indies!" ay lmao ! that basically destroyed the sales, wishlists by 70-90% for almost all indie games without huge marketing under 10k-30k sales. Steam is great!
Year to date we added twice as many wishlists that were deleted and converted 31% into sales.

The future for a few indies that will survive, is either sell big on steam by luck/skill and PR, or build slowly and smartly a community on your site, and use these stupid stores as secondary or tertiary income.
How can one succeed *without* building a community and marketing the game?
 

Thane Solus

Arcane
Joined
Apr 29, 2012
Messages
1,687
Location
X-COM Base
It gives you access to the biggest gaming market on the planet (90 mil monthly users who can buy a game with a click). It's worth 30% and then some.

It gives you access to that if you have a medium budget, and enough hype behind it. On smaller scale not so much. Remember you haven't released a game since 2016. And while i am sure the next one its gonna be a success (due to the former players, prestige from former games, and it looks pretty good in terms of graphics and mechanics), its would much harder to start in 2018 or 2019 - due to lack of curation, and now weird algorithms.

Like I said before, we sold more in the first month of Early Access than we sold in a year taking preorders with that same access to new content. AoD is still selling fairly well, 4 years after release, we'll probably sell a bit more this year than we sold in 2018 despite having no exposure in the last 3 years. So I can't speak for everyone but for us Steam is a fantastic platform. Anyone who thinks that Steam offers nothing of value should set up their own store and compare.

Check the sales and wish lists and sales from 12th September 2019 to this day, compared to lets say August 2019. For AOD, it should be probably be the same or more, for Rats there is a chance that you lost a lot of sales and wish lists during this period (compared to Aug), since its not a big/popular game.

Year to date we added twice as many wishlists that were deleted and converted 31% into sales.

Same in my case and friends, but once sep 12th hit, everything went to shit by 70%.

How can one succeed *without* building a community and marketing the game?.

I was talking about building up your store on your site and market it to there (which incredible hard) , not primarly market on steam, like Starsector does, and Rimworld did in the first years, and others.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
On smaller scale not so much. Remember you haven't released a game since 2016...
Encased seems to be doing pretty well. Disco Elysium will definitely do well. Stygian was brought down by bugs, otherwise it would have done well too. I know you're talking about smaller games, possibly non-RPGs, but I don't know that market at all.

Check the sales and wish lists and sales from 12th September 2019 to this day, compared to lets say August 2019. For AOD, it should be probably be the same or more, for Rats there is a chance that you lost a lot of sales and wish lists during this period (compared to Aug), since its not a big/popular game.
Lse5DkB.png


I was talking about building up your store on your site and market it to there (which incredible hard)...
No, that's a dead end. I did my best to promote AoD and in the pre-Kickstarter days we had good media coverage but it amounted to next to nothing compared to Steam.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,496
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.

Sweeny does math:

30% is larger than 70%
He talks about profit. Most video games turn a deficit, so yes, Steam makes more profit than the developr in this case, but given that games have a duplication cost of 0, it really depends on how many you sell, and how much it costed to get the game done.
 
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Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655

Sweeny does math:

30% is larger than 70%
To be fair, he didn't say that "30% is larger than 70%", he said "a company that had nothing to do with creating your game make more profit from it than you" and that is very much possible. For instance consider someone is making an Indie game and worked on it for several years, let's say it cost $50.000 to develop with the man hours put into it, art/sound assets and whatnot and it sells only 3600 copies at $25 for a total of $90.000. After making back the development costs, the developers are left with ~$13.000 in profit, while Valve made $27.000 profit from selling all those copies and taking their cut (30%) while they have very little overhead on listing and providing services for that specific game.
 
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Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044

Sweeny does math:

30% is larger than 70%
To be fair, he didn't say that "30% is larger than 70%", he said "a company that had nothing to do with creating your game make more profit from it than you" and that is very much possible. For instance consider someone is making an Indie game and worked on it for several years, let's say it cost $50.000 to develop with the man hours put into it, art/sound assets and whatnot and it sells only 3600 copies at $25 for a total of $90.000. After making back the development costs, the developers are left with ~$13.000 in profit, while Valve made $27.000 profit from selling all those copies and taking their cut (30%) while they have very little overhead on listing and providing services for that specific game.
Alternatively, the same game sells 500 copies at $25 on the developer's own store. The developer earns $12,500-$1,250 payment processing fee. Thus as always it comes to the biggest question of them all: is 90-100% of a very small pie better than 70% of a much, much bigger pie?
 
Last edited by a moderator:
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut

Sweeny does math:

30% is larger than 70%
To be fair, he didn't say that "30% is larger than 70%", he said "a company that had nothing to do with creating your game make more profit from it than you" and that is very much possible. For instance consider someone is making an Indie game and worked on it for several years, let's say it cost $50.000 to develop with the man hours put into it, art/sound assets and whatnot and it sells only 3600 copies at $25 for a total of $90.000. After making back the development costs, the developers are left with ~$13.000 in profit, while Valve made $27.000 profit from selling all those copies and taking their cut (30%) while they have very little overhead on listing and providing services for that specific game.
Alternatively, the same game sells 500 copies at $25 on the developer's own store. The developer earns $12,500-$1,250 payment processing fee. Thus as always it comes to the biggest question of them all: is 90-100% of a very small pie better than 70% of a much, much bigger pie?
What % of the pie would I get if I enable the chinese supercorporation to destroy all competition and therefore no longer have a reason to buy games off of competing stores?
 
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Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
What % of the pie would I get if I enable the chinese supercorporation to destroy all competition and therefore no longer have a reason to buy games off of competing stores?

THQ Nordic says “absolute majority” of Metro Exodus copies were sold on console
 

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