Like other bros said ITT already, this has been discussed at length several times in the past already and nothing really new has surfaced in the meantime.
Though I will leave you with two figures pulled from Wikipedia:
Wikipedia said:
In early 2011,
Forbes reported that Steam sales constituted 50-70% of the $4 billion market for downloaded PC games and that Steam offered game producers
gross margins of 70% of purchase price, compared with 30% at retail.
[117]
In November 2011, it was revealed by the developer of
The Witcher 2: Assassins of Kings that Steam was responsible for 200,000 of the 250,000 (80%) total online sales of the game.
[121]
If GabeN says jump, the next words out of a Developers and/or Publishers mouth better be "how high" or they will miss out on much potential income.
In return, I'll link you to this article about the sale points.
http://blog.tsai.co/2012/07/analysis-of-economics-behind-valve.html - And here's a snapshot of the sales of Garry's Mod over a period of six years, also from the same site.
http://1.bp.blogspot.com/-E9-Zv1CM-G0/T_916VEjsYI/AAAAAAAAAn8/RVtbFaDb8pI/s1600/steamsales1.png
What you said about about the sales may be true, but you overlooked something: How much those versions sold for. The best Steam sales can be predicted down to the day, and are broadcast ahead of time. Knowing that, how do you know those units sold at the full $40 they do right now, or the discounted prices of $20 or even less? And you're also talking about online sales only. What makes physical sales not worth commenting on in the same stroke?
Anyway, the heavy discounts through Steam are only good if you intend for your product to be a loss leader. To intentionally lose you money to get more buyers. And I doubt CDProjeck Red is thinking that way about The Witcher 2. Unlike Valve can do with TF2 and DOTA.
Dear Agent Blowjob,
You must either be trolling in order to try to get us help you with writing for your MBA paper on Marketing, posting under the influence or you belong into Prosper's Funhouse.
What you said about about the sales [...]
I didn't say anything about the sales, I just quoted Wikipedia.
How do you know those units sold at the full $40 they do right now, or the discounted prices of $20 or even less?
I don't. As a matter of fact - I am speculating here, but stick with me on this one - my opinion is that a certain percentage of the units sold, have actually been sold during a Steam sale for less than $40. As sure as the remaining 50k units sold by other Digital Distribution Services probably are also stemming in part from discounted sales.
What makes physical sales not worth commenting on in the same stroke?
This Thread. It's about your question if Steam the
Digital Distribution Service is approaching monopoly status. At least it was the last time I checked the Thread title. Physical and digital sales are quite different in many respects. What brings me to your next insight:
Anyway, the heavy discounts through Steam are only good if you intend for your product to be a loss leader.
You seem to be under the assumption that selling a game beneath the initial price is automatically always a loss. That might be partly true for the non-digital market, but in the digital market almost every sale of a unit is profit. Because the costs for getting a game on a virtual shelf in a virtual store are far less in comparison to the costs associated with the traditional distribution model. Getting the physical copy of a game onto the shelf in a real life store is in fact a big factor in the distribution costs.
To intentionally lose you money to get more buyers.
Distribution of physical copies and Marketing costs, I get that this is the angle where you are coming from, looking through the non-digital lense. But in the digital world a discount sale is actually not solely meant to lure customers into the virtual store to purchase
other products. It's intended to "get the word out there" and actually sell the discounted title
for a profit as well. Attracting more customers to the store in general in the process. This MO does not equal loosing money on every sale of the discounted product in this new Digital Market. On the contraty in fact, it's actually beneficial both ways. You receive more market recognition for your store, the products AND you don't loose out on money / make a loss in the process.
I could write more about the Marketing aspects and Digital Distribution Services or if it's profitable for a Publisher/Developer to have his game on sale in a digital store. For instance if the number of new buyers attracted to the discounted product are outweighing the number of buyers that would have paid fullprice but were inclined to wait for a sale instead.
But frankly, Agent Blowjob, I feel like you don't deserve my time for the reason stated at the beginning of this post. Also you should put some of your own effort into your homework :p
I don't want to insult your intelligence - so I assume this is not what you were getting at - but just in case someone is thinking everyone that doesn't pay full price and "snatches" a game while being discounted would have bought the game for the full price to begin with:
This assumption is questionable, debatable at best. What about the people that are not willing and/or not able to afford to shell out 40 bucks for any game, no matter how much they want it? Or the people that might be interested in the game but don't want to spend 40$ just to find out whether they indeed like the game or not? (A Demo is not enough for everyone). Then you got impulse buyers who see that shiny X% off tag and just can't resist but to make a purchase, even if they have never heard about the game before in their life. I know this sounds crazy but it's true. Just ask our resident bros Multi-headed cow or Bruticis
TL;DR: What applies to the physical market does not necessarily apply to the digital market. OP is troll, lazy dumbfuck or mentally challenged.