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submitted 9 months ago by mr_MADAFAKA@lemmy.ml to c/steam@lemmy.ml
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[-] NOT_RICK@lemmy.world 13 points 9 months ago

Ok yeah that’s still pretty shitty

[-] snooggums@midwest.social 82 points 9 months ago

Why?

If steam has to do the work to host the game then the majority of effort is going to be getting to the published and available to buy step, which is recouped along with server costs early on. As it scales, the efficiencies kick in and the price gets lowered a bit.

A company keeping 70% of retail price is still a higher cut than they would get for a game on a shelf at a store, and most likely with a far higher number of sales through steam. Plus it is digital so they don't have all the physical distribution costs. For smaller games those additional costs and advertising are going to keep them from being feasible.

Valheim and Palworld wouldn't have been massive successes on store shelves. 30% for visibility and unlimited scaling if the game is more successful than expected is a pretty good deal for the benefits it provides. It actually does buy something, it isn't the mob's cut for pretending to protect your business.

[-] warm@kbin.earth 46 points 9 months ago

It's the other overheads too, publishing cuts, marketing cuts, QA etc before you get down to the money made for wages etc.

Valve are absolutely in a position to take less, but the service they provide is like no other.
I don't give a fuck about EA/Ubisoft etc getting a smaller cut, but independent developers could absolutely benefit from some sort of program.

[-] snooggums@midwest.social 24 points 9 months ago

Plus the income lets them take care of their employees, and to the best of my understanding it is a pretty good working environment.

[-] NOT_RICK@lemmy.world 3 points 9 months ago

Many studios are in a real pinch right now. I don’t know what valve’s overhead costs are but I’d imagine they could afford to kick back some more to devs.

[-] Tak@lemmy.ml 4 points 9 months ago

Many studios are in a real pinch because the executives are fucking awful and the first people they punish are the people who would also never get raises because Valve took 12% instead of 20%.

The real difference is for games that don't sell a lot of copies, that don't reach that 20% at $50 million in sales and 25% at $10 million in sales. We're talking about really small games at this point. Even games like Factorio should be around this $50 million in sales point with 3.5 million sales although idk how much for each sale with regional pricing.

We'd honestly be pretty hard-pressed to come up with a game small enough to be in the 30% cut tier but also a game where the cut is what makes or breaks the game instead of market saturation. I agree that Steam should lower the cut they take but I do not believe in the crap Sweeny spits about caring for devs while also making the devs who work for him do so much overtime.

He doesn't mean "devs" he means "profits" that he will never share with devs, he just can't play with your emotions and make you care as the trickle down economics never come around again.

[-] ArmokGoB@lemmy.dbzer0.com 2 points 9 months ago

It should be reversed so that small devs don't get shafted for not being able to sell millions of dollars worth of copies of their game. The ones making tens of millions of dollars should be paying more.

[-] fidodo@lemmy.world -5 points 9 months ago

Was about to ask what's with all the shilling here but just realized which community this is. Have fun shilling for a mega Corp. Go tell yourselves that 30% cut isn't ridiculous.

[-] Carighan@lemmy.world 6 points 9 months ago* (last edited 9 months ago)

Okay, so you say a 30% cut is ridiculous.

But let's move that away from the mega Corp [sic] everyone here is supposedly shilling for. Let's talk about cuts lost to distribution and delivery for a second.

I cannot answer this for a lot of industries, but for example for board games ~7%-9% go to the actual designer. That's 91%-93% that is lost along the way. Even if we take Sweeney's 25% example that the devs get, that's still 3x-3.5x as much as for physical products.

This would indicate that digital distribution is far better than physical for developers making games, as they get a vastly bigger percentage of the money. Within the digital space, we can compare things a little bit, at least for video games.
Digital storefronts seem to roughly all come out at 30%, for which Valve provides more value than say Google or Apple, as they also give you forums, mod integrations, and various dev tool to use to simplify development of your game's modding and multiplayer features.
We also know that consoles are pricier, as you have to pay certification costs for updates on top of the original distribution, and in a way this is true of the mobile stores, too.

Now, don't get me wrong: 30% is a ton of money, and I cannot see where a rich company needs this much money. However, I would argue they're one of the last companies to tackle in improving as far as them not taking excessive money goes, and everyone else (Google, Apple, MS, Sony, even Epic considering how they do fuck all for the 12% cut they take) should get impacted first, plus it's still difficult to argue that digital cut is excessive to begin with comparing the vastly improved developer cut comparing the physical distribution space - as good as I can compare board games vs video games, granted. But I would estimate that the overhead costs of physical sales for video games aren't that different, manufacture, shipping, it's all comparable after all. Video games need less container space, but they also sell for less.

[-] p03locke@lemmy.dbzer0.com 7 points 9 months ago
  • YouTube takes 30% from fan-funded revenue
  • Twitch takes 50%, which was an increase of their 30% cut, and people have called them out on it
  • Apple take 30%, but recently reduced that to 15% for apps making under $1M/yearly
  • Google Play has the exact same system
  • GOG takes a 30% cut
  • Epic Games takes a 12% cut, but they are purposely operating at a loss and this comes with a lot of strings attached (exclusive contracts, passing transaction costs to users, etc.). This is not sustainable, and developer should expect an increase as soon as they take over more of Steam's userbase. (If they take it over...)

Overall, calling a 30% cut "ridiculous" is patently false. It is the industry standard.

[-] fidodo@lemmy.world 1 points 9 months ago

Digital marketplaces use a near monopoly to extort developers into accepting these inflated cuts. I simply will never accept an inflated rate caused by a monopoly as a good thing. Without that near monopoly there is no way they could maintain a 30% cut.

[-] Carighan@lemmy.world 1 points 9 months ago

Without that near monopoly there is no way they could maintain a 30% cut.

I admit, it sounds high to me - like I said above. But I also got 0 clue, for all I know 80% of that are their costs. 🤷 Lack knowledge to judge that. At least in digital space 70% go to the makers, and usually 20-25% remain at the end, not 2%-8% like with physical goods.

[-] fidodo@lemmy.world 1 points 9 months ago* (last edited 9 months ago)

I think the high profit margin on digital goods is almost entirely due to the more efficient distribution of the Internet vs a supply chain, not because steam enabled it. If anyone deserves that cut because of the lower cost of distribution it's the people that created the Internet, and thank God they were publicly funded scientists and not corporations.

Also keep in mind that the infrastructure of the Internet charges a usage fee, not a percentage of profit. If I change $5 for a game on steam vs $60, is steam really doing more work to justify a percentage fee?

this post was submitted on 14 Mar 2024
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