Indie Dev-Dev Crowds Discuss Steam's Latest Revenue Sharing Rules That Seem "One-sided"
The majority are quite disappointed?
How long have you been using the service? Steam to buy or play games there? If it’s long enough, you’ll know how to do it, right? Gaben Can he become a rich man just from the results of the digital game sales platform he has founded? That’s right, every game result that you have purchased along with additional microtransactions that you may have transacted, some of the results will definitely be deposited by the game developer Valve as a stall provider.
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If you forget to remember what percentage amount the developer has to pay to Gaben’s treasury, we can remind you if they have to give up a cut of the proceeds only as big as 30% only. However, now there is an additional bonus that is better for developers who are really interested in getting a mandatory deposit benefit which is much better than the 30% amount.
Starting October 1, Valve has implemented a new policy with the condition that when the developer is able to sell the game on Steam with a turnover of more from $10 million, then they will have a privilege to set aside a deposit fee to Steam which is much less than the initial 30% percentage to 25%. Then it continues again if they manage to make a profit of $50 million and above, Valve will only ask for a quota of 20% just.
The following announcement made by Valve at first glance sounds very interesting, challenging, and tempting for the developer. Because they seem to want to motivate them to make games that are commercially successful. However, many small developers don’t seem too impressed with the additional rules. On the contrary, many of them are very disappointed because they feel increasingly neglected by Valve
For game developers with large budgets of AAA level, the lure of reducing the percentage that must be deposited with Valve is certainly an attractive offer for them. However, for indie developers who like to release games with genres or game concepts that don’t really have much wide market scope plus with total game price which they pegged below $ 30 (let’s say under 250k rupiah due to regional pricing factors), making a profit of $ 10 million is arguably too “grindy” for them to achieve.
Examples of complaints from these small developers can be found directly on Twitter:
In theory, they’re supposed to “earn” their 30% cut by promoting your game to a bigger audience. But games that aren’t already popular are also disfavored by the algorithm. So people at the bottom literally get less, and now, pay more.
— Greg “Wandersong is OUT NOW” Lobanov (@theBanov) December 1, 2018
If you’re someone who likes indie games, I HIGHLY recommend you move your shopping to https://t.co/hxajNxJP3L, where games cost the same but developers earn more. This makes a huge difference for small devs.
— Greg “Wandersong is OUT NOW” Lobanov (@theBanov) December 1, 2018
Greg Lobanov from the Wandersong game as an example, complained that it was small-scale game developers who should be given this discount. He also warned that this could have a negative impact on the development of the gaming community market in the future. Greg has even called on his community not to buy any more indie games on Steam, and to switch to itch.io which he thinks is much fairer in giving out a cut.
Developers of colony simulation games like MAIA, Simon Roth also considers that the enactment of this policy raises a big question mark of how Steam’s mindset views or treats indie developers.
I just saw that revenue share thing. I’m pretty sure that at one point most the big publishers had their own agreements with Valve anyway.
Still, it sends the wrong message at a time when many of the most established indie studios are seeing Steam revenues tumble because of ????
— Simon Roth (@SimoRoth) December 1, 2018
Brian Bruckley, as a developer of rogue games like Caves of Qud, instead gave a kind of sarcasm by saying that he seemed to have contributed to subsidizing games like Red Dead Redemption 2 and Fallout 76 (if they will be released on Steam later). Likewise the harsh satire from Rami Ismail (the creator of the Nuclear Throne game from studio Vlambeer) who gives another interpretation if Steam has not cared about indie game creators and wants to beg AAA developers not to market their games more independently.
How about this garbage?
So excited to have Caves of Qud subsidize Red Dead Redemption 2.
I hope all of Valve’s customers are interested in having the tiny studios doing interesting things on razor-thin budgets paying for the next Fallout 76. https://t.co/dCYvaecd84
— Brian Bucklew ??????? (@unormal) December 1, 2018
Valve statement, paraphrased: “don’t worry, big game productions, we’ll happily subsidize your increased income with the broken dreams of aspiring devs that fell just short of making it because they have no leverage and we don’t care.
Just please don’t launch your own store”
— Rami Ismail (@tha_rami) December 1, 2018
However, not all of them are upset or disappointed with the policy for the quota which they consider to be unequal. There are several other developers who still want to try to think positively in responding to this issue. Kevin Simmons from the indie game West of Loathing, revealed that Steam is currently in dire need of help from AAA developers and their audience. Because without them, this will actually greatly affect the purchasing power of gamers who use the services of the Steam platform. Where with fewer gamers buying games on Steam, it will definitely have a bad impact on the sales of indie games there.
They are losing the major publishers. If they lose the AAA audience, then Steam loses everyone money as there are fewer buyers.
— Kevin Simmons (@puzzletheory) December 1, 2018
Freya Holmes, the developer of the indie VR game called Budget Cuts gives an interesting optimism that Valve’s initiative to be willing to conditionally get a smaller share of sales proceeds is a pretty positive step. Although he also admits that this might be a slap in the face for indie developers, bringing more people to use Steam’s services is basically a priority that Valve cannot ignore.
But the alternative is that the rich get *even richer* off-Steam, not bringing more people to Steam at all, making it a less viable platform for everyone involved, including indies, as well as forcing players to another client that *don’ t allow indies at all*
— Freya Holmér (@FreyaHolmer) December 1, 2018
Although that being said, Valve could likely afford a flat 20% for everyone, and that would help indies as well as AAA studios. However, I think we should at least be happy revenue share is getting better for developers, even if it doesn’t help everyone just yet
— Freya Holmér (@FreyaHolmer) December 1, 2018
There are also other indie developers like Adrian de Jongh (creator of Hidden Folks) who has had a good discussion with Valve regarding this issue. Where he quite understands that Valve really needs a lot of user bases from AAA game enthusiasts. Then also agree with the opportunity to get a lot of potential player bases through bigger pieces, because logically it sounds quite potential.
However, he slightly criticized the terms of the $10 and $50 million that Valve had set. Where according to Adriaan, the figure is considered too excessive. He felt that $500k and $2 million were actually enough to make the Steam platform ecosystem strong.
However, I do think the 10M and 50M are kind of arbitrary. Why not 500k and 2M, for instance? Isn’t a game that earned $500K already making the steam ecosystem stronger?
I’ll continuing the conversation with my Steam rep. If you have any thoughts on any of this, do share them!
— Adriaan (@AdriaandeJongh) December 1, 2018
So from the pros and cons regarding the policy for the following new quota, do you quite agree with the arguments of the indie developers who are against it to those who are still kind? Or maybe this is the best way for Gaben so that your favorite AAA developers can feel more comfortable marketing their games on Steam.
Source: Steam
Don’t forget to read other information regarding Steam, along with interesting stories about video games from me, Ido Limando.
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