Well, I have good news
I have a question about that: Does that VR box filter out all games that support VR, or only games that require VR?
Well, I have good news
I'm not sure why it follows that it should therefore cost even more of a pretty penny then if it's already expensive. If anything we should be trying to reduce costs for people genuinely trying to make good games, not crank the price up even further just to spite anyone who's not flush with cash.Game development is not cheap, and the fee should reflect that. Not be too high, but not be too low. People have some valid complaints about the fee system, but honestly, you're already paying a pretty penny too develop.
Damn, Icey sounds really interesting. Bought.
What about Routine!? Dammit!
Sure, let's go ahead and do that
This is all fucking bullshit. Just curate your stupid store and keep the literal trash games made from flipped assets dropped into Unity skyboxes off and let other stuff through. Just do some basic fucking quality control and allow both garage projects and indie studio works onto the platform
Mhm.
It's literally two extremes-
The first being that they just don't filter anything and allow everything in.
The second being that they just charge you and then you can put your shit in.
There is no curation involved in any case. It's just them putting a barrier to enter your game into their system.
Like for reference, a game like Undertale might've not gotten into Steam if it weren't for greenlight.(Granted they had a kickstarter for that but..y'know)
Its still far better than before when Valve execs denied games like german point and clicks for not having a market on Steam (while allowing american point and click games on it) or refusing to sell visual novels because "those are not games".
Was that before greenlight? Cause there's like a shitload of visual novels on there now. Idk about the german point and clicks.
Was that before greenlight? Cause there's like a shitload of visual novels on there now. Idk about the german point and clicks.
This is pretty exciting to me as an indie dev. Somewhere in the $1000 to $2000 range sounds about right.
It's a lot of money for a lot of people but it shows that you're taking things seriously. If you're making a game that you feel confident in but you don't think you can find a way to drum up $1000 to buy the shelf space then maybe you aren't actually that confident in your game having an audience.
I'm not sure why it follows that it should therefore cost even more of a pretty penny then if it's already expensive.
?This could have saved Jim sterling from a lot of headaches and annoyances had it been implemented earlier.
This is pretty exciting to me as an indie dev. Somewhere in the $1000 to $2000 range sounds about right.
It's a lot of money for a lot of people but it shows that you're taking things seriously. If you're making a game that you feel confident in but you don't think you can find a way to drum up $1000 to buy the shelf space then maybe you aren't actually that confident in your game having an audience.
This has nothing to do with confidence. Having that kind of money when it needs to be spent on the game itself is too much. Music costs, art costs, and now getting it on the store costs, too? That's just too much. There are good games that don't sell much since they get drowned out by all the noise. Having confidence in your product has nothing to do with this. Making a game (or any product) is a gamble. Some make it and a lot of people don't. That's just the name of the game, however, putting up $1000 or more just to be on the store is just pricing out the little man who may or may not make that back.
Or maybe you're a student paying 30k tuition. What's another $1000 on top of that right?
Why should the store be free? Isn't that incredibly entitled of you to believe? No one is owed a place on the storefront just by virtue of wanting to put a game on there.
If you can take out a loan for 30k tuition then you can take out a loan for $1000 on Steam.
Charging developers a flat fee per game seems, quite honestly, backwards. Greenlight had it's problems but it did help independent games grow exponentially, and made Steam essentially a defacto store front for all PC games. Suddenly if they start charging a fee of $5000 per game that's going to rapidly decrease the output. Really even a $100 fee is too much to stomach for some indie devs. I can't help but feel that innovation in the industry will suffer if this is allowed to go through.
FYI, being on Steam isn't free, Valve takes a 30% cut from all units sold on their store.
For the rest of your argument, you're applying the very flawed "one size fits all" logic that is ignoring various factors at play here.
Charging developers a flat fee per game seems, quite honestly, backwards. Greenlight had it's problems but it did help independent games grow exponentially, and made Steam essentially a defacto store front for all PC games. Suddenly if they start charging a fee of $5000 per game that's going to rapidly decrease the output. Really even a $100 fee is too much to stomach for some indie devs. I can't help but feel that innovation in the industry will suffer if this is allowed to go through.
Why should I though? Unless Valve feels like putting in a "you must be X rich to play" system, it's going to seriously decrease output from student game projects and one man indie teams.
Am I misreading it or is it not a fee? It's like a deposit. If you're putting shit onto the store that won't even earn that back then don't bother. We don't need more games on Steam, especially not more bad games.
If you're a good game developer then you'll make way more with the 1K Steam investment than your 30K university investment.
I think there should be tiers to this;
Unity/Unreal game with original content = $100
Unity/Unreal with asset store content = $500
RPG Maker game with any content = $5,000,000
A game not selling doesn't mean it's a bad game
Why should the store be free? Isn't that incredibly entitled of you to believe? No one is owed a place on the storefront just by virtue of wanting to put a game on there.
If you don't think you'll even make $1000, a number 99.9% of games on Steam have surpassed, then it has everything to do with confidence. If you can't get any followers on Twitter with #screenshotsaturday, if your Kickstarter fails multiple times, then maybe people don't want your game.
Confidence isn't just wanting your game to succeed really really badly because it would be great if it did. Confidence is knowing that people love what you're doing and are going to be there to support you.
I think there should be tiers to this;
Unity/Unreal game with original content = $100
Unity/Unreal with asset store content = $500
RPG Maker game with any content = $5,000,000
I think that is pretty sensible but it would probably just lead to anime and visual novel developers migrating to other development environments. It is hence going to end up creating a big headache for Valve trying to stay ahead of the game.
It is a real difficult problem to solve, but ultimately this problem is bigger than valve and it may take change on a global scale before something can be done.
More like if I got extremely lucky, or paid a bunch of money to market a game. There are tons of good games on Steam that sell like shit.
And no, just having a good game isn't going to make me the 100k+ back the university investment will.
It also takes subjectivity out of the picture. For example, what about people who like RPG Maker games? Like the RPG Maker games with huge fandoms that came to Steam recently, like Mad Father or OneShot?
Why should specific engines have further fees for the Steam Storefront than the fees of the engine itself?
really it sounds like you think game making is such a roll of the dice that any fiscal investment is a risk.
Make a good game. Advertise it through the proper free channels like #gamedev and people will flock to you if it looks good. It might not happen immediately but it will happen eventually if you have an interesting game. People like to retweet and follow interesting developers. Once you get people following you then leverage them to help spread the word and/or fund the game.
If all you do is drop a game on Steam and hope for the best, then you're not in it to win.
It's more like, if I had $1000 to spend on Steam I'd rather spend that making the product better, not paying for the privilege of being lumped in a store with 10000 other games. Steam takes a 30% cut of profits anyway, that should be enough.
I hope you realize that I ain't letting you slide on the fact that Bloody Boobs is the first damn game in that shot.
How you gonna argue you never, or even almost never, see garbage-tier shit when you personally take a random shot of the curated front page of the store and the very first game is like 5 seconds away from a Jimquisition episode.
Its still far better than before when Valve execs denied games like german point and clicks for not having a market on Steam (while allowing american point and click games on it) or refusing to sell visual novels because "those are not games".
really it sounds like you think game making is such a roll of the dice that any fiscal investment is a risk.
Make a good game. Advertise it through the proper free channels like #gamedev and people will flock to you if it looks good. It might not happen immediately but it will happen eventually if you have an interesting game. People like to retweet and follow interesting developers. Once you get people following you then leverage them to help spread the word and/or fund the game.
If all you do is drop a game on Steam and hope for the best, then you're not in it to win.
Well there wouldn't be 10000 other games if there was a high barrier to entry.
Also Valve doesn't keep the entry fee. It's recoverable, meaning their cut of the sales pays that back. This isn't about them fleecing you for more money. They just want to know you're taking this seriously.
Anything good and worth playing would make more than $1,000.
Your lack of insight is making your arguments very null. Your arguement basically simplifies to Quality = Sales, which is not only incrediably untrue, something that's been proven time and time again in every industry no less the gaming industry and the indie scene and even on Steam itself, but it's a full of assumptions and misunderstanding of how games both release on Steam and the difficulty of marketing with zero budget. Marketing is super expensive for a reason, companies use these super expensive marketing tactics with reason. It's not as easy as, "I made something good, buy my game" and people will 'flock to you'. If were that easy then no one would deal with marketing, it'd be useless.
Some games, very rare games, will become runaway successes over night through being in the right place at the right time through word of mouth and spread. Most games, even ones of excellent quality, won't. Business is not that easy.
Obviously dropping a game with no marketing will make it a silent release, but I can guarantee what you're saying is so far from the truth that it goes into ignorance.
There's other methods of content curation than "how deep are your pockets".
But sales are a barometer for quality. I'm not saying the best games are always the best sellers, nor that they could or should be. What I am saying is that if no one wants your game, literally not enough people to pay for $1000, it's almost certainly not a good game by the metrics 99.9% of people use. Which is sad for the developer and the three people who want to play the game, but they're in the extreme minority.
You don't have to pay for advertisements. Figure out which hashtags people follow. Figure out what kind of screenshots people like to retweet. Figure out what people will like about your game and do your best to share that. If people aren't coming then you're not showing it off well enough or you're not making something anyone is interested in.
Not every brave and spirited developer is making something that people want to play.
Sales are not a barometer of quality. It's not that cut and dry, not even close. Many games of quality won't see sales due to unawareness and various other factors at play. You'd be surprised just how hard it is to actually spread awareness of... Well, anything. But in this case we'll talk games. Some people can be very good at making a game, but very bad at spreading the word about it. Many creative types of people in gaming development can be shy, introverted, or anti-social even. But even without that factor, you don't just open a store, or restaurant, or make an indie film or game, and people will come. You can't just post something online and everyone will read it. Some games are extremely hard to pitch even if they may be fantastic games.
The method you're stating will work for some, but again, it's not a "one size fits all" solution. In fact, it will only work with a very small portion, and not just people who 'deserve it'.
There's so many factors in play, I don't even really know where to tackle without making this a super long post. But Sales aren't and never have been a barometer to quality. Something selling does NOT equal quality. Something not selling =/= it not being quality either.
Please stop acting like I'm unaware of the difficulties in successfully leveraging social media. I don't happen to think I've very good at it, certainly I wouldn't be employable for the skill, and yet I've still had remarkable success in several instances over the past seven years.
GOG operates this way and it sucks.
Valve was rarely this direct about rejecting anything and that's what made people so mad--oftentimes you'd get a worthless rejection message telling you your game was rejected because someone thought there "wasn't a market for [x] on Steam" and it's like, what the fuck does that even mean?