You mean assembly. C is for lazy programmersOnly games made in C are real games. C# , C++. and .NET GTFO
I hope the fee isn't too high. Companies (even small ones) won't have an issue paying those fees, but any independent devs or students who want to get something on Steam will have a hard time.
I feel like $1,000 bucks could be an appropriate fee.
Valve isn't obligated accept your game or keep a fee to a minimum. They know that they will lose a few good games, but they'll get rid of dozen shitty asset-swapped cash-ins. Garbage in Steam Greenlight is a wide known problem and Valve is doing good efforts to solve it.
That said, I think the fee should variable - if it's your first game, maybe a free game, the fee can be 300 - 500 $. The next game may cost you 1000$, but if you first one was popular, it shouldn't be a problem. Next game 2000-3000$. Should prevent scammers who put up dozens of games hoping any of them will sell.
Overall, if you can't come up with 1000$, take a loan. If you don't believe you'll make it back, your game is not worth to be on the store.
I don't think you've actually read what Valve has said and what their views are on curation, but 1000$ per game or increasing fees for each subsequent game is not going to happen.
This whole "Valve isn't obligated to accept your game or have low fees" is a dumb argument. Yeah, they aren't obligated to accept any game at all and could have 20000$ fee if they wanted. How is "obligation" relevant?
That said, I think the fee should variable - if it's your first game, maybe a free game, the fee can be 300 - 500 $. The next game may cost you 1000$, but if you first one was popular, it shouldn't be a problem. Next game 2000-3000$. Should prevent scammers who put up dozens of games hoping any of them will sell.
not for some ones is trying to put up there first game.
There are other platforms as well. Steam doesn't owe a free pass for every "first project".
Valve isn't obligated accept your game or keep a fee to a minimum. They know that they will lose a few good games, but they'll get rid of dozen shitty asset-swapped cash-ins. Garbage in Steam Greenlight is a wide known problem and Valve is doing good efforts to solve it.
That said, I think the fee should variable - if it's your first game, maybe a free game, the fee can be 300 - 500 $. The next game may cost you 1000$, but if you first one was popular, it shouldn't be a problem. Next game 2000-3000$. Should prevent scammers who put up dozens of games hoping any of them will sell.
Overall, if you can't come up with 1000$, take a loan. If you don't believe you'll make it back, your game is not worth to be on the store.
There are other platforms as well. Steam doesn't owe a free pass for every "first project".
I hope the developers of those few good games that may not be able to afford to get onto Steam can find success elsewhere, at least initially until they have the funds to pay for Steam's submission fee (whatever it ends up being) - that they may need to will show that there is a fault with this new system.
If valve fucks up and leaves the fee at 100$ the shovelware will continue to accelerate as it always has
Mind you, 1000$ would barely do anything to stop any shovelware mass producers at all.
It would since their business model is about releasing as many shitty games as possible to gather small revenue streams.
Its clogging up the pipes
I wonder what that means for people like myself. My game passed Greenlight over a year ago now, but I am still yet to release it (and I really don't want to go the early access route). Does this mean I will have to resupply and I've lost the fee I paid before, or will I be safe as my game's already Greenlit?
Their revenue stream is bigger than 1000$
But there are no pipes.
There are literally no infrastructure reasons why there should be any barriers to entry.
But there are no pipes.
There are literally no infrastructure reasons why there should be any barriers to entry.
Well, you could argue that Valve's 30% cut on sales to fund infrastructure may not be enough at this point in time. Remember that even games no longer sold have to be held on the servers for people who have bought them to download them at any point. And that costs money.
This whole thing doe seem weirdly antithetical to how they've talked up to this point, which is lowering barriers of entry, and letting consumers and players surface good games, and ignore bad games. The Discovery Updates have been successes, so presumably this is a way to lower the amount of "trash" that gets released. But then we come back to how Steam used to be years ago, where the barrier to entry was Valve curating the store - this is still curation, it's just a financial barrier rather than an emotive "I like this game, let's have it on Steam".
More objective, but still does the same thing, surely?
Edit: Though this is actually close to what physical stores do, I suppose? They have publishers guarantee a certain amount of sales or something?
You can release shitty unity projects, pump them out, pay 1000$ and turn a profit quit easily, and move on to the next shovelware title. The 1k isn't going to stop it.If you release a hundred shitty flash games and make barely a living, you are not able to pay 100k by any means.
Indeed, this is because they don't want Steam to become google play store.
Unless they go for some of the crazy ass values people are stating here, this would be a more open system if the fee is something decent like 200$. A greenlight submission cost 100$ , and that didn't guarantee you would get on Steam.Well, you could argue that Valve's 30% cut on sales to fund infrastructure may not be enough at this point in time. Remember that even games no longer sold have to be held on the servers for people who have bought them to download them at any point. And that costs money.
This whole thing doe seem weirdly antithetical to how they've talked up to this point, which is lowering barriers of entry, and letting consumers and players surface good games, and ignore bad games. The Discovery Updates have been successes, so presumably this is a way to lower the amount of "trash" that gets released. But then we come back to how Steam used to be years ago, where the barrier to entry was Valve curating the store - this is still curation, it's just a financial barrier rather than an emotive "I like this game, let's have it on Steam".
More objective, but still does the same thing, surely?
Edit: Though this is actually close to what physical stores do, I suppose? They have publishers guarantee a certain amount of sales or something?
Saw this on twitter and thought it was a great idea
https://twitter.com/steam_spy/status/830915608527175681
"Steam idea: like Greenlight but people actually preorder the game. If it reaches $5,000, it gets released. Otherwise everyone is refunded."
Well, most of Steam's CDNs are actually run by third parties (ISPs, primarily) and Valve doesn't reimburse them or anything of the sort.
I don't think the idea is to improve the quality of games releasing on Steam but rather make it more difficult for unscrupulous developers to release games that infringe on copyright or otherwise run afoul of policy, especially given Valve's regular swinging of the distribution agreement termination hammer in recent weeks -- it's grown tired of having to micromanage developers when they decide to do something stupid.
Dunno, that sounds terrible. Who is going to be willing to preorder a unknown indie title with no reviews, at full price? Who is going to pay the refunds fees (refunds are not free to process)? What would be the arbitrary amount of time where you could preorder it? 1 month? 6? One year?Saw this on twitter and thought it was a great idea
https://twitter.com/steam_spy/status/830915608527175681
"Steam idea: like Greenlight but people actually preorder the game. If it reaches $5,000, it gets released. Otherwise everyone is refunded."
this would be a more open system if the fee is something decent like 200$. A greenlight submission cost 100$ , and that didn't guarantee you would get on Steam.
Random vaguely-related aside - shouldn't the industry trade-bodies be doing more to deal with developer/publisher stupidity. I mean, even if Valve succeed in cutting down on offending devs/pubs, they're just moving the problem around, not stamping it out?
Okay, yeah, I can see that. They're going to lose in the long-run, though, I think. Compare videogames (not just PC, but iOS and Google stores) to any other industry, and you have wayyyyyyyy more stupid/arrogant/copyright infringement going on, and I don't think that's got anything to do with barrier of entry to the stores. Self-publishing ebooks don't seem to have the same reputation as the iOS store does for knock-offs, for example. Maybe the barrier to entry for writing an "erotic short story" is higher than asset-flipping?
You can release shitty unity projects, pump them out, pay 1000$ and turn a profit quit easily, and move on to the next shovelware title. The 1k isn't going to stop it.
I'm aware. You can turn a profit even when paying 1k for title.The fee is per title, not per developer.
You mean assembly. C is for lazy programmers
I'm aware. You can turn a profit even when paying 1k for title.
As it is, the strategy is fool proof.You can and you can also make a loss. The risk was minimal before, now you'll have to think twice about your shotgun strategy (which is what Valve wants).
As it is, the strategy is fool proof.
Dunno, that sounds terrible. Who is going to be willing to preorder a unknown indie title with no reviews, at full price? Who is going to pay the refunds fees (refunds are not free to process)? What would be the arbitrary amount of time where you could preorder it? 1 month? 6? One year?
Make a shit game on Unity or whatever
None of these are issues:
- Same people willing to Kickstart and you could use the refund system in case the game launches and turns out to be crap.
- Could set a rule that you could only do these Greenlight campaigns 6 months from proposed launch target. That's enough time for the dev to integrate Steamworks and set up the store page.
If the game turns out to be bad or it misses its proposed launch by months or years, that's not really a big issue and nothing new. It would instead boost curation (which is the main goal!). I don't see any shovelware producer passing through this system, while promising indies (even low-budget ones) would be able to get through.
I'm aware. You can turn a profit even when paying 1k for title.
so as long as your games sales you are getting this back.Once set up, developers will pay a recoupable application fee
Make a shit game on Unity or whatever
Release it with like 60%off as a launch discount
Put steam trading cards on it
Start contacting bundles like Groupees or Indiegala or DiF and peddle your crappy game to be on their bundles.
Put it on a week-long discount at 90%off on Steam
Then start giving it away in mass quantities.
Congrats, you just made more than 1000$ every single time.
Ah yeah, forgot about. Basically there is no risk for shovelware peddlers whatsoever then.You aren't paying fee
so as long as your games sales you are getting this back.
I'm quite in the know of much steam market items can move. Digital Homicide was making several thousands of dollars off their crappy games thanks to that.I take you are a game developer with comfy revenue streams from steam.
But that's not the main goal. In fact, it's the exact opposite reason for why Valve is moving to Steam Direct.
"Thus, over Steams 13-year history, we have gradually moved from a tightly curated store to a more direct distribution model. In the coming months, we are planning to take the next step in this process by removing the largest remaining obstacle to having a direct path, Greenlight."
I'm quite in the know of much steam market items can move. Digital Homicide was making several thousands of dollars off their crappy games thanks to that.
You aren't paying fee
so as long as your games sales you are getting this back.
Several thousand per month. And the fee would be recoupable.Several thousands? So they would make a loss if they had to pay 1k for each title.
I far prefer paying a $1k fee to get on Steam than paying unknown time and money on marketing to wrangle enough people to greenlight it.
Man, I wonder how much this entry fee is going to be. I'm working as an artist for an indie game and the team is located on Brazil. 5k makes it unlikely this game ever makes into Steam, hell even 1k would make not viable.