nintendoman58
Member
Can't wait for the Jimquisition on this.
I don't think Valve gives a single fuck about quality control, honestly. If they did, they would bother doing some proper editorial curation. Moving to a "just pay us a fee and upload your game" model is basically just cutting the middleman out of Greenlight and letting indies with small audiences sell their game without being at the whims of the small group of people who actually bother voting for games on Greenlight.
So does this mean we'll get less videos from Jim about horrible greenlight games?
On the contrary. I think he will be pleased that Value are essentially raising the barrier to entry so that less "garbage" makes it up there. They just need to make sure that they don't alienate legitimate developers who perhaps don't have a lot of money to initially invest.
Steam is the PC indie market. If you're not on Steam, it's incredibly hard to get people to buy your game.Release off of Steam if you can't afford it.
Didn't he stop doing videos for crappy Greenlight stuff months ago? Instead he's focusing on the good ones.
It's a little hard to tell exactly what this means (a "recoupable" fee? when is it recouped?), but it sounds a lot like Valve has decided that the best way to curate content is by... having publishers pay them more money. How convenient.
It also needs to be low enough that people like me can get games on Steam. Do I have $1000 lying around to put a game on Steam that might not even recoup those costs? Fuck no.
Personally? I figured it meant they may get it back from Valve if they sell enough copies.
A $1000 investment is pretty damn low for a commercial product, no?
They could make payment contingent on sales. Have a cheap $100 registration fee, but no payout until a title hits $1-2k or whatever. After which, you start getting paid (invluding your cut of that initial money).
I would much rather deal with the crap games (that almost never actually show up on the Steam store page) instead of seeing what happens with a site like GOG, where games get rejected because they're "too casual" or "too hardcore" or "they're not a great fit with their customer base" -- even if these examples are from some of the best games ever made in their respective genres and have gone on to sell tens or even hundreds of thousands of copies on Steam (yes, these are all real examples). Valve themselves that a game like Stardew Valley would have been rejected by their old model because "who the hell wants to plant and harvest a bunch of 16-bit crops"?I don't think Valve gives a single fuck about quality control, honestly. If they did, they would bother doing some proper editorial curation. Moving to a "just pay us a fee and upload your game" model is basically just cutting the middleman out of Greenlight and letting indies with small audiences sell their game without being at the whims of the small group of people who actually bother voting for games on Greenlight.
What are you defining as failure? What kind of budget do you expect most of these releases to even have?If you can't afford to invest in marketing, you'll probably fail anyway.
You are aware that Steam is something like 70% of the PC market and a large percentage of the other sales end up feeding directly back into Steam due to key reselling? You may as well be telling these developers to not exist.Release off of Steam if you can't afford it.
I don't think Valve gives a single fuck about quality control, honestly. If they did, they would bother doing some proper editorial curation.
The investment comes in the year+ of the my time spent working on the product. It doesn't just magically pop out of the sky. And I'm not making it to make huge dollars, I'm making it for a community that currently has no game in this particular genre and has been stuck playing the same game since 2001. I doubt it would even hit $1000 in sales.
Something overly dramatic that misses the point by focusing on the worst games, and ignoring the larger choice it brings.Interesting. Can't wait to hear Jim Sterling's thoughts on this.
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 say make it 5k. If you are invested enough in the idea, and the cost is re-coup able then make it high enough so those jack-offs who are cluttering up Steam with garbage stay away.
I'm an indie developer, I don't have $5000. This has taken a big shit on all my future plans.
A $1000 investment is pretty damn low for a commercial product, no?
They could make payment contingent on sales. Have a cheap $100 registration fee, but no payout until a title hits $1-2k or whatever. After which, you start getting paid (including your cut of that initial money).
If you don't believe that your game can generate a meager 5k in profits then you need to stay off of steam and release it independently.
I think $500 would be a fair starting fee. It should be enough to dissuade the jokesters but not enough to stop committed one person projects. The idea of withholding payments until x units are sold or y revenue is made might work too. Didn't Nintendo use that model for their WiiWare platform?
If you don't believe that your game can generate a meager 5k in profits then you need to stay off of steam and release it independently.
I say make it 5k. If you are invested enough in the idea, and the cost is re-coup able then make it high enough so those jack-offs who are cluttering up Steam with garbage stay away.
Because you said so?If you don't believe that your game can generate a meager 5k in profits then you need to stay off of steam and release it independently.
I feel like $1,000 bucks could be an appropriate fee.
If you don't believe that your game can generate a meager 5k in profits then you need to stay off of steam and release it independently.
When people said vote with your wallet I didn't think they actually meant my own wallet!If you don't believe that your game can generate a meager 5k in profits then you need to stay off of steam and release it independently.
On the contrary. I think he will be pleased that Value are essentially raising the barrier to entry so that less "garbage" makes it up there. They just need to make sure that they don't alienate legitimate developers who perhaps don't have a lot of money to initially invest.
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. Our goal is to provide developers and publishers with a more direct publishing path and ultimately connect gamers with even more great content.