Abilidebob
Member
Oh no, whatever shall I do about all those bad games that I'll literally never see while browsing Steam! If only Jim was here to tell me about it!$150-$200.
Say hello to even more shovelware than currently gets on the store.
Oh no, whatever shall I do about all those bad games that I'll literally never see while browsing Steam! If only Jim was here to tell me about it!$150-$200.
Say hello to even more shovelware than currently gets on the store.
I still think $1000 if not more is the best idea.
If you have a good game on your hand and don't have the money for Steam, get a publisher. I'm sure guys like Devolver or Adult Swim will be happy to get a deal with you.
If you don't have a good game, why are you trying to release it on Steam?
Reading the replies here, yeah, maybe a thousand is too unreasonable. $250-500 might be the best spot.
I feel these are important posts from Andrew Dice
https://twitter.com/SpaceDrakeCF/status/830134635015217153
https://twitter.com/SpaceDrakeCF/status/830135011525341184
https://twitter.com/SpaceDrakeCF/status/830135737056006144
https://twitter.com/SpaceDrakeCF/status/830136891156504576
https://twitter.com/SpaceDrakeCF/status/830137502027522048
I would pay $100 to put a fake game on Steam just for a) the possibility that someone would buy it and b) to get access to the Steamworks developer side of Steam. Hell, a lot of scammers would probably pay the fee just to get the "Steamworks developer" badge they could feature on their profile to make them seem more legitimate.
Isn't that his shtick? I mean ranting about stuff dumb shit even when it's very minor to pander to his fanbase?
Yuuuuup.Oh no, whatever shall I do about all those bad games that I'll literally never see while browsing Steam! If only Jim was here to tell me about it!
I don't just get people can have this attitude in 2017, after so many debut indie titles, one-person projects, and niche games finding audiences over the last 5, 6 years
How is that advice any different from the days when good games would be stuck on Desura and other sites, because they couldn't get on Steam?
Whats Steam Greenlight cost now? 100?
How much does it cost to release your game on PS4? Sony has it's own fee, right?
I feel like $1,000 bucks could be an appropriate fee.
An entry fee that could costs more than the potential profits and dev costs of a niche game?$1000 to be able to sell your game(s) to millions of people doesn't seem outrageous to me.
Is that a bad thing if you never see it? Good games get highlighted, shovelwear and shit doesntIt needs to be at least $1k. There is too much shovelwear on steam.
Is that a bad thing if you never see it? Good games get highlighted, shovelwear and shit doesnt
Should Amazon and Barnes & Noble only allow "good" books/movies/etc on their stores?
I make pretty good money from my job and have a bit of savings and even I would struggle just pulling out a grand to spend on something like this.I think th issue with $1000 is not so much that people should be releasing games where they expect the lifetime revenue won't recoup the fee, but rather the issue of how to come up with $1,000 upfront.
Popular New Releases is curated. Top Sellers is the worst way to find new good gamesThe problem is if you are an indy dev and you spend a couple years making a real game. In 2 years, an asset flipper can pump out 20-40 games that will drown out the actual game that people might want to see. The average consumer sees all of this as "indy crap" and ignores it.
I don't even bother looking at "New Releases" like I used to when Steam was curated. Now I just look at "Top Sellers".
The problem is if you are an indy dev and you spend a couple years making a real game. In 2 years, an asset flipper can pump out 20-40 games that will drown out the actual game that people might want to see. The average consumer sees all of this as "indy crap" and ignores it.
I don't even bother looking at "New Releases" like I used to when Steam was curated. Now I just look at "Top Sellers".
The problem is if you are an indy dev and you spend a couple years making a real game. In 2 years, an asset flipper can pump out 20-40 games that will drown out the actual game that people might want to see. The average consumer sees all of this as "indy crap" and ignores it.
I don't even bother looking at "New Releases" like I used to when Steam was curated. Now I just look at "Top Sellers".
"New Releases" is curated. Unless you mean "All New Releases" in which case, well yeah, if you're deliberately seeking out the non-curated section, expect non-curated stuff.
"New Releases" is curated. Unless you mean "All New Releases" in which case, well yeah, if you're deliberately seeking out the non-curated section, expect non-curated stuff.
And the "All New Releases" tab is part of Enhanced Steam that was created specifically for people who didn't agree with Valve's curation tactics for their home page.
A lot of people use it (as well as clicking the provided button without Enhanced Steam) simply because their interests might deviate from the norm.
Why are you pretending that indie developers are weirdly all or nothing and willing to gamble $5k on a chance of success?
Indie developers are students. Indie developers are people who work 9-5 and come home in the evening to make games. Indie developers are normal people, they're not all 1) financially stable 2) willing to sacrifice that much money for something tiny.
$5k is a lot of money to some people.
I don't disagree that 'shovelware' has a tangible impact on Steam, especially for developers rather than consumers. It's not as harmless as some may think.
But I also don't see how this $1000 fee is really going to fix that. It makes it worse for everyone and maybe even more so for that lone developer rather than the 'asset flipper'.
Five thousand dollars is a months to almost two months salary to anybody of middle class income. Steam is a store, and people want to sell their project that they worked hard on and sacrificed their free time and energy for. Time is worth money, that's why we pay hourly. Recouping even a thousand dollars is vastly different than recouping five fucking grand.I get that. What I'm saying is that (for me), I enjoyed Steam more when it was more restrictive on what hit the store front. I don't want to see the death of indie games, despite the flack I'm getting. To me, there is a difference between indie games and everything else: student and hobby projects, mobile ports and the truly vile garbage that is clogging up Greenlight.
If you aren't willing to sacrifice 5k on something you care about, then why should anyone look at it? And that is just the scenario where no one in the world buys your game, if you have confidence that what you have worked on is worth anything, then you will get your money back.
I think a lot of you guys have forgotten that Steam is a STORE. It exists as a way for developers to sell their games, not share their cool hobby projects. If you don't believe that your project can't meet absolutely tiny sales projections, you don't belong on a storefront, point blank. It is a waste of your time, Steam's resources and the consumer's patience.
If this can reduce the amount of low effort shovel-ware on Steam, then so be it. I love Steam, but quality control has become almost non-existent thanks to greenlight.
I get that. What I'm saying is that (for me), I enjoyed Steam more when it was more restrictive on what hit the store front. I don't want to see the death of indie games, despite the flack I'm getting. To me, there is a difference between indie games and everything else: student and hobby projects, mobile ports and the truly vile garbage that is clogging up Greenlight.
If you aren't willing to sacrifice 5k on something you care about, then why should anyone look at it? And that is just the scenario where no one in the world buys your game, if you have confidence that what you have worked on is worth anything, then you will get your money back.
I think a lot of you guys have forgotten that Steam is a STORE. It exists as a way for developers to sell their games, not share their cool hobby projects. If you don't believe that your project can't meet absolutely tiny sales projections, you don't belong on a storefront, point blank. It is a waste of your time, Steam's resources and the consumer's patience.
If this can reduce the amount of low effort shovel-ware on Steam, then so be it. I love Steam, but quality control has become almost non-existent thanks to greenlight.
I get that. What I'm saying is that (for me), I enjoyed Steam more when it was more restrictive on what hit the store front. I don't want to see the death of indie games, despite the flack I'm getting. To me, there is a difference between indie games and everything else: student and hobby projects, mobile ports and the truly vile garbage that is clogging up Greenlight.
If you aren't willing to sacrifice 5k on something you care about, then why should anyone look at it? And that is just the scenario where no one in the world buys your game, if you have confidence that what you have worked on is worth anything, then you will get your money back.
I think a lot of you guys have forgotten that Steam is a STORE. It exists as a way for developers to sell their games, not share their cool hobby projects. If you don't believe that your project can't meet absolutely tiny sales projections, you don't belong on a storefront, point blank. It is a waste of your time, Steam's resources and the consumer's patience.
Tons, I can't imagine something like ladykiller in a bind would make it, or smaller team built games. Not a single visual novel would be on there.Yeesh. I wonder how many great games wouldn't be on Steam if Valve required $5k to be let through the gate.
If you aren't willing to sacrifice 5k on something you care about, then why should anyone look at it? And that is just the scenario where no one in the world buys your game, if you have confidence that what you have worked on is worth anything, then you will get your money back.
I don't have five thousand dollars in liquid assets to spend and I consider myself blessed enough to be fairly stable and doing well financially. I'm certainly not upper middle class but I'm not struggling in debt and have the ability to save. I feel lucky if I have a hundred dollars left over after budgeting.This is one of the most naive things I've ever read of this forum. More to the point though, even if every project was guaranteed to break even, an arbitrarily high upfront fee would still prevent many games from being released because most people don't have that kind of liquid cash at one time. This applies to many aspects of life too, not just entrepreneurial affairs which is why being in poverty is so expensive.