Hopefully they don't discriminate against indie devs whose taxes show they are very poor, and simply use it as a form of verification that the dev hasn't been banned from the service previously.
Comment has been collapsed.
Why would they? A good game will bring money for them as well, it has no connection with their finances. It's more important part that they intent to charge a fee for each new "Greenlight" game, I guess to prevent Digital Homicide-like spam. (or DH-like multiple accounts :D ) - the question is how much the fee will be. It's possible that they'll balance it around the previous 100$ GL ticket-fee.
Comment has been collapsed.
Websites like Patreon or using Amazon's e-publishing book service also require some level of basic tax information too, it's to be able to both have accountability on the details if they themselves get audited, and to be able to supply tax information to people who make income they need to claim.
Comment has been collapsed.
I don't know to what level, but " Once set up, developers will pay a recoupable application fee for each new title they wish to distribute" so at least it does something against one dev dishing out shit games one after eachother. I don't know if it will do anything against many people publishing many bad games one by one
Comment has been collapsed.
It's a good thing I think, form of quality control we desperately need. But I wonder how exactly funds are recoupable, like do they receive a higher % of the game sales up to the amount of the fee before it settles down, or something else?
Comment has been collapsed.
Classic valve:
Well, I'm pretty pissed, I wanted to publish a game too, not with some random assets, I was learning blender and stuff, but... whatever, 90€ was acceptable... 5k clearly not
Comment has been collapsed.
Don't be pessimistic and don't be bothered that easily. Just use your time and Blender knowledge to polish the game as much as you can. If it's a good one (good luck!) it's a win win situation. I'm pretty sure Valve's intention is to filter the crap (games and humans), not to make publishing harder to well intended devs. I'm also confident the publishing fee will not be that big.
Comment has been collapsed.
It's hard not to feel pessimistic, I literally got cold sweat on my back. 5000$ is my full salary for 10 months of full-time work.
I've always wanted to try developing games and just recently got really into it. I think if it took me 1-2 years to finish the game and it wouldn't sell, I would still feel good about it. But I won't be able to afford fee like that. And some people would scream that such fee is still too low. It feels depressing that there is even a slight chance of this happening. I don't really get people who are that much annoyed by crappy games on Steam, it's not like they force them down your throat to buy.
Comment has been collapsed.
There is a bright side to this, though. Greenlight was never the sole way to get a game onto steam, it was just a way for the userbase to vote in products that Valve decided didn't meet their criteria for immediate acceptance. Instead of going through the new Steam Direct process, it might be far easier for genuine indie dev newcomers to start out with GOG or Humble. Once you have a little exposure, Valve is more likely to accept your game/program outright, rather than require you to go through the greenlight/direct process.
The hardest part may be in ensuring you keep records of all non-steam sales so you can issue steam keys should you finally get on the platform. It's rough, but hopefully it won't be too much of a hurdle to newcomers. A speedbump at worst, hopefully.
Comment has been collapsed.
I think that\s exactly the reason Valve made this info public earlier, to get feedback. They certainly know that 5000$ is a lot in some countries, even in the US. Really hope they'll find the right balance. The main problem with tons of crappy games is that by filtering you waste a lot of time finding the good ones
Comment has been collapsed.
Welp, since I have zero skills and very little patience to learn to code, I'll do the next best thing. And honestly where this is going, is you're giving way more power to the publisher. Depending on how they do the price thing, you're going to fuck over the people who can't afford to put out games. So what are they going to do, they're going to go to a publisher. Honestly it's a real business opportunity if you know what you're doing.
Comment has been collapsed.
I'm torn on this myself. I would love to eventually publish a game to steam and agree, that's a lot of money.
I think I'm actually in favor of the higher price...
It means you have to be confident that your game will earn at least that much money.
There also isn't anything to stop you from kickstarting for funding or selling the game independently first to raise money.
On the flip side, that much money also does make it harder to break into the field for an indie dev...
So, as I said, I'm torn. There's definitely benefits to both sides.
I think the best approach would likely be a tiered system in which the price varies based on your financial means... If you are a lone indie programmer keep it fairly low. If you are a small development team (of multiple people), make it higher...
Of course if they do a tiered system, then valve would probably tier how much money they take from you as well... If you pay 100, they probably would take a larger percent of your earning then if you paid 5000....
But now I'm babbling so I'll shut up and submit. ;)
Comment has been collapsed.
Definitely a valid point. I believe there are funding platforms which do though I haven't had cause to look into them.
I would also hope valve takes accessibility of these types of services into consideration when determining pricing (since I assume it would vary depending on region, though that might be giving valve too much credit)
Comment has been collapsed.
I recall that greenlight was used to get onto the steam catalog when they didn't accept you outright, and while that did include a fee, I'm hoping that using the other online services to build credibility might work. GOG and Humble would seem more amenable to fresh indie releases, though probably have their own quality assurance processes in place. While you won't be able to offer steam keys, getting some exposure through sales (and perhaps circulating a small number of keys to youtubers and the like) might be enough to get you past the greenlight / direct barrier. Being able to offer a steam key with a purchase is a nice draw in sales, but if you keep track of purchases made, you should be able to issue them once you get onto Valve's platform.
Ideally, that is. I'm hoping it's not going to kill too many new genuine devs.
Comment has been collapsed.
Well, I was excited at first. After reading the statement, however, I am less enthusiastic. Depending on how high the fee will be, there is still room for abuse since the fee will be recoupable and now they will be able to dump titles directly onto Steam.
edit: I wonder what the model for Free games will be?
Comment has been collapsed.
Goodbye Shovelware, goodbye IndieGala's non bundled games, goodbye greenlight bundles we vote so we get keys..
Predictions:
Some bundle websites will go down
way less bundles in the future
way more rebundles
many games
released on greenlight as much as they can until it closes! :)
Comment has been collapsed.
Huh...I appreciate the transparency (might as well be direct and forthcoming than being leaked)
http://store.steampowered.com/app/219820/ Greenlight Submission fee will be removed, then.
Indeed, I feel that the change from one-time fee to per game basis is the logical next step to further "cut down the noise in the system".
Hope we get insights from developers & publishers about this change.
Meanwhile, let's look back at devs' reactions about the one-time fee.
https://arstechnica.com/gaming/2012/09/a-100-lottery-ticket-indies-discuss-steam-greenlights-new-fee/
Too many to quote, so an excerpt about the Greenlight, instead:
It's hard to judge how important the new fee structure will be to Steam Greenlight's eventual success regarding those goals, especially >considering that we haven't yet seen a single game promoted from Greenlight to the Steam marketplace. Still, the controversy surrounding >the move does seem to be a rare off-note for a company that can usually do no wrong in the eyes of most gamers and developers.
"The whole Greenlight thing isn't quite working as Steam would have hoped," Ismail said. "All we know at this point is that Steam seems to >have underestimated the Internet as a thing, and that they tried to fix it with a thing that in my mind doesn't really fix it."
Although this is not my concern, I'm curious:
Comment has been collapsed.
Kinda a double edged sword.
I wonder how many greenlight games would have never existed if the entry fee wasn't so cheap.
Now for single developers might be harder to actually get their work on steam.
Comment has been collapsed.
In theory maybe but probably not. Plenty of games sell direct/in other marketplaces with a view to going on Steam at some point, there's no reason why this shouldn't continue. Selling your game is all about generating buzz in the right communities, in the end being the 78641st most popular game on Steam doesn't really make this any easier.
Comment has been collapsed.
So, a 42-year old university educated dev working alone in Romania / Tunisia / Bosnia / ... should have their game sold in 10 smaller stores and create buzz with time to gather those, let's say, $5000... while 17-year old american kid can work in McDonalds for a month or two over summer and just pay the fee for their game?
Comment has been collapsed.
Why not? If a game is quality it will sell regardless of national boundaries, it's not like webshops serve a single market. Steam isn't exactly the bulwark holding back the tide of global equality and frankly if you think most of us have two months wages just to throw at Valve just because I dunno what to tell you. It's a barrier to entry for most people wherever they are, that's kinda the point.
Comment has been collapsed.
Quality Control is nice. Valve not being this shitty hands-off corporate entity would be nicer but in the end anything's better than Greenlight.
Comment has been collapsed.
1,520 Comments - Last post 11 minutes ago by ayuinaba
451 Comments - Last post 48 minutes ago by Rosefildo
39 Comments - Last post 1 hour ago by FranckCastle
1,806 Comments - Last post 1 hour ago by FranckCastle
68 Comments - Last post 1 hour ago by SecOps
544 Comments - Last post 3 hours ago by tlo
7 Comments - Last post 16 hours ago by xXSAFOXx
125 Comments - Last post 2 minutes ago by NoctuaVentus
80 Comments - Last post 11 minutes ago by softbearcas
133 Comments - Last post 12 minutes ago by LieEater
34 Comments - Last post 14 minutes ago by antidaz
30 Comments - Last post 18 minutes ago by ConanOLion
10,778 Comments - Last post 31 minutes ago by Yamaraus
2 Comments - Last post 36 minutes ago by Lugum
http://steamcommunity.com/games/593110/announcements/detail/558846854614253751
" This new path, which we’re calling “Steam Direct,” is targeted for Spring 2017 and will replace Steam Greenlight. We will ask new developers to complete a set of digital paperwork, personal or company verification, and tax documents similar to the process of applying for a bank account. Once set up, developers will pay a recoupable application fee for each new title they wish to distribute, which is intended to decrease the noise in the submission pipeline."
Comment has been collapsed.