100$ per game instead of 100$ per dev... now that makes sense from Valve's perspective. Oh, I do feel genuinely sorry for people that thought 'Steam Direct' was actually a move to reduce the number of new trash on Steam.
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I can bet that they earn more than those 100$/game from the card sells. So what stops them from paying the fee, getting their game immediately into the store, selling some copies through bundles, giving some keys away and making those 100$ back? I really can't see any major difference between this and the Greenlight system other than the fact they get guaranteed access to the Store when they pay the fee.
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I know about those changes, yet I don't believe it will stop them from eventually getting the cards. It will probably take longer to achieve that, but I believe they will eventually get them.
That being said, we of course have to first see how exactly those changes are going to be implemented and how long it'll take for the games to start dropping cards.
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But that's the thing, they will make changes to the trading card system aswell, so people buying bundle games only for cards they have will no longer be the case, since they have to earn them with legitimate purchases first and skipping those because not having them will happen more often due to missing overall value. I can see it on my own behaviour, bundles that have kind of crappy games without any cards don't appeal to me, a whole bundle with just crap doesn't deserve a place in my library and doesn't convince me to purchase.
What might happen now is that asset-flippers will not invest the 100$ into assets but the entry amount instead, making these games even more trash, less of value. 😁
Granted, for collectors, bundles are always a thing, no matter if they have cards or not but they got used to some cards aswell and a bit of value back, the reason for investment in the first place, since that will be past, even collectors will invest more clever, i guess, i hope. 😆
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I think it should be a bit higher, maybe $200 would be a good entry fee for the first game, and would decrease slightly for each following game (190, 180, ...) down to 100 minimum if the games are demonstrated to be 'decent' quality. (ie if the first game has like 12% reviews after several months, it would stay at $200, but if the first game stays above say 50% user ratings after like 30 reviews then it would decrease as suggested)
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That is Greenlight 2.0, i'm sorry. Faking reviews is the easiest and most underwhelming task in the books of Steam store cheaters.
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Well, steam has already shown ways of working around that, demonstrated by how they process games bought directly from the steam store with ones activated using keys. It wouldn't be that hard to implement a rating system that only counts games that the account itself bought directly from the store (aka, it's not a gift buy nor is it a key). That would make fake reviews very difficult and easily traceable.
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Well that dev still wouldn't have cards... and first few buyers would probably give them negative grades (even if they didn't read key reviews) so in theory they would have to keep creating new alts, buying their own game, rating it... without any earnings to show for... I don't know, sounds like a hassle to me. Easier to play games on youtube and earn like that.
Also, I'm sure Valve has some countermeasures against this, as I remember seeing some games removed from store and devs publicly humiliated in their blog/news for fixing the reviews by using alts.
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Not sure what you mean. I was told many times to buy assets for my game instead of learning pixelart and making my own, because, however much I learn, I'm still eons behind the real artists. At the same time, people who do buy assets are called asset flippers even when they make good games... because they didn't use programmer art but bought some. It's like you can't please everyone ;)
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'We knew that we wanted it to be as small as possible to ensure it wasn't a barrier to beginning game developers, while also not being so small as to invite easy abuse by people looking to exploit our systems'
That sure worked to keep the trash off steam...great plan!
I think it should be higher to start and lowered as you prove you can make quality games.I think each game should cost a set amount depending on past history and such.
I am not sure how to fix the cards and market though as even if you delayed those for reviews and quality checks unless they actually have someone from Valve doing it I suspect people will just make fake good reviews to get those things added.
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I think it's perfect. Here's why:
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I felt so bad when I played Ravensword: Shadowlands last year (and to a lesser degree, Space Trader a week ago - they are not good games at all. But they are so much above the usual shovelware on Steam that it's just heartbraking. I would be so happy if instead of thrown-together assetflips the (very iindie) development would return the crude, but original and workings concepts, I would be more interested in those :)
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To tell truth, bigger barrier of entrance is their new "games from fresh develoeprs will not drop cards until we decide they can finally drop" policy. Especially since it probably will be "you must sell X copies of games through Steam and Steam only, cd-keys don't matter".
$100 per game is still not much if you could just sell those 10000 cards right away. But since Valve will not allow card drops, it will take a lot of time to get it going...
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I read that as Steam direct is free. Will this society accept me 🤓
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So greenlight (100 dollar fee) is gone, and now you directly get your game on steam for 100$?
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Kind of, but Steam tries to rebalance it on a bigger level.
past/currently: 100 USD / dev, can put up any number of GL submissions, can make cards without limitations. Misused by groups who offer GL boosting services, people are bought with cards, and even if there are no sales, devs got money from bundles and card transactions.
future:
100 USD upfront for each game, currently uncomfirmed by Valve but they get it back after enough sales (1000 USD mentioned). BUT
No card drops until *unknown STEAM sales* and they plan to use some algoríthms that identifies devs who try to game the system and essentially buries their games in Steam's search engine. So 100$ upfront and no easy card-money by botnets or mass giveaways, money will have to come from sales.
Essentially it seems that long-term viability on Steam will be directed by purchases, and not greenlight votes (like people vote in GL games with multiple thousand votes then it will get like 40 purchases).
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I missed the refundable part huh ... then its just bad .
Having to drop 100$ per game and Not have then refundable would be reasonable ... not as much crap would be put on the platform for sure if people knew that they are not getting those 100$ back .
Having the option to refund it , is plain stupid .
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Well, we'll find out what changes this brings soon enough.
As of today, Greenlight is officially dead, Steam Direct goes live next Monday.
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Steam Direct Product Submission Fee
https://steamdb.info/sub/163632/
http://store.steampowered.com/sub/163632/
In order to get fully set up, you will need to a pay a fee for each product you wish sell on Steam. You can pay this fee with any payment method supported by Steam in your region.
This fee is not refundable, but will be recoupable in the payment made after your product has at least $1,000 USD Adjusted Gross Revenue for Steam Store and in-app purchases. Payment of revenue from sales and repayment of fee may be withheld if deposit payment is charged-back, refunded, or otherwise identified as fraudulent.
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$100 per game
Is it too low in your opinion?
https://steamcommunity.com/games/593110/announcements/detail/1265921510652460726
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