Also, let's not forget this little thing that will come back to haunt Tim, sooner or later
A lot of people just really hate Steam. Often for petty, nonsensical reasons.Why is it when any other anti-consumer BS shows up in gaming, almost the vast majority here tears it down, but EGS shows up with it's anti-consumer BS and it seems to have a ton of supporters?
Why is it when any other anti-consumer BS shows up in gaming, almost the vast majority here tears it down, but EGS shows up with it's anti-consumer BS and it seems to have a ton of supporters?
Check out the rest of the internet. A lot of useful idiots giving EGS a pass because of some trickle down nonsense, or because Steam in 2004 didn't have a bunch of features.
Why is it when any other anti-consumer BS shows up in gaming, almost the vast majority here tears it down, but EGS shows up with it's anti-consumer BS and it seems to have a ton of supporters?
Prebuilt Gaming PC users, who bought it with a wave of VR news.Who exactly are these 'brand new to PC gaming' folk that just so happen to have a PC that can run Metro Exodus but have never used Steam?
Who exactly are these 'brand new to PC gaming' folk that just so happen to have a PC that can run Metro Exodus but have never used Steam?
Presumably the same people that have beastly $5000 rigs but choose to play on their consoles because "it just feels right". Schrodinger's collapsing console owner; simultaneously has a PC and doesn't have a PC and plays on PC and also does not play anything on the PC because reasons. /sWho exactly are these 'brand new to PC gaming' folk that just so happen to have a PC that can run Metro Exodus but have never used Steam?
Who exactly are these 'brand new to PC gaming' folk that just so happen to have a PC that can run Metro Exodus but have never used Steam?
This shows that Sweeney never planned to make EGS a competent product. 12% might be enough to operate it, but not for improve it.
If the cut is raised (I think that's inevitable) Sweeney could always spin it as a pro consumer move.
What I think will happen, is the 12% cut will stay, but the store will develop new features for developers/publishers that it will then optionally charge for. I.e. things that are free in the Steamworks feature set but can't be opted out of to squeeze a bit more money out of each sale, will be opt-in on EGS, so developers who need or want to use them can just choose to pay more. They're already doing that with the discussion about how a dev can choose to be less greedy and give up some of their cut to cover transaction fees that are otherwise shafting the consumers.
What I think will happen, is the 12% cut will stay, but the store will develop new features for developers/publishers that it will then optionally charge for. I.e. things that are free in the Steamworks feature set but can't be opted out of to squeeze a bit more money out of each sale, will be opt-in on EGS, so developers who need or want to use them can just choose to pay more. They're already doing that with the discussion about how a dev can choose to be less greedy and give up some of their cut to cover transaction fees that are otherwise shafting the consumers.
What I think will happen, is the 12% cut will stay, but the store will develop new features for developers/publishers that it will then optionally charge for. I.e. things that are free in the Steamworks feature set but can't be opted out of to squeeze a bit more money out of each sale, will be opt-in on EGS, so developers who need or want to use them can just choose to pay more. They're already doing that with the discussion about how a dev can choose to be less greedy and give up some of their cut to cover transaction fees that are otherwise shafting the consumers.
This isn't happening. They're already giving away the entire backend service for free, with no need to use the EGS (or Unreal) at all.
I don't see how publishers are the customers when epic is giving /them money. Or they are sharing the money from the sales. The publishers are more like the suppliers of a product, where epic is like the vendor.
That would make the customers the customers.
This is literally already in the talks due to developers asking if they can seem like less of a badguy by voluntarily giving up some of their money to cover the added expenses of customers who aren't in the US or have other added overheads.This isn't happening. They're already giving away the entire backend service for free, with no need to use the EGS (or Unreal) at all.
This is literally already in the talks due to developers asking if they can seem like less of a badguy by voluntarily giving up some of their money to cover the added expenses of customers who aren't in the US or have other added overheads.
That's still a store feature that EGS will optionally have developers pay for, that Steam provides out of its own cut.
The only way I see Epic's plan working is if they are counting on developers and publishers to eventually, and willingly, with no upfront monetary incentive, start making their games EGS exclusive just because of the cut.
As far as my deduction skills can tell, the idea is, and has always been, to just have Epic grab a slice of the pie. To that end, what they're setting up is a system where, ideally for them, any major developer going onto the PC market will launch their game for the EGS first. The market nowadays is such that the sales of every game, especially digital, are very severely front-loaded, the first year can see as much as half of the total lifetime sales of any game, and the first month or two can be as much as half of that.The only way I see Epic's plan working is if they are counting on developers and publishers to eventually, and willingly, with no upfront monetary incentive, start making their games EGS exclusive just because of the cut. This scenario, given the fact that even Epic's very optimistic plans have the goal of reaching half of Steam's userbase in five years' time, seems extremely far-fetched. Even if they do manage to achieve that goal, the difference in userbase size is more than enough to negate any revenue advantage because of the reduced cut.
They want to use that prospect, of the increased profit per copy sold on the front-loaded launch sales, to entice publishers to make their games exclusive to their store of their own volition.
I've been thinking about Epic's strategy in general, including the moneyhatting and the 12% cut, and I am curious as to their long-term game plan. Let's say for argument's sake that Epic manages to moneyhat every big PC release for the next, say, two years. Let's also say that most of the PC audience will fold and end up buying these games on Epic's store.What happens then? What's the next step?
The way I see it, there are two issues for Epic, one regarding developers and one regarding customers. On the developer side, as soon as the moneyhats stop they will have no reason to keep the game an exclusive on EGS, so any temporary user gains that Epic achieved will evaporate. So Epic will either have to keep moneyhatting developers ad infinitum or risk losing whatever ground they covered against Steam. On the customer side, what would be the reason for customers to start buying non-exclusive games on EGS? Epic may manage to eventually gather an audience that buys exclusives on EGS and everything else on Steam, but what's the point? What's the value of that audience for Epic?
The only way I see Epic's plan working is if they are counting on developers and publishers to eventually, and willingly, with no upfront monetary incentive, start making their games EGS exclusive just because of the cut. This scenario, given the fact that even Epic's very optimistic plans have the goal of reaching half of Steam's userbase in five years' time, seems extremely far-fetched. Even if they do manage to achieve that goal, the difference in userbase size is more than enough to negate any revenue advantage because of the reduced cut.
Based on Sweeney's tweets that the storefront war will be won by pleasing developers instead of consumers, this is probably his long term plan. I can only pray this doesn't work out for them like that.
This is their plan indeed.
The moneyhat is an upfront payment to make up for the loss. Epic's bet for publishers is the following: "You wont lose much sales, if any. And if you do, it'll be covered up by the better cut". The point isn't to have games releasing everywhere but on EGS only because of the favorable cut. But that raise the question of "Is it sustainable". Of course most devs think it'll be. Heck if you read some, even 5% would be sustainable. Because when you ask some of them, they're not even aware of what's being done or provided. In the end, the point is to shift the cost on consumers.
Prebuilt Gaming PC users, who bought it with a wave of VR news.
High end prebuilt buyers that have heard about Fortnite or VR. Even Walmart is selling them now.
It's kind of like how a small minority of Steam users now have even played Half Life, where when it launched you could assume everyone on Steam was also a Half Life fan/player. The gaming world has expanded immensely.
I mean, when I bought my first gaming PC the first game I bought was Empire: Total War because it was supposed to look gorgeous. I'm sure lots of people buying their first gaming PC are choosing Metro as their showcase game right now.
Also, let's not forget this little thing that will come back to haunt Tim, sooner or later
They hate Steam.Why is it when any other anti-consumer BS shows up in gaming, almost the vast majority here tears it down, but EGS shows up with it's anti-consumer BS and it seems to have a ton of supporters?
He said that a storefront's customers are publishers and developers. I think he is unfairly diminishing the importance of end customers, the people that actually pay for games.
The vast majority of Fortnite /F2P players do not have rigs capable of playing Metro or Division 2. So I really don't get Epic's way of thinking unless is is way of getting rid of third party key sellers.
If it wasn't for Metro Exodus I wouldn't of used the launcher (the free games are a bonus but there isn't one I thought about buying beforehand)
It looked bad from the start and I was seriously surprised so many from the consumer side had their back regardless.
From what we can gather so far afaik is that Epic is not directly moneyhatting the publisher but "only" giving them a guaranteed amount of sales. This means Epic has no losses at all when those guaranteed amount of sales are reached or even surpassed, and the publisher avoid the financial risk of not reaching that level of sales. The consequence is that if the sales consistently are at or above the level Epic guaranteed it will allow Epic to perpetuate the whole scheme without actual additional costs.I've been thinking about Epic's strategy in general, including the moneyhatting and the 12% cut, and I am curious as to their long-term game plan. Let's say for argument's sake that Epic manages to moneyhat every big PC release for the next, say, two years. Let's also say that most of the PC audience will fold and end up buying these games on Epic's store.What happens then? What's the next step?
The way I see it, there are two issues for Epic, one regarding developers and one regarding customers. On the developer side, as soon as the moneyhats stop they will have no reason to keep the game an exclusive on EGS, so any temporary user gains that Epic achieved will evaporate. So Epic will either have to keep moneyhatting developers ad infinitum or risk losing whatever ground they covered against Steam. On the customer side, what would be the reason for customers to start buying non-exclusive games on EGS? Epic may manage to eventually gather an audience that buys exclusives on EGS and everything else on Steam, but what's the point? What's the value of that audience for Epic?
The only way I see Epic's plan working is if they are counting on developers and publishers to eventually, and willingly, with no upfront monetary incentive, start making their games EGS exclusive just because of the cut. This scenario, given the fact that even Epic's very optimistic plans have the goal of reaching half of Steam's userbase in five years' time, seems extremely far-fetched. Even if they do manage to achieve that goal, the difference in userbase size is more than enough to negate any revenue advantage because of the reduced cut.
I think you might be over thinking the weight the 30% cut has from any legal standpoint.There's a thing I sort of just realized that should probably be checked and maybe brought to the attention of some non-sellout media, because if it works like I think it does then this whole line of "30% cut" criticism against Steam may be completely insane as a criticism of Steam itself.
Steam has grown into a market leader position because nobody else stood up to bat. They have become what the law (as I understand it) defines as a "natural monopoly", the de-facto choice through simple logistics - a single platform for everything is most convenient, offers the largest userbase, etc.
What this means is, for Steam, it may in fact be illegal to improve on the industry-standard 30% cut unless everybody in the industry also lowers it, as their natural monopoly is only legal as long they don't engage in exploitative practices - such as exclusive deals or predatory pricing (i.e. what EGS is doing with the 12%). Steam lowering their cut on a general basis can and will be seen as them undercutting their existing competition - GOG.com and the stores that resell Steam keys.
If my understanding is correct, it may be that Steam is being criticized for essentially complying with competition laws.
There's a thing I sort of just realized that should probably be checked and maybe brought to the attention of some non-sellout media, because if it works like I think it does then this whole line of "30% cut" criticism against Steam may be completely insane as a criticism of Steam itself.
Steam has grown into a market leader position because nobody else stood up to bat. They have become what the law (as I understand it) defines as a "natural monopoly", the de-facto choice through simple logistics - a single platform for everything is most convenient, offers the largest userbase, etc.
What this means is, for Steam, it may in fact be illegal to improve on the industry-standard 30% cut unless everybody in the industry also lowers it, as their natural monopoly is only legal as long they don't engage in exploitative practices - such as exclusive deals or predatory pricing (i.e. what EGS is doing with the 12%). Steam lowering their cut on a general basis can and will be seen as them undercutting their existing competition - GOG.com and the stores that resell Steam keys.
If my understanding is correct, it may be that Steam is being criticized for essentially complying with competition laws.
There are currently 3 known ways how Epic is securing their exlusivity deals. Guaranteed amount of sales ("revenue guarantees") is one way, the others are directly moneyhatting and / or funding the game and we already heard that there are also combinations like moneyhatting + revenue guarantees on top of that.From what we can gather so far afaik is that Epic is not directly moneyhatting the publisher but "only" giving them a guaranteed amount of sales.
Tim Sweeney said:These exclusives don't come to stores for free; they're a result of some combination of marketing commitments, development funding, or revenue guarantees. This all helps developers.
That... doesn't sound correct.If my understanding is correct, it may be that Steam is being criticized for essentially complying with competition laws.
Thanks. Yeah, that doesn't sound like something they can keep up in the long run without bleeding money.There are currently 3 known ways how Epic is securing their exlusivity deals. Guaranteed amount of sales ("revenue guarantees") is one way, the others are directly moneyhatting and / or funding the game and we already heard that there are also combinations like moneyhatting + revenue guarantees on top of that.
https://www.pcgamer.com/epics-tim-s...-company-lands-exclusives-for-the-epic-store/
That and prebuilts from kids who got them for Fortnite.I think this is reaching. It's certainly not a large enough demographic to support an entire store.
Edit: and I don't believe that people in this category will not end up using Steam for most of their games.
There's a thing I sort of just realized that should probably be checked and maybe brought to the attention of some non-sellout media, because if it works like I think it does then this whole line of "30% cut" criticism against Steam may be completely insane as a criticism of Steam itself.
Steam has grown into a market leader position because nobody else stood up to bat. They have become what the law (as I understand it) defines as a "natural monopoly", the de-facto choice through simple logistics - a single platform for everything is most convenient, offers the largest userbase, etc.
What this means is, for Steam, it may in fact be illegal to improve on the industry-standard 30% cut unless everybody in the industry also lowers it, as their natural monopoly is only legal as long they don't engage in exploitative practices - such as exclusive deals or predatory pricing (i.e. what EGS is doing with the 12%). Steam lowering their cut on a general basis can and will be seen as them undercutting their existing competition - GOG.com and the stores that resell Steam keys.
If my understanding is correct, it may be that Steam is being criticized for essentially complying with competition laws.
Valve is hoping Epic doesn't get anywhere so they don't have to move their cut, and Epic is hoping they get enough customers that they have a revenue stream once Fortnite wanes. Epic's done shitbird stuff in the past (the whole Unreal 3 fiasco, the SK lawsuit, etc) but Epic's also the only one with enough money to come at a company that's recently told people they spent more than five seconds figuring out that it's not a good idea to make money off content that advocates rape
"There's this issue that happens that we're working to correct now where a developer or publisher will sign up for something, they'll make a [store] page and that'll go live, and then the code comes through and there's an evaluation for the code—for the game itself," said Lombardi. "So there's this step where the sign goes up—'coming soon,' so to speak—and then there's this process of actually looking at the game. We're working to correct that now so that everything gets reviewed before anything goes up."
Yeah talk about totally misunderstanding the point he made there, that the issue was that they they allowed creating a page before reviewing the process, which in the case of R18 games is not a good idea. I would also add these quotes:In the interests of providing posters/lurkers all the info...
( https://kotaku.com/valves-rocky-road-to-better-communication-about-steam-1833504663 )
Rape Day, he clarified, was never actually approved; it only appeared that way because the developers put the page up. In the future, that shouldn't happen anymore.
Kroll said that, despite the belief that Valve automates too many of Steam's processes, "like 90 percent of the games" being submitted to Steam are reviewed multiple times by a human team at Valve. First the review team looks at a game's store page, and then they play a build of the game itself and check to make sure that it's functional and contains features listed on the store page. "We go through a checklist of 'Does it do these things? Does the build match what's on the store page? Is it what they're promising?'" said Kroll.
There's also another review team for "edge cases," according to Kroll. This team meets once a week to look at games that don't fit pre-established molds and evolve Steam's policies over time.
"These are things that we can't deal with right away, and we need a group to figure out 'How does this fit into our decision making, and how can we adapt our decision making to that?'" said Kroll. "We knew from the beginning, we couldn't define ahead of time a bunch of gray lines, because you can't anticipate what people are gonna make. So then it's all these weekly conversations around 'This is in this gray area here. How do we see that? How do we determine what that is?' So it's an ongoing, iterative process. We're constantly refining how that works."
Doubtless, this team has plenty to learn from Rape Day.
How much of that audience is on PC and not mobile/console, and is going to become a regular PC gaming consumer, instead of just jumping between F2P/online games or leaving the hobby behind though?Fortnite is notorious for having an audience skewing young. Epic themselves have stated that a large part of their Epic Launcher audience (read: Fortnite on PC) don't use Steam. Combine both statements, and you've got the claim that the audience that Fortnite is introducing to PC gaming skews young.
I mean Fyre, sorry for the misunderstanding :(Didn't misunderstand the point, because that was the whole reason for pulling that quote from Lombardi - to point out that they recognise the system is flawed in this exact way and that it's going to change in the future.