I wonder how Valve does it? They're obviously raking in 30% on all sales
I'm well aware what you're referring to. When it's sold on Steam they get 30%. If they thought third party sellers selling keys was a big problem for their business, they'd stop or limit that. None of that changes the point I was making. They are still getting higher royalties overall than MS and Sony.This is not true but I'll let you find the details for yourself
NO THEY DON'T. AS HAS BEEN EXPLAINED IN A RECENT POST.
Like hell it didnt. IT was a revolutionary thing AT THE TIME.
What is with the revisionist history here?
Let be fair, online on PS3 wasnt great. Yes, it was free... but it wasn't great.
The biggest games on both consoles, being Fortnite and Apex are free to play without a sub.
I highly doubt it's pushing anyone away.
This has been discussed to death. PC online and console online are apples and oranges.
Not free... %30 of your money goes to them.
You are funding it, but you just don't see it.
And it takes money to maintain said closed system. It's a service. If you feel there is enough value there, you pay for it. If not, then don't Pretty simple stuff.
You say "Steam takes 30% of all games sold!" omitting they do not get anything from games sold outside of Steam but that Steam provodes service for, which account for a big number (25-35%) in big gamea. The cut is also reduced for games that sell over a simple threshold.
- Xbox Live did not save or revolutionize online gaming on console. It was not niche on the PS3, it was just fine and for free. Games were evolving and including more online options with or without Live.
Yes,
They do.
Tim Sweeney, co-founder of Epic:
"The game market system is pretty unfair," Sweeney explained at a keynote address as part of Gamescom's Devcom. "All of the app stores take 30% [of revenue per transaction]. That's strange, because Mastercard and Visa can do a transfer for three dollars." Sweeney also gives the example of a hundred million dollar transaction that just took place with Bitcoin, with a total transaction cost of just a couple of cents.
To name names, both Steam and GOG take 30% of your money when you buy a game on their platforms. Given the minimal costs to them, Sweeney reckons there's no reason for such a high cut – even if it is a better deal than devs would get at a physical store.
The fact that you need to specify PS3 in cases like this says a lot. Sega launched the prior generation with a dedicated online suite, and Sony by and large ignored their example for the entirety of that generation, despite having almost 2 years on the market before MS even entered (they sold the modem as a peripheral). This evolution was being stifled, and the PS3 having online functionality that was "fine" (not even comparatively good) was a direct result of 4 years of Xbox Live's example and increasing market threat. Even Steam in the PC sector is modeled directly off Xbox Live, and PC online gaming was very different and comparatively primitive before it (despite having a literal decade head start).
It's very easy to just say "we'd be here regardless", but as of that point in time we really weren't on that path at all, and Nintendo has done a good job of showing how online gaming could have evolved if there wasn't a clear example to follow. Hell, even mobile gaming today is largely still stuck in a Wild West of disconnected accounts and services that make any sort of larger community across games problematic.
Online gaming in the form it takes today was no more guaranteed in MS' absence than console gaming itself was without Nintendo. Online games would still exist yes, and they would still be on console... but a lot of the featureset we take for granted today could very well not be anywhere near standard, and almost assuredly wouldn't have been within a similar time-frame.
Says here about 72% are sold on Steam, 28% on third parties. Again, that's Valve's choice to run their business like that. Do you think if Steam keys from third parties got to 90%, Steam would still be cool with it? 95%? 99%? I don't think so. If Gabe sold the company tomorrow, that could be cut to 0% the next day.You say "Steam takes 30% of all games sold!" omitting they do not get anything from games sold outside of Steam but that Steam provodes service for, which account for a big number (25-35%) in big gamea. The cut is also reduced for games that sell over a simple threshold.
Yet we cannot say Sony takes 30% of all games sold because they ALSO TAKE 15% for games sold outside their store (even if that number is a a bit more than in Steam).
Steam has also not started to cut down on selling games outside their service while Sony has recently started forbidding selling digital games in Amazon for instance.
Since you seem to know more than the guy who co-founded ones of the biggest gaming companies in the world, how about you share it.You should look up what's Steam actual cut instead of using that totally unbiased and objective source.
Since you seem to know more than the guy who co-founded ones of the biggest gaming companies in the world, how about you share it.
That %30 number pops up EVERYWHERE when referring to Steam's cut of the money.
Same way they were indirectly paying for it in consoles during the previous gen in both Sony and Nintendo consoles. I pay Nintendo 20€ a year for a service that is worse than their last gen consoles and yet you have people here defending that shit. Same with PSN "improvements" since becoming walled.Says here about 72% are sold on Steam, 28% on third parties. Again, that's Valve's choice to run their business like that. Do you think if Steam keys from third parties got to 90%, Steam would still be cool with it? 95%? 99%? I don't think so. If Gabe sold the company tomorrow, that could be cut to 0% the next day.
Why Valve actually gets less than 30 percent of Steam game sales
Commission-free Steam key sales through other stores cut into Valve's bottom line.arstechnica.com
I remember that was based on a topic here on this site.
The percentage of full game sales on consoles that are sold by PSN/Live is 47% (EA number), 37% the year before, which was well up from 2013.
The main point is, just because the gamer isn't directly paying for it on PC doesn't mean it's free for the company to provide, nor does it mean gamers aren't indirectly paying for it with the billions they spend on Steam.
You mean the guy who is competing against Steam might want not to tell the full truth as kt hurts its lema of Steam stealing from devs?Since you seem to know more than the guy who co-founded ones of the biggest gaming companies in the world, how about you share it.
That %30 number pops up EVERYWHERE when referring to Steam's cut of the money.
So basically you lack the ability to read.
You can generate keys on Steam for free, you cant on consoles. Saying Steam can close it at amy point is also mute when they have never showed they would do that, unlike Sony which has closed sellong digital games outside of PSN store!!So basically you lack the ability to read.
If a game is sold through Steam, it's %30.
Companies generating their own keys circumvents the system.
At any point, Steam can put the kibosh on that little program.
Ok, so it can be a sliding scale. But that %30 IS accurate.You can generate keys on Steam for free, you cant on consoles. Saying Steam can close it at amy point is also mute when they have never showed they would do that, unlike Sony which has closed sellong digital games outside of PSN store!!
The 30% is also a start point that changes after a sales threshold.
Except they have not shown any intention to do that ever since they created the store. Stocking the fear of Valve removing free key generation while omitting their entire story with it (meanwhile consoles are the one moving to remove their limited pay key generation to force you to buy through their stores) is just another way of trying to reason why you accept paying 60$ a year for mp.Ok, so it can be a sliding scale. But that %30 IS accurate.
Regardless of the spin that's on it, it starts off at %30.
Don't be shocked if Valve takes again the ability for these companies to generate commission free keys. Either they will take away the functionality, or start building in a fee with every key generated. They want to go around the commission structure, but still use their features.
It's a business, not a charity.
- I said PS3 because we were talking about the creation of Live, during the PS3 vs 360 era.
- The PS2 and Dreamcast did not have the power and an enough sofisticated operational system to compete with online PC gaming. The evolution was something natural, apart from Live...
- I really never had any issues with PS3 online. I don't know about you but I could always play any game I wanted online just fine. It is just too easy to throw these phrases degrading the PS3.
- The only thing that really changed on PC is the unification of many games and users on a single launcher. But in the end I am still playing fighting games P2P without a middleman, and playing indie games like Mordhaul or AAA games like Battlefield V on free community servers like I always did since Battlefield 1 or CS.
- We would never all be like Nintendo. That is why most online games are not there. Nintendo never cared too much about it. We were already great on PC way before Nintendo.
- Any game I play on my cellphone is also just fine, like japanese gatchas, Hearthstone, poker. I don't know what you are talking about.
- You are really just trying to paint a worse world than reality, and an apocalyptic future if Live didn't exist, when in fact we are almost the same thing we were on PC before Live, and also when, again, most gamers on the planet never even used live.
And Sony could start sending Plus subscribers a gold coin monthly. Take THAT PC fans!!!Ok, so it can be a sliding scale. But that %30 IS accurate.
Regardless of the spin that's on it, it starts off at %30.
Don't be shocked if Valve takes again the ability for these companies to generate commission free keys. Either they will take away the functionality, or start building in a fee with every key generated. They want to go around the commission structure, but still use their features.
It's a business, not a charity.
it's a feature not a bugOk, so it can be a sliding scale. But that %30 IS accurate.
Regardless of the spin that's on it, it starts off at %30.
Don't be shocked if Valve takes again the ability for these companies to generate commission free keys. Either they will take away the functionality, or start building in a fee with every key generated. They want to go around the commission structure, but still use their features.
It's a business, not a charity.
Once it starts having an impact on the bottom line, you know damn well it's gonna get looked at.And Sony could start sending Plus subscribers a gold coin monthly. Take THAT PC fans!!!
We're into hypotheticals now, Jesus Christ. What a weird ass post.
No one said it was a bug.it's a feature not a bug
but yeah i guess steam could also just charge everyone 1000 dollars to allow people to access their accounts tomorrow
since we're just making shit up
I asked earlier whether if Steam keys sold by third parties got to 90%, 95%, 99% of all games sold, would Valve still be cool with that? If those key sellers get too successful I'm sure they'll be knee-capped. Don't you agree? Not sure how we've managed to jump to a hypothetical about charging $1,000 to access accounts.but yeah i guess steam could also just charge everyone 1000 dollars to allow people to access their accounts tomorrow
since we're just making shit up
In order:
- Live wasn't created during the PS3 vs 360 era. It was created during the DC/PS2/GC/Xbox era. PS3 era PSN is a result of PS2 era's Xbox Live.
- Console power has nothing to do with this. They lack a sophisticated enough OS because they lacked the vision for what it would be used for. PS3 was dramatically more powerful than OG Xbox, but the OS still became an issue because their vision for it didn't extend beyond what MS had already demonstrated the prior generation, and so wasn't adaptable for all the new features MS would introduce in generation 7. Without XBL this could have continued perpetually.
- PS3 PSN worked at a basic level. But something as simple as talking to someone that's playing one game whilst you're playing another wasn't possible. It was roughly on par with where Xbox Live was when they launched it for the OG Xbox.
- Unification is a huge change. It's was allows for online friends (that aren't irl friends already) to form across different online games. This isn't about p2p vs servers. This is about being able to hop between GTA and Apex Legends seamlessly with the same group of people without reverting back into IRC (or whatever chat client you'd use at the time) to organise everything, because nothing was connecting your online presence together.
- We're not like Nintendo in regards to online because the standard was changed and only Nintendo didn't care to take notice. Just like we weren't primarily playing on Commodore-like computers with large joysticks as the primary input, because the market adapted to a standard Nintendo set. Someone actually has to set these standards. Fate doesn't just sort everything out for itself.
- I didn't suggest playing on mobile isn't "fine". But it's fine in much the way PC online gaming used to be. It's disjointed and doesn't do much to foster community beyond the isolated ones each game has for theirselves. Let's say you add me on Fortnite and then after a few games we decide to play Minecraft together instead. Simple scenarios like this are significantly more convoluted on mobile (and were in every pre-XBL online gaming environment), and so communities largely remained isolated and people were reliant on stitching together a variety of apps and services just for basic online play together... much like Nintendo of today.
- I'm not trying to paint an apocalyptic future with Live. I'm describing exactly how things were pre and post Live, and detailing that the tihngs we now just expect to be there, nobody was expecting to be standard at the time even after years of online gaming being a thing before XBL existed. Conversely, you're looking to marginalise this for whatever reason under the assumption that everyone that spent all their pre-XBL days not getting this shit together certainly would have regardless.
Yes, you are very wrong here.1 - Sorry, I was trying to focus one the time when Live started charging. If i'm not wrong it was during the PS3 and 360 era.
2 - Even if the live infrastructure existed before, the PS2 wans't ready for it. It would not even have the power to multitask and run a party chat with voip while launchign a game. There is a time for technology to catch up.
Yes, you are very wrong here.
Live was a paid service since Day 1 of launch of the service on the OG Xbox.
It didn't start with the 360. The PS2 was out then and had jack crap for online support.
Like I said much earlier in this thread, I really feel like we are dealing with a bit of an age gap.
Those of us old enough to be around during the advent of console gaming remember just how much of a mess early online console gaming was.
Xbox Live was amazing in how universal it was. One friends list, messaging, etc, etc.
You really did feel like you were getting a premium service.
I think that your scenario and mine are just as likely.I asked earlier whether if Steam keys sold by third parties got to 90%, 95%, 99% of all games sold, would Valve still be cool with that? If those key sellers get too successful I'm sure they'll be knee-capped. Don't you agree? Not sure how we've managed to jump to a hypothetical about charging $1,000 to access accounts.
Once it starts having an impact on the bottom line, you know damn well it's gonna get looked at.
Once again, business.. not a charity.
No one said it was a bug.
So now the conversation has moved to Steam fanboys defending their side. Gotcha.
Still doesn't change the issue that PC and console online structures are vastly different.
Can we steer it back to the actual subject?
1 - Sorry, I was trying to focus one the time when Live started charging. If i'm not wrong it was during the PS3 and 360 era. (Edit: it seems it was never free actually)
2 - Even if the live infrastructure existed before, the PS2 wasn't ready for it. It would not even have the power to multitask and run a party chat with voip while launchign a game. There is a time for technology to catch up.
3 - So we agree that PS3 and Xbox were both roughly on par when Xbox Live launched.
4 - Unification is cool, but it should not be forced behind a paywall. Most PC games are still and will ever be it's own thing. Overwatch does not communicate with Counter Strike, or Battlefield, or an MMO, and many other examples. And people live just fine, for free. It should be optional to pay for this unification since many people don't care, otherwise they would not play on PC or mobile.
5 - The online standard was already better than Nintendo's. It makes no sense to think we would go back in time and follow Nintendo.
6 - Again, especially in the mobile market, most players are casual and don't care about this unification. They just want to play candy crush online, poker, etc. And even most console gamers don't even have friends to play together. This unification is actually used by less people than it seems.
7 - Apart from this unification, which already existed in some instances on PC before Live, and still is not present in many PC games, the PC scenario is still mostly the same as before Live. I still don't see how mobile Hearthstone, MMOS, or PC servers would be different without Live. They never changed.
I forgot to mention i have ps vita / ps3/ ps4, and ps4 is my main console, so PS + has a great value for me.I pay for on-line and i am totally fine with it. I think it deserves every cent i am spending, otherwise i wouldn't do it.
It actually was ahead - PS3 often had dedicated servers (in the beginning).The things about Xbox Live on 360 that were better than PS3 for the most part were things that were included in the free Xbox Live service. Party chat, the interface and whatnot. The thing that was actually paid, the playing games online part, were not this massive gulf ahead of PS3 that people claimed. So I was always against this you get what you pay for bullshit argument people used back then. Everything PS4 improved over PS3 in terms of online functionality were things that would have happened if the service remained free.
I got what you saying; it's not that complicated. By your own admission, those features you highlighted make the products you make more attractive to your audience. So why on Earth would you think it should be the consumer who pays to make your commercial products more attractive and saleable? That's a really strange argument to make you must have a pretty warped world view to think that make sense.
Even if we accept that that cost should fall to the consumer, the rest of your arguments are demonstrably false. If that is what the money is used for then Sony would just be breaking even on that sub rather than posting record profits and still closing down servers of their own first-party games. However, if you are naive enough to think that's what the fee is for rather than just the brazen cash grab it is then I don't know what else to say to you so let's just leave it there.
- Xbox Live did not save or revolutionize online gaming on console. It was not niche on the PS3, it was just fine and for free. Games were evolving and including more online options with or without Live.
If a game utilizes the MS or Sony's infrastructure they should be able to charge users for it. But if a game is not hosted by them, the user should have complete free access to online or at least have the option to decide this directly with the developer, like FF14 and few F2P games. The use of PSN or Live's server should be explicit in each game.
Online gaming was always brimming on PC for free, and now on mobile with a much bigger playerbase and full of indie games. It never needed to charge for it. You say it like Live was saving the world when most online gamers never even used it and play online for free from AAA to indie games since forever..
In 2005 when Xbox Live matured into a solid platform, it was uncommon to have a unified network for gaming. Even while Steam had existed and was popular for a few years, most people (that I knew) still used Steam to manage their game library, but a separate server tool (HLSW, Gamespy, or the myriad other tools) to manage their server lists, or they had to use an in-game server manager, plus a different voice com tool like Ventrillo or TeamSpeak, plus a separate friends manager (GameSpy, or just something like your AOL instant messenger friends list)... etc.
Even on PC around when Microsoft was investing in an online platform, online PC gaming was fractured and separated. Attempts had been made to make unified networks, server list shares, friends list, and try to connect into games automatically to make it easier ... but a lot of games had their own friends list, their own logins, eveyrthing was independent.
On console it was obviously much, much worse. On the top console at the time, there was no online system console-wide. EAch individual game ran their own netcode, had their own server manager, no global friends list, no way to jump into someone elses game. I didn't have the original Xbox, but when I got an Xbox 360 after coming from a PS2, my mind was blown about how well integrated everything was. First, global persistent friends list. This wasn't something that wasn't even really common on PC at the time, and even while things like Gamespy had existed for years or other tools, they weren't unified or consistent. The fact that I could open up a list of friends and see who was online across the whole network was completely new for consoles (previously if you were playing Madden 2005 and a friend was playing antoher online console game (as few as there were), you couldn't see that they were online -- you had to boot down your game, launch Madden 2005, go to the online mode,a nd rely on EA's online mode ... Also it was all text input obviously, no mics, no messaging, etc). Even as a PC gamer at the time, I thought that Xbox Live was magical. Tap a friends name, click "join game," put in the disc of whatever they're playing and it skips all the bull shit and connects me to their game world? Plus voice messages, global messaging across the whole system over any game, in game voice chat that just worked for every game, a consistent server/client system for every game.
One of the reasons I bought an Xbox 360 was that Microsoft seemed committed to online play, something Sony seemed way behind on for me (I had been a Sony-primary console player for 2 generations at that point). Even with online expectations (I had been a PC primary gamer since about 1998 or 99), Xbox Live blew me away with features and the idea of paying whatever the price was for that at the time seemed well worth it. I had been used to patching together a myriad of different tools, HLSW, TeamSpeak server, Counter-Strike server, Steam or WON client, etc, for years ... and that this whole thing basically just worked out the box blew me away.
I think a lot of people are forgetting how behind Sony was on Playstation Network. It seemed so amateur compared to Xbox Live, and it seemed like Sony was caught off guard and had to quickly play catch up. Part of this is also probably what led to them rushing the service together and having the largest customer-facing security hack in history at the time. It's still one of the worst network hacks ever, with ~80m people having their accounts compromised, Sony waiting over a week to notify users that the system was compromised, 80m people having personally identified information hacked, and Sony stored user accounts and passwords unencrypted. Today still almost 10 years later, it's still one of the largest leaks of unencrypted usernames/passwords, and because it took them a week to notify users, hundreds of millions of user accounts across the internet were leaked. The network was also completely down for almost a month after that.
PSN was a joke until 2011+, generally after the PSN Hack when they got serious about making a modern gaming network as opposed to the ramshackle insecure mess that it was before that. Even base features of PSN didn't work until well into 2011, like resetting your password (the PS3 gave you a URL to to go to reset your password, and the URL Was broken for over a year... it was like the perfect anecdote to how shitty PSN was). By the end of that generation, PSN had mostly caught up and now both are at feature parity.
Now it's not worth it at all and I think it'd be good for Sony and Microsoft to offer their base Xbox Live and PSN stuff for free with online gaming, and then sell things like GamePass, Games WIth Gold, PS+, PS Now, or whatever as the paid tier.
Was online on the PS3 actually not great? I always thought this was just some narrative from Xbox fans to justify paying for Live. I remember playing Street Fighter IV and Blazblue 10 years ago almost perfectly on the PS3. Granted I played Xbox Live maybe once before so I don't have any point of comparison.