sure Nintendo too
sure Nintendo too
This is the quality content I come here for.
There is no justification for why those platforms charge ongoing subscription fees monthly from users, other than those platform holders wanting to monetize their user base via an ongoing revenue stream. You and I both know this.If the 30% cut finances all of that (and I agree it does!), then the obvious question is why many platforms that take 30% from developers also take a monthly fee from users.
(Interestingly enough, the platform that is criticized most for those 30% on Era doesn't do that)
? The platform itself is a monopoly from the creator itselfs. Without their "stamp of approval" no game can be sold in the platform itself as there is code there to prevent any third party not accepted programs to run.please stop using the word monopoly to refer to any product you think charges too much but begrugingly pay for
please stop using the word monopoly to refer to any product you think charges too much but begrugingly pay for
The only ones that can justify 30% are Apple, Microsoft and Sony since you are paying for the privilege of being on their platform. There's no way 30% can be justified for bandwidth costs and payment processing. For other stores it depends if the publisher thinks 30% is worth the extra marketing and discoverability a store would provide which would be on a game by game basis.
Thank you, I will update the OP accordingly.
thats why they already pay a fee and or Royalties to say platform holders. this is a different charge from the store front.
Alot of this stuff is stuff they don't do or the publisher has to handle themselves, or things the publishers already pays for i.e the certification process to make sure a game is ready for the system already costs alot or marketing agreements, or the customer already pays for.No, I don't think they should charge 30%, that's outrageous...
They should charge... 5% to act as a payment processor (~3% to bill, 2% to cover the effort)...
5% to cover administrative overhead for account system, lockouts, 2FA, support, etc...
2-3% to cover bandwidth (or they could charge developers directly)...
2-3% to cover refund handling (or they could ban refunds)...
5% to cover developers being able to generate keys for giveaways, KS, testing, etc (or they could rake their overall cut on all free keys and charge developers directly)...
3-5% to cover access to social features (achievements, chat, matchmaking, leaderboards) (or they could charge developers directly)...
3-5% to cover product support, programming help, marketing support,
3-5% to cover free capsule marketing on the front page / launch announcements / producer time if any manual work is done on approving content.
So, in total, they should charge maybe 25-30%... oh... that's basically exactly what they do. Well then.
The 30% cut is a total scam. I say this as a venture capitalist invested in many companies in said marketplaces.
In physical retail, you give the retailer a 30-40% cut for... inbound logistics, warehousing, listing, staff training, inventory risk, shelf management, physical retail location fit out and lease, loss prevention measures, retailer marketing, payment processing, returns processing, just to mention a few things.
In digital retail, you give away 30% for... fuck all. You list and price the item your self. You are not guaranteed any marketing. The company staff knows nothing of your product. They will host the file, process the payment, and occasionally manage returns, but that's pretty much it. Whatever the platforms do have almost zero incremental cost to them.
I am incredibly pleased Epic is giving the finger to Google Play's undeserved 30% cut. 5-10% would be a fair cost, the rest is a virtual cartel profit. Once one platform budges, it'll all come crashing down.
That's not what a monopoly is though. Saying Sony has a monopoly on Playstations or that Valve has a monopoly on the Steam store is silly because those platforms themselves are in competition with other platforms. If publishers feel like these platforms are charging too much, then they're free to move away from Steam or app stores to other platforms and capture that extra revenue.? The platform itself is a monopoly from the creator itselfs. Without their "stamp of approval" no game can be sold in the platform itself as there is code there to prevent any third party not accepted programs to run.
On a broader aspect, gaming is not a monopoly but it does contain platforms that are monopolistic.
No, the correct term is monopolistic competition. There are many buyers and sellers in the gaming market.
The 30% cut is a total scam. I say this as a venture capitalist invested in many companies in said marketplaces.
In physical retail, you give the retailer a 30-40% cut for... inbound logistics, warehousing, listing, staff training, inventory risk, shelf management, physical retail location fit out and lease, loss prevention measures, retailer marketing, payment processing, returns processing, just to mention a few things.
In digital retail, you give away 30% for... fuck all. You list and price the item your self. You are not guaranteed any marketing. The company staff knows nothing of your product. They will host the file, process the payment, and occasionally manage returns, but that's pretty much it. Whatever the platforms do have almost zero incremental cost to them.
I am incredibly pleased Epic is giving the finger to Google Play's undeserved 30% cut. 5-10% would be a fair cost, the rest is a virtual cartel profit. Once one platform budges, it'll all come crashing down.
No one deserves anything. I don't think many publishers or developers would be happy paying 'thank you Valve tax' for the rest of their existence.Do you remember the state of the PC market before Valve came into the picture? Valve deserves most of the credit for investing and believing in the PC market during a period in which Microsoft was making a mess of everything and publishers were willing to abandon the platform. What is the argument for Valve deserving any less money than the companies you mentioned?
I mean... that is correct though? The issue is that Steam (or heck google play store!) does not have a monopoly on the platforms as you are able to launch your product in the same market without paying anything to them. On the case of "platform holders" that is not possible at all, as any product that launches in the market must pass through them.That's not what a monopoly is though. Saying Sony has a monopoly on Playstations or that Valve has a monopoly on the Steam store is silly because those platforms themselves are in competition with other platforms. If publishers feel like these platforms are charging too much, then they're free to move away [from Steam](https://arstechnica.com/gaming/2018...ll-skip-steam-requires-bethesda-net-launcher/) or [app stores](https://www.theguardian.com/games/2...to-android-phones-but-not-through-google-play) to other platforms and capture that extra revenue.
No, the correct term is [monopolistic competition](https://en.wikipedia.org/wiki/Monopolistic_competition).
No one deserves anything. I don't think many publishers or developers would be happy paying 'thank you Valve tax' for the rest of their existence.
No one deserves anything. I don't think many publishers or developers would be happy paying 'thank you Valve tax' for the rest of their existence.
That's not how it works, if you want your game to be hosted you have to pay for it somehow. Companies also have to pay stores to put their products on shelves it's how they make their money.Do you think that publishers, app developers and indie developers deserve the full 100% of each sale? Should the fee be lowered?
Untrue.
Depending of the platform, you get a wide range of tools, APIs, and stuff processed for you.
not in most cases
it actually doesn't make much sense for it to be a percentage rather than a flat rate (or itemized rate based on things like # of patches, download size, etc.)
Steam offers some (pretty barebones) achievements and online APIs I think nobody would cry for.
Meanwhile, we are people complaining in ERA why Nintendo doesn't add achievements in the Switch, but that's off topic.Take Steam as an example. You'll use DirectX and other Windows APIs Microsoft doesn't get any money for. Steam offers some (pretty barebones) achievements and online APIs I think nobody would cry for.
Take Steam as an example. You'll use DirectX and other Windows APIs Microsoft doesn't get any money for. Steam offers some (pretty barebones) achievements and online APIs I think nobody would cry for.
On iOS, sure you'll get to enjoy Apple's shit tier connectivity stack, shockingly bad Xcode, and do some genuinely cool stuff with Metal or AR Kit if you are lucky. But more likely you will use Objective C, C++, Java on server side, Unity, Unreal Engine, Godot, because you really don't want to tie your game to single platform. And payment for those tools goes from your 70% meant for development, not Apple's "platform fee" meant for, according to you, "a wide range of tools, APIs".
And Android... well, I trust you get my point.
On Steam, you also getTake Steam as an example. You'll use DirectX and other Windows APIs Microsoft doesn't get any money for. Steam offers some (pretty barebones) achievements and online APIs I think nobody would cry for.
On iOS, sure you'll get to enjoy Apple's shit tier connectivity stack, shockingly bad Xcode, and do some genuinely cool stuff with Metal or AR Kit if you are lucky. But more likely you will use Objective C, C++, Java o server side, Unity, Unreal Engine, Godot, because you really don't want to tie your game to single platform. And payment for those tools goes from your 70% meant for development, not Apple's "platform fee" meant for, according to you, "a wide range of tools, APIs".
And Android... well, I trust you get my point.
hmmm online apis no one wants ? seems like psn might need some help
Plus bigger games like CoD and FIFA I think negotiate lower %s
I'm curious why you think Sony and MS deserve 30%, but not Valve, seeing as Steam has more users than both XBL and PSN. Something about "privilege" to be on a platform was it?
yes, is like 3-5$ per game sold on iirc
If Valve disappeared tomorrow Blizzard, EA, Ubisoft, Microsoft, Epic, Bethesda, Riot would still be releasing their games on PC and PC gaming would survive. No business lasts forever and you can easily argue that PC gaming has outgrown the need for Valve and their 30% cut.
On Steam, you also get
- Full free mod hosting and an API to integrate that
- A VR compositor and API to integrate that
- The best input API on PC
- What I'd say is the best spatial audio API/engine around (to be fair, Valve is giving that to everyone for free, not just on Steam)
- Also not sure what is "barebones" about the online APIs -- they have everything anyone else has, and it's all free to your users (and you, beyond the revenue cut)
- You also do in fact get a game engine (Source 2) completely for free (but admittedly, you probably wouldn't want to use it over the alternatives with its current level of documentation/support)
if it were that easy, why are they not doing it now? cause in reality the set up and management is not cheap nor easy. if Valve goes down each of em wont make their own store, someone else will rise to become the new "valve"if you want to be on an iPhone or an Xbox or a Playstation you have no choice to give 30% to Apple, Microsoft or Sony. If you don't think 30% is worthwhile then you simply don't release on their platform. I did not say they deserve 30% I said they can justify it because otherwise, developers would not be releasing on their platforms
If Valve disappeared tomorrow Blizzard, EA, Ubisoft, Microsoft, Epic, Bethesda, Riot would still be releasing their games on PC and PC gaming would survive. No business lasts forever and you can easily argue that PC gaming has outgrown the need for Valve and their 30% cut.
"One area where the contrast is stark, however, is in multiplayer accessibility. While the PlayStation 4 version had its hiccups with getting the squad together, those aren't present at all in the PC version, which makes the most of its integration with Steam to get you playing together in under a couple of minutes. It's refreshingly simple compared to laboriously typing out a string of numbers, or fiddling with the PlayStation 4's subpar native interface."
https://www.gamespot.com/reviews/monster-hunter-world-review-deadliest-catch/1900-6416842/
hmmm online apis no one wants ? seems like psn might need some help
Do you remember the state of the PC market before Valve came into the picture? Valve deserves most of the credit for investing and believing in the PC market during a period in which Microsoft was making a mess of everything and publishers were willing to abandon the platform. What is the argument for Valve deserving any less money than the companies you mentioned?
...and a large amount of mid-tier and indie games would suffer but ok.If Valve disappeared tomorrow Blizzard, EA, Ubisoft, Microsoft, Epic, Bethesda, Riot would still be releasing their games on PC and PC gaming would survive. No business lasts forever and you can easily argue that PC gaming has outgrown the need for Valve and their 30% cut.
if it were that easy, why are they not doing it now? cause in reality the set up and management is not cheap nor easy. if Valve goes down each of em wont make their own store, someone else will rise to become the new "valve"