How is a second launcher incumbering me as a consumer of games?And that 20% gap is largely directly a result of features that directly benefit the consumers, unlike Epic's 12% flat rate which serve only the developers and in many cases actively make the consumer experience worse.
Just look at the difference between user reviews posted in total, and user reviews posted for purchases made through Steam. You can see that many games are played on Steam without Valve making a penny.
Although we don't really know if people buying on Steam review at the same rate as people buying outside of Steam. You could imagine that people buying on Steam day 1 are more likely to post a review than people getting a game in a bundle years after release.
The post you quoted didn't say that, it said the experience is worse, which it is.How is a second launcher incumbering me as a consumer of games?
It makes the experience worse in that it locks some games to a platform that lacks features which some gamers would consider essential.How is a second launcher incumbering me as a consumer of games?
Comission is the same for all, and the lawsuit said that IAP is not a different market than normal sales, so all revenue.Is that just for game sales, or all revenue including the IAP?
I'd like to see more, because that sounds very hard to believe. Surely billions in IAP there, almost all at full commission (before payment processing, which I gather is higher in some territories than others).Comission is the same for all, and the lawsuit said that IAP is not a different market than normal sales, so all revenue.
That is correct. The cut starts at 30%, and drops to 25% and 20% after certain amounts of money have been made.I read somewhere that developers gave Valve a lesser cut (20%, not 30) after passing a certain amount of sales. Has it changed?
As I said, I really want to see the numbers of how theyu calculate that. If they are removing transaction cost from the calculation I could see that being the case with a % of like 17-18%. Or if they are accounting for Valve own games cut as 0% (as Dota 2 and CSGO are probably like a good chunk of Steam money).I'd like to see more, because that sounds very hard to believe. Surely billions in IAP there, almost all at full commission (before payment processing, which I gather is higher in some territories than others).
If you use Steam Big Picture because you're a comfy couch PC gamer, launching games from other launchers is a pain in the ass.How is a second launcher incumbering me as a consumer of games?
It took multiple years for Epic to start accepting payment in my currency on EGS. Sucked complete ass for their exclusives.How is a second launcher incumbering me as a consumer of games?
If you use Steam Big Picture because you're a comfy couch PC gamer, launching games from other launchers is a pain in the ass.
That's just one example. I'm sure others will have more examples of how EGS and other bad launchers are a nuisance.
How is a second launcher incumbering me as a consumer of games?
It makes the experience worse in that it locks some games to a platform that lacks features which some gamers would consider essential.
If you use Steam Big Picture because you're a comfy couch PC gamer, launching games from other launchers is a pain in the ass.
That's just one example. I'm sure others will have more examples of how EGS and other bad launchers are a nuisance.
Oh I 100% agree. Some developers don't like the 20-30% cut but I think Valve have used it well to subsidise a feature rich platform that people like to use.I wasn't even trying to bring up the notion of EGS exclusivity and its impact on the value-adds that Steam-as-a-platform brings to the PC gaming ecosystem, because that subject has been litigated to death already. My point is, one of the common refrains in the Epic narrative is that "Valve don't do anything to earn their 30% cut". This just shows that a) their effective cut is much less, so there is less for them to need to "earn", and b) the delta between the 30% and this 10% effective cut is exactly why they DO to earn the higher marginal cut. That 20% is a result of things that directly benefit the consumer, things like currency cards, 3rd party storefronts and the price competition that those engender. Even if Valve did nothing else to improve the ecosystem (they do), their supposedly obscene 30% cut is a net positive for consumers.
Oh I 100% agree. Some developers don't like the 20-30% cut but I think Valve have used it well to subsidise a feature rich platform that people like to use.
They've literally made the PC a viable place to buy and sell games by serving lots of little niches and markets all around the world.
Is that just for game sales, or all revenue including the IAP?
How is a second launcher incumbering me as a consumer of games?
If you use Steam Big Picture because you're a comfy couch PC gamer, launching games from other launchers is a pain in the ass.
That's just one example. I'm sure others will have more examples of how EGS and other bad launchers are a nuisance.
I am no fan of the EGS, but some of these criticisms are a little outdated.
I am no fan of the EGS, but some of these criticisms are a little outdated.
lack of a shopping cart
Correct, but I feel this is a moot point as Epic rarely does sales where you can load a cart up with cheap games and buy in one transaction. Due to how their coupons work it's generally more economical to do multiple transactions.
no reviews or reviews analytics
Correct. Epic seems to feel like this is a feature rather than a flaw, though.
no support forums
Correct. There have been a few instances where there have been store-specific bugs with multistore releases and developers had a hard time triaging bug reports for the EGS versions because Epic has no centralised forum support and the developer never had the forsight to set their own up.
no/minimal social or community features like mod guides, configs and the like
Correct. Some games have mod support in the client but it is a threadbare feature. There's nothing quite like the comprehensive community features/improvements that Steam offers.
different/worse regional pricing
Not too sure on this. Depending on the country, some people tell me EGS has better pricing than Steam or GOG.
lag in the launcher
Can confirm it's still an issue.
no big picture mode/controller supported frontend
Correct.
far fewer alternative places to buy cd keys.
Correct. This is by design as key sites generally offer discounts by cutting into their 30% cut and Epic wants to stop that to keep prices artificially high, which is especially true on their exclusives.
no shelves/collections as far as I can see
Correct.
no game streaming as far as I can tell
EGS doesn't have an in-client streaming solution, but it works with most others including Steam Link.
refund process is a bit more involved. Last time I had to send a order number to an actual human.
They've automated this now and it's as good as Steam's.
no way to choose download servers
Correct.
no equivalent like steamdb which is a godsend for seeing different depots, branches, and what keys are region locked, family sharing locked, and to what countries, down to literally what files you will receive in the depot you register an entitlement to. (edit: I think there's an epic store db thing but it's far less user friendly and also doesn't seem to have as much information).
Epic Store DB is pretty threadbare, like the store itself. No surprises there.
no console utilities to download certain depots
No idea on this one.
no family sharing I think.
Correct.
Easy region changing on steam as long as you have the required payment methods.
From what I gather, publishers hate this and Valve is clamping down on it.
no built in proton support like steamplay, so fuck linux gamers I guess.
Lutris should do the trick with EGS - I don't see this as an issue in terms of Proton. But the fact there's no native Linux client eliminates the chance Epic will ever release native Linux versions of games. This is no surprise, as Tim Sweeney has previously compared/mocked switching to Linux as being like "moving to Canada".
The short answer, though, is EGS is definitely poor value for customers. Epic's stranglehold on third party key sites artificially keeps prices high and strips away useful features that players have come to expect as standard. People say Steam needs competition, and maybe there's some merit to that opinion as Valve can be very complacent, but Epic isn't bringing them any meaningful competition. Buying up exclusives and running a slim margin operation, in my mind, is only killing platform innovation and good customer service.
The way I see EGS as far as being a competitor goes, is by looking at things Valve have done for the PC space and thinking, "Has or would Epic ever do this?" If the answer is no, and the prospect of a third party doing it is also zero, then that's an area where Epic is failing to compete with Steam in a meaningful way. The same works on the flip side - if Epic does something Steam doesn't/wouldn't, then I think that's a good competitive edge for Epic. Alas, I've yet to see anything of value that EGS has which Steam doesn't.
Customer service/innovation/quality is clearly not a concern of Epic's. If it was, they'd invest in it, and to invest in it they'd need to take a bigger cut and stop setting cash on fire with short term exclusives and freebies.Thanks for the clarifications -- I admittedly try and use EGS as little as possible which is why I assume some of my info is outdated. But it's still surprising how few of my initial concerns have been fixed in like...3 years?
Well that should be the end of that talking point then, right?
I'm not sure why everyone is focusing on keys; to me, the word "declined" in the second sentence indicates that Steam's effective cut changed because a large part of their revenue is coming from AAA games that hit the revenue threshold for the lowered cut. That change almost certainly happened because of competition from EGS, so credit where credit is due.
Wow, suddenly I care very strongly about lower commissions now that Epic has the higher one. (Not actually)
Anyways, I'd rather see first x sales have a discounted rate rather than the current setup that benefits big studios and hits.
I'm not sure why everyone is focusing on keys; to me, the word "declined" in the second sentence indicates that Steam's effective cut changed because a large part of their revenue is coming from AAA games that hit the revenue threshold for the lowered cut. That change almost certainly happened because of competition from EGS, so credit where credit is due.
Data from Epic given during a lawsuit is hard to refute, so the Epic trolls are avoiding this topic.I am surprised by the very small number of posts in this topic. Previous threads on the matter were quite contentious.
The problem is that without those better rates, the big publishers would leave. And as shitty as it is, indie devs need them on there, because otherwise the steam store would be not interesting at all for a large part of people who play videogames. So in order to remedy that, valve can either lower the cut across the board, likely stop swallowing money transfer fees, as well as removing free keys -- or they implement the system as is.Anyways, I'd rather see first x sales have a discounted rate rather than the current setup that benefits big studios and hits.
I'm not sure why everyone is focusing on keys; to me, the word "declined" in the second sentence indicates that Steam's effective cut changed because a large part of their revenue is coming from AAA games that hit the revenue threshold for the lowered cut. That change almost certainly happened because of competition from EGS, so credit where credit is due.
That was before EGS, unless we're talking about a different thing.
Devs will be cut whatever the store that's selling the keys will give them, often that will still be 70% or whatever is negotiated for a bundle inclusion or whatever. Unless the dev is able to sell them directly then they can get 100%.That 10.7 figure is almost hard to believe. I know a lot of Steam sales are from keys, but getting a level like that would mean over half of all Steam games are from keys. I didn't think it would be so high, but with things like bundles I guess it becomes more clear. If that commission rate also includes payment processing/gift card fees coming from their cut it becomes easier to believe.
One thing that might be important is that there is presumably a difference between Valve's commission percentage and the take home percentage for the dev/publisher. This probably doesn't mean on average a game dev gets 89.3 percent of all revenue if we consider that most Steam keys are sold to resellers for 20-40 percent below MSRP (this is how key stores make money as well as offer cheaper keys to us). If we consider things like bundles/Humble Choice, a 20 dollar Steam game may get a dollar of revenue per bundle sold. If payment processing is figured in this number tjen obviously that doesn't effect devs much either.
Over all, I think we really need to see the methodology for getting this number before much can be said about it. But it may explain a somewhat unseen reason Valve doesn't drop their store commission to 12 percent baseline. Of course as I mention earlier, that 10.7 percent may not mean 89 percent for devs. No offense to the devs though, I do like the key and bundle market quite a lot and I can't see it existing in its current capacity without Steam's key policy. (Well, itch.io has done some ludicrous bundles)
They make it sound like since EGS the Commission rate lowered from 30% to 10,7% on steam. But this seems like an argument in bad faith, since they didn't include the average commissionrate from before EGS and whatever this actually means.