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Consequence of what you are proposing is that companies with economies of sale or are willing to operate at a loss due to other sections of the corporation being their main source of profitable revenue would be only ones left. Ironically ensuring higher barriers to entry than there already is. The 10% is more realistic for key resellers than those trying to launch a profitable mainstream platform hosting and distributing everything as opposed to side project that can lose money.

The CD Projekt-owned PC gaming storefront GOG just released a “facts and figures” breakdown of 2022 in an official blog post. The upshot? GOG experienced steady growth in its user base and library while also turning a tidy $1.2 million profit. It’s a heartening turnaround to see as the service actually lost money⁠—$1.15 million to be exact⁠—the previous year.

https://www.pcgamer.com/gog-looks-like-its-in-a-much-healthier-spot-after-a-hairy-2021/

The cut GOG takes is 30%. Epic operates at a loss and is more a side project they are willing to lose money on, since Fortnite and Unreal is there real money.

https://kotaku.com/epic-games-store-pc-profitable-google-court-case-apple-1850996972

GOG also started to limit cloud storage per game to 200 MB

As the size and number of games increase, so does the demand for Cloud Storage. These limits ensure that all players have access to sufficient and manageable space for their game progress, and that we keep the associated costs under control. By optimizing our storage allocation, we aim to continue providing a reliable and user-friendly platform for everyone.

https://support.gog.com/hc/en-us/articles/18730340487709-Review-your-Cloud-Saves-to-avoid-loss-of-files?product=gog

You’re right. Hosting files is more difficult than creating art for the game. Steam deserves a bigger cut than artists.

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