UK legal action against Valve over Steam prices gets go ahead
www.bbc.com
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Millions of gamers could get compensation if the lawsuit - which accuses Valve of charging inflated prices - succeeds.
Godort
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2114h

Valve got to where they are by simply being the option that offered the most convenience to end users.

All the things this lawsuit is challenging are true. Valve does have a defacto monopoly on PC games distribution, they do not let you buy DLC on other platforms for games you own on steam, and they do take a 30% cut of sales.

Having these be limited by government regulation is a good thing. It would increase interoperability and increase competition in the space.

If those things get changed, people will still continue to use Steam because they continue to offer a service that “just works”. Every other storefront that has attempted to compete seems to either trip over itself by trying some anti-consumer behavior to increase short term profit(EGS, Uplay), lack discoverability features(itch), or not offer enough benefit to endure cost of change(GoG)

PlzGivHugs
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Every other storefront that has attempted to compete seems to either trip over itself by trying some anti-consumer behavior to increase short term profit(EGS, Uplay), lack discoverability features(itch), or not offer enough benefit to endure cost of change(GoG)

I’d argue that GoG also falls into the lack of discovery catagory.

That said, I’d argue that the lack of discovery isn’t just a player issue, but ties back into the other side: publishers and devs. These storefronts/launchers are unessisary middle men. A software company can run its own store, and make its own launcher. Just look at so many of the big titles over the last two decades: Minecraft, League, Tarkov, War Thunder, Roblox, and more recently Hytale. Looking at players is only half the puzzle, the other half is how these storefronts compete against each other, and even against direct-to-customer sales for publishers.

So, for publishers/devs, what does Steam offer?

  • Payment processing
  • Distribution
  • A very robust support system
  • Discoverability
  • Tools for online play and social features
  • Lightweight DRM for those who want it
  • Modding tools
  • A community forum
  • Tools to add compatibility to your games
  • A plethora of extra features that improve your product for the players

And at what cost?

  • 30% cut
  • Tied to a forum, whether you want to be or not

Now to compare to, lets say, GOG:

Offers:

  • Payment processing
  • Distribution
  • Some user support

Costs:

  • 30% cut
  • DRM is banned

Because of this, its no wonder that they can’t get more of the market. Why would someone choose to sell there over Steam, or even over direct-to-consumer?

@[email protected]
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610h

You left off the newer steam deck which opens your games up to a mobile audience.

Ech
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59h

Just to be clear, distributing on Steam adds nothing functional to a game’s playability on the Steam Deck (afaik). A game from GOG can be played in a Deck just as well as one from Steam, albeit with slightly more effort.

That said, I know customers will flow toward the path of least resistance, so even a little more effort will push them towards a different source.

@[email protected]
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albeit with slightly more effort.

customers will flow toward the path of least resistance

I think that’s the crux of it. It can be done, but I would bet the vast majority are just playing steam games on SteamOS

So if you launch on Steam, you can reach PC users and Mobile users, and someone might decide to buy the game on steam knowing it will work easily on both.

@[email protected]
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611h

A software company can run its own store, and make its own launcher. Just look at so many of the big titles over the last two decades: Minecraft, League, Tarkov, War Thunder, Roblox, and more recently Hytale.

This is also survivorship and selection bias though. Not only would you not have heard of the ones that failed, but these are the games confident enough to not launch on Steam in the first place. Several of them are so old that Steam was in its infancy and not the de facto storefront when they came out.

@[email protected]
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137m

Steam was the defacto storefront when all those games came out.

PlzGivHugs
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19h

My point is that it is an option, and still a competitive one, when so many still use this option. If it wasn’t, these games wouldn’t have succeeded and/or would have died off. Its an option middlemen have to out-compete, and I’d argue many don’t.

Ech
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19h

unessisary unecessary

Just a little correction.

Midnight Wolf
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1814h

I’ll be that guy and say that I do prefer buying from GOG, going as far as paying more money in doing so, so the issue isn’t really ‘friction’ but ‘mfs don’t bother offering on GOG’.

My hate for drm has only grown over the last two decades, and so I’ll get stuff wherever I can that isn’t plastered with it. But it’s not even a rounding error in comparing the number of games available of steam vs GOG. You’d have to go so far out with zeros that you fall off the page before encountering a positive value (0.00000[…]00001%). Which is upsetting and frustrating, since the other option is steam or piracy. And I do like rewarding developers for their work, so that leaves one option basically all the time.

@[email protected]
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49h

Indeed, and now what GoG is pursuing stronger Linux offerings I may shop there more, but Valve had contributed more than just a shop and launcher. The Linux work with Steam Deck and Proton has been invaluable.

Ech
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29h

In terms of straight numbers, isn’t Steam’s large “advantage” there it’s offering of independent, mostly unregulated games from small time devs? Are those really using drm? Even if there are, I don’t really think most users are choosing Steam over GOG for access to “Asset Flip #57354”.

Midnight Wolf
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19h

I thought the small indie devs were mostly on itch?

Ech
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38h

Itch is exclusively indie devs, afaik, but since Steam started their Greenlight initiative, the number of games released per year has rocketed up. 2012, the year Greenlight started, only 441 games were released on steam. Two years later in 2014, almost 1500 games were released. 2017 released 5600. 2021 released 10,200. And last year had over 21k. How much of that do we think is really DRM’d, AAA published software?

Truscape
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1013h

There are games on Steam that don’t have DRM (since it’s not a requirement from Valve). The most prominent examples I can think of are games from Toby Fox and Klei Entertainment.

@[email protected]
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611h

I’d love to see this as an official tag on the store page.

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