• Steam Killing Greenlight, For "Steam Direct"
    156 replies, posted
[QUOTE=Drury;51810118]Pretty much this. I paid the greenlight fee while I happened to have $100 on the side to avoid a situation when I have a game ready but have to delay it until I had the money. If it was like $1000 I'd be set back for months. Also the devs of VA11 Hall-A came from Venezuela, had there been a huge greenlight fee back then they'd be simply fucked.[/QUOTE] That is the reason I dislike this idea of raising fees. I'd rather have some junk on the side(which they should filter out by professional curation but valve is shit cheap at that) and great indie stuff instead of not having either.
[QUOTE=Firgof Umbra;51806639]If my game makes less than $1000 in the first four months then I should give up now. Saying 'you'll get it back' doesn't matter when you're already on a tight budget. There's no point in spending money that you'll never see back or have to go bankrupt for the chance of having. If I default on a loan they'll probably demand I pay them immediately or give up all my profits from the game. I'm not willing to risk defaulting or giving up my IP in the hope that my game makes money at a fast enough rate. It's an adventure/interactive fiction game - exactly how fast do you think that's going to sell, regardless of quality? It's not that my market doesn't want the game. It's that that market is small. This is going to hurt those small markets as developers like me who're interested in making content for them are just going to say 'I can't prove that I'll make that money back quickly, so I'm going to refuse to make games for that genre'. Which is why the 4X market went to hell and never came back. If Star Ruler 1 never came out, I'm not convinced that it wouldn't still be dead because it'd still look like the market had evaporated when, in fact, all that was true was that it was a smaller, underserved, market that had suffered from a long string of same-y titles who were all blah. This doesn't just affect indie developers. It also affects niche genres. They're all going to get slammed -- hard -- if the fee for entry is too high.[/QUOTE] How can you afford tools to work on your game if you can't afford 1k to get on steam? I mean any serious game dev should be able to get 1k together. 5k is something I see as a lot harder to get access to.
[QUOTE=Johnny Guitar;51813802]How can you afford tools to work on your game if you can't afford 1k to get on steam? I mean any serious game dev should be able to get 1k together. 5k is something I see as a lot harder to get access to.[/QUOTE] Game dev tools these days are much easier and cheaper to get your hands on Unreal and Unity are Free, visual studio has it's community edition (also free) That's also why we see so much shit on greenlight as well
[QUOTE=Johnny Guitar;51813802]How can you afford tools to work on your game if you can't afford 1k to get on steam? I mean any serious game dev should be able to get 1k together. 5k is something I see as a lot harder to get access to.[/QUOTE] Because I've spent a lot of money the last eight years on acquiring those tools. Just because I had the money then when I was employed doesn't mean I have the money now when I'm not. Also, Unity is free. I have so far spent $200 on the whole of this project. Everything else is my own personal sweat: the dialogue, the sound effects, the scripting (or parts of it anyway), the scene layouts, the art, the music (if I can't find someone to do it) and so on. Instead of paying other people money to do it, instead I'm doing it myself - that's how I can 'afford it'.
Rest in piss, forever miss. Greenlight was a huge mistake. At least they finally realized it and are doing something about it.
Could be good, but I remember when the pendulum was on the other side and it was near impossible to get your game on Steam. Hopefully they can find a good middle.
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