Valve reveals Steam Direct fee, upcoming changes to the store
49 replies, posted
even if it was 1000$ per game that still won't stop fanatics like DH from shit posting
[QUOTE=cartman300;52312270]No, it does not cost any money at all to develop. It only costs you your free time and your passion. At least from experience and from an indie standpoint.
1000 dollars is not a small loan, for 1000 dollars i can buy a good car where i live. If i have to waste more money on developing stuff than i earn from it, then what's the point in being a good developer? A skill not everybody has or is interested in. I might as well work as a taxi driver or a waiter and get paid more.[/QUOTE]
Unless you've got a lot of luck and a lot of connections, making games [I]does[/I] cost money, and a lot more than a hundred.
Braid cost upwards of $80,000 to make. Dust: An Elysian Tail also cost a ton, at least $40,000 plus all of the creator's family savings.
Lazy 8 Studios, an independent dev company, cost $35,000 to [I]start[/I]. The guy had to inject pretty much all of his salary into making his first fully independent game in the form of Cogs.
And these are for smaller teams, assuming you're developing on relatively simple platforms. If you want to start working on more complex technology (such as VR) or start working with a team, the development costs will climb even more.
Believe it or not, making shit costs money, especially if you want to hold it up to a certain standard of quality - and Steam should have a high standard. It's not supposed to be a garbage dump for every second cheap indie game.
[QUOTE=Ganerumo;52312364]Unless you've got a lot of luck and a lot of connections, making games [I]does[/I] cost money, and a lot more than a hundred.
Braid cost upwards of $80,000 to make. Dust: An Elysian Tail also cost a ton, at least $40,000 plus all of the creator's family savings.
Lazy 8 Studios, an independent dev company, cost $35,000 to [I]start[/I]. The guy had to inject pretty much all of his salary into making his first fully independent game in the form of Cogs.
And these are for smaller teams, assuming you're developing on relatively simple platforms. If you want to start working on more complex technology (such as VR) or start working with a team, the development costs will climb even more.
Believe it or not, making shit costs money, especially if you want to hold it up to a certain standard of quality - and Steam should have a high standard. It's not supposed to be a garbage dump for every second cheap indie game.[/QUOTE]
You know how much money garry spend on developing garry's mod?
When you're talented enough, have a great idea and doing stuff alone and not paying any other person to write code for you or develop assets and when you live in your mothers basement trying to make your fist buck. [B]It costs absolutely nothing. $0.[/B]
[QUOTE=cartman300;52312406]You know how much money garry spend on developing garry's mod?
When you're talented enough, have a great idea and doing stuff alone and not paying any other person to write code for you or develop assets and when you live in your mothers basement trying to make your fist buck. [B]It costs absolutely nothing. $0.[/B][/QUOTE]
And Garry is an outlier and not proof that it's 100% possible to do things with $0.
[QUOTE=kilerabv;52312421]And Garry is an outlier and not proof that it's 100% possible to do things with $0.[/QUOTE]
so that means make the fee so high that those who can do something with little to nothing can't make it past the barrier of entry?
[QUOTE=cartman300;52312406]You know how much money garry spend on developing garry's mod?
When you're talented enough, have a great idea and doing stuff alone and not paying any other person to write code for you or develop assets and when you live in your mothers basement trying to make your fist buck. [B]It costs absolutely nothing. $0.[/B][/QUOTE]
[QUOTE=kilerabv;52312421]And Garry is an outlier and not proof that it's 100% possible to do things with $0.[/QUOTE]
Garry made his game over a long period of time in his free time, too, so its not like he did it properly. The game started out as a tiny mod and ended up growing from there until he eventually had a large enough game to make something grand and big enough to cost money. He's a pretty huge outlier because he also did that way before the indie scene was really a thing that existed.
There is also Notch too, who struck gold and made a game that got a very large amount of attention over a very short period of time. He made something, and achieved the programmers dream, where a single program made insane amounts of money in a pretty short time.
But they're both absolutely not the norm. Working on a game for free is pretty dangerous either way because unless you're either
A. Lucky
or
B. Insanely skilled and/or charming
you're not likely to succeed very much without a marketing budget.
[QUOTE=cartman300;52312406]You know how much money garry spend on developing garry's mod?
When you're talented enough, have a great idea and doing stuff alone and not paying any other person to write code for you or develop assets and when you live in your mothers basement trying to make your fist buck. [B]It costs absolutely nothing. $0.[/B][/QUOTE]
Funny you should mention Garry, since he wrote a [url=https://garry.tv/2016/06/18/becoming-a-gamedev/]lengthy blogpost[/url] about game development in which he states that Steam is [I]not[/I] and should [I]never be[/I] your first means of distribution for a game.
There's a reason Garry's Mod was free for a while before eventually becoming a paid game. It needed traction, it needed polishing, it needed time to be ready as a financially viable title.
This is the same reason RUST was also not on sale on steam right away, according to the same blogpost. If your game's got potential then it'll rise in popularity long before it is actually sustainable as a steam game.
Making the barrier of entry high doesn't emasculate you from development. Steam isn't the only means to get your game released - it is, however, supposed to have a certain cachet of quality that faded over time due to the barrier of entry being [I]constantly[/I] lowered up until people with widely unfinished games were allowed to dump them on Steam and abandon them as soon as money was no longer an issue for them.
[QUOTE=bdd458;52312440]so that means make the fee so high that those who can do something with little to nothing can't make it past the barrier of entry?[/QUOTE]
The barrier of entry on steam is so fucking low at this point that it's almost not there. And those people you're talking about almost don't exist. They either work at a large studio because of their talent or are in an indie dev team which can affort a higher barrier. The only advantage steam has as a marketplace over others currently is it's popularity, but it is by no means the only way for devs to sell their game or make money from.
Not to mention that those insanely skilled devs would most likely be able to put together a prototype for said game and crowdfund the money for Steam, like we've seen time and time again.
Wasn't Squad made by a bunch of guys in Venezuela? I'm sure they can easily afford $1000, or even the occasionally proposed $5000.
Sarcasm is hard to read on the internet, but I'm pretty sure he is being sarcastic
5k is a lot of money, I can buy a M I A T A in good condition for that cost.
[IMG]https://images.cdn.circlesix.co/image/uploads/posts/2016/05/89a6de95cf304a9302db74026a3d0306.gif[/IMG]
[QUOTE=RichyZ;52313306]Mexico and hell fucking no
If you're talking about venezuela, this is a country that is actually having a famine and is rationing out food and water, how do you think the average dude making a game is gonna shell out that 1-5k
[editline]4th June 2017[/editline]
I genuinely cannot tell if that post is satire or not[/QUOTE]
Its obviously sarcasm, and I couldn't remember if it was Venezuela or not, but I knew it was something along those lines. There definitely is an indie dev or group based out of Venezuela though, and they were brought up in a thread at the same time the Squad guys were because they both were in shitty situations.
[editline]5th June 2017[/editline]
Like seriously, I posted this just on the last page, and I know a few people must have read it:
[QUOTE=Doctor Zedacon;52304420][QUOTE=Revenge282;52304370]That's the cost of business. You shouldn't be able to fork whatever you want to the platform. It's there to prevent the low end cash grabs.[/QUOTE]
Except it won't. They'll still do it because it's easy to flip and make back, and many of them are actually stable enough to do it easily because it's one person taking a few weekends to slap together a unity game while working a day job during the week. I'd rather have ten thousand trash games for one great indie game. It's a jackass dumbshit thing to prohibit smaller devs from ever getting a game on the biggest market in the world simply because, "UHHGGASSETFLIPSJIMSTERLINGGREENLIGHT". You can ignore the trash, but you can't play a good game that never comes to market.[/QUOTE]
[editline]5th June 2017[/editline]
VA-11 HALL-A!
How the hell did I forget that, I loved that fucking game.
The devs of VA-11 HALL-A, Sukeban Games, are in Venezuela.
Yeah, it'd have been a nightmare for them to afford $1000 to get the game on Steam.
[QUOTE=cartman300;52312406]You know how much money garry spend on developing garry's mod?
When you're talented enough, have a great idea and doing stuff alone and not paying any other person to write code for you or develop assets and when you live in your mothers basement trying to make your fist buck. [B]It costs absolutely nothing. $0.[/B][/QUOTE]
Just because people like Garry and Notch exist doesn't mean survivor's bias is not a thing.
snip misread
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