Because they don’t pay any of their actual workforce: the game devs they steal 30% from for every game sold.
You mean the game devs that they take 30% from in a contract the devs agree to in order to list their game on the largest PC gaming store?
Besides that, steam has an incredibly low financial requirement to start selling your games on their platform. $100 usd per game (at least in the US) and you get it back if your game sells enough copies (100 maybe? I forget tbh.) It’s a great platform for indie devs which is why we’ve seen indie PC gaming boom so much in the past decade or so especially.
You mean the game devs they provide CDN at no additional costs, networking features a dev environment that is far more comfortable than any competitor and various additional revenue streams (such as trading cards and items)?
It’s still stealing if the profit is this extremely high. Of course a successful business includes providing a useful product. But if you make so much more money per employee than any other company, that means the amount you’re charging is disproportional. They could change Steam fees to 5% and still be extremely profitable. They choose not to because of greed.
This is not me condemning them by the way, I think their greed and what they do with the money available to them is still mostly better than what other people do, but it’s still greed.
I define all excessive profit as stealing. In an ideal world everyone would be earning roughly the same. (Or no earning being necessary at all, but I don’t want to go into every detail)
So am I stealing from my employer because I earn more than the cost of my bills?
How much is the profit? 30% is revenue not profit.
Why is money per employee a useful metric? One would expect most costs of a store like steam to be in hardware and network not in labor.
It isn’t 30% profit. It’s a 30% charge. Servers, broadband connections, etc… are expensive. Those numbers may be pulled out of someone’s ass, so I don’t know their veracity, but 30% might not be too much.
They can even list there and sell Steam keys on their website and not pay any of that to Valve, with the only stipulation that Steam keys cannot be sold for less than on Steam itself.
So basically:
- You don’t need to publish there
- But if you do, you can still publish elsewhere
- And you can sell Steam keys directly with no cut to Valve
You only pay the 30% cut for sales made through Steam.
That’s incredibly reasonable.
There aren’t many option and all of them except one are predatory. Regulation that would limit the amount taken would be a real boon to the industry. Steam, Epic, Sony, Microsoft and Nintendo are all guilty of this. The government should step in but they don’t because of lobbying and donations.
No one defends Microsoft when it comes to this. Gaben gets a free pass because he pretends to be a cool guy when he’s just another billionaire essentially robbing his workforce and customers.
This thread contains a lot of great bangers. But let’s play devil’s advocate for just a minute.
Let me know when you build a global distribution platform with 5-9 uptime, credit card processing, full compliance with all of the various laws in all the countries you serve and also provide a cdn for my game for free.
I’ll be waiting. You better pull through on this, you owe the community your labor
Taking a different and hopefully more productive stance than the other guy, I just want to explore people’s thoughts.
People already have built these alternatives. Itch.io, EGS, Humble Store, Microsoft Store, GOG. These platforms exist, but they struggle to achieve the full market dominance that Steam has as the “default” platform, meaning Devs are borderline forced to accept the 30% cut if they have any hope of making sales.
As shown by Steam’s huge profits, they certainly take a higher cut than they have to, and they can definitely stomach a smaller cut
I’ve made a comment before in the past when dealing with game publishing. All of the things Steam provides, including worldwide distribution to a lot of regions EGS, MS store, etc don’t sell in because of a variety of laws, Steam just does better.
You pay less because you get less. I’m selling a product. The last thing I’m going to cheap out in is sales. I’m not going to see great sales from the EGS because A)Nobody uses it and B) the shopping experience is terrible. I don’t have access to the same makers and (hearsay) the actual process of getting your game distributed is a pain. I wouldn’t know, I don’t sell on EGS.
Further, we were having a conversation about a problem that doesn’t exist. You’re more than welcome to use Steam and other storefronts.
Hell, you can handle all of the sales yourself AND put it on steam. Most people will buy it on steam simply because that’s where all of the customers are.
Asking Steam to lower their prices because that’s where you’d make the most money is a mind bender.
It’s like trying to sell your hand made Combs. The gas station on the corner is happy to take only 20% of the profit. They’re all over the place and accessible. But you really want to sell it at the boutique shops because they have more comb-seeking customers. But then when they ask for 30% of sales, you balk and tell them that’s too high and they should lower their cut to that of the gas station.
Me: “Rent seeking is an illegitimate practice, landlords steal money from laborers by extorting them for a necessary good!”
You: “Oh yeah? Why don’t you just buy your own land and build your own apartment building?”
You’re a dumbass.
How is Valve supposed to pay for the infrastructure and maintenance without charging devs for using their enormous platform? I’m genuinely curious what ideas you have. Disregard everyone’s non-sequiturs here, please.
If you don’t want a publisher to take a cut: self-publish. Every publisher takes a cut. Valve just takes 10% more than everyone else, while also providing more tools and support than anyone else to those devs.
Valve just takes 10% more than everyone else
What do you mean? 30% is used by almost every digital store.
Since when? Valve’s 30% has always been contentious because everyone else had only been 15-20%. It’s the main thing Tim Sweeny constantly whines about.
Valve is not a publisher they are a store. The percentage they take is in line with every other digital store, except itch.io Also compared to releasing in brick and mortar stores that percentage is low.
Valve is both a publisher and developer.
Steam is a store.
A publisher is merely any individual or business that makes others’ works available for sale. Valve does this through Steam.
I prefer not to buy games on steam, and when a game is available from another channel (for example Factorio is available on the devs’ website) I will buy it there. And yet, most games are only on steam, so the devs really don’t seem to care about trying to avoid that 30% cut when they can.