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250 points

Reliable, low maitenance, with good infastructure. 80 sounds like a solid number when not including game devs and support staff.

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169 points

80 world-class engineers sounds like more than enough people. It’s not like Valve struggle to acquire talent and are thus forced to have teams and teams of juniors who are masters at building tech debt.

Valve will likely be hiring and retaining the kinds of engineers who love a good refactor and appreciate the time and space to do that rather than some product manager pressuring for the next shiny shit they wanted yesterday.

And Steam is their money printing machine that keeps them free to do whatever they want. It’s no surprise their team have stayed invested in continuing to build out the best gaming platform of all time.

80 talented, passionate, and healthily paid engineers > 800 junior, sleep deprived, and struggling to buy groceries “coders”.

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47 points

For serious. I wish they hired remote.

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44 points
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This likely management 101 in action

Amazing what happens if you treat people right and let them do their job

Instead we got too much management constantly causing churn

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1 point

“I have 8 different bosses. That means when I make a mistake, I have 8 different people coming by to tell me about it.”

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2 points

From a comment below, Valve as a whole supposedly has around 350, of which around 80 work on Steam.

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-9 points
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Or they hire contractors without any job security

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5 points

without any job security

That’s USA. They don’t belive in job security.

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7 points

Love to refactor, the more I watch the Mesa graphics drivers and the employees valve hired that work on it the more I believe it

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-38 points

Also explains why Steam is still a 32-bit binary and didn’t get ARM port on any platform.

I think the point is that with this kind of upkeep costs it’s hard to argue that Steam sales cut is fair, especially given near-monopoly in PC gaming space.

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50 points

At this point, their cut is just about mathematically fair, given how little value customers get from buying games most other places and how much value they get from Steam. Then that money got funneled back into decoupling PC gaming from Microsoft and making probably the only mass produced handheld gaming system that’s open enough to let you opt out of their ecosystem. I’d be really curious as to how many games on Steam even have ARM builds, because I’ll bet it’s a very low number, and that would likely make the juice not worth the squeeze.

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-32 points

Their cut is mathematically fair but the inputs for this formula are mostly pain tolerance levels of consumers and producers. I meant fair for having a monopoly. Either you’re a utility or need to be broken up so that actual competition can take place.

Steam Deck and Proton killed Linux gaming because nobody bothers to do native ports. While I don’t agree with that approach it kinda works but it’s not that Valve does this because they like Linux. They’re scared of losing their monopoly in case Windows changes too much.

There are ARM native games on Mac (Disco Elysium for example) and Steam has no issues with them. Not having ARM client though means that you’re running a dynamically recompiling web browser through a translation layer resulting in terrible performance.

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4 points
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Found Machkovetch’s Rosen’s Lemmy account

;)

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0 points

I’ve been reading Ars Technica for over 20 years now but that’s because I like their points, not because I write for them xd

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36 points
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it’s hard to argue that Steam sales cut is fair

It’s actually pretty easy to argue it’s fair once you look at everything. Steam offers a shit ton of resources for that 30%, including hosting, distribution, patching, workshop, etc. And that’s not even getting into the fact that the dev can get all of that AND get steam keys that they can distribute themselves (meaning valve doesn’t get a cut of that) that still utilizes the same infra.

I wish I could find it, but I recently saw a video of Thor (@piratesoftware, does his own game dev and used to work for Blizzard) talking about this and going into even more detail than I can remember at the moment.

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-15 points

The cut would be less if competition was possible. I will bet my arm, first child and souls on this.

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-25 points

They make billions in profit, fuck off with it being fair.

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-26 points
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As an Indie dev, a 30% cut of profit could be the death of my one man studio (if I ever get around to actually starting it)

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23 points
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After that well-informed take, listen to an actual indie developer talk about why the 30% is worth it: https://www.youtube.com/watch?v=gwoAmifo9r0 (it’s a separate but similar lawsuit by a “waaahmbulance-chaser” law firm in the UK)

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-16 points

Yes, developers are also victims of this monopoly. It’s obviously better (“worth it”) to pay 30% for visibility on the biggest marketplace.

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7 points

Damn dude that link fuckin DESTROYS every braindead “b-b-but STEAMS MONOPOLY!!!” arguement I’ve seen uttered by idiots who want to bring late stage capitalism to the PC marketplace just so they can pretend they stood up to a company

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