Is Steam really a monopoly when Valve doesn’t try to stifle competition and no other company could be bothered (besides maybe GOG) to make a half decent store?
It is a monopoly - they just don’t abuse it as much against their audience.
For developers it’s either take their 30% deal or just don’t sell your game because a lot of people only use steam.
Not even Cyberpunk or the Witcher could sell more on gog than on steam even though you knew that there the developers got 100% of the money spent. Gwent standalone flopped so hard on GOG that it had to be rereleased with limited features on steam and sold more there
People are just fundamentally lazy so it totally is a problem that you have one store with such a massive market share even if it’s very convenient for the end-user they can completely exploit their position against publishers.
Sure EPICs way of making games exclusive to their store is not elegant but without that no-one would choose that store over steam
One aspect through which one could argue that they might stifle competition is their price parity rule, for which it seems they are being sued. See here (not sure if there is any new development.
Hard to compete with steam if you cant at least do it through lower pricing. Although this article suggests that at least for epic exclusives publisher seem to prefer to just pocket the difference, rather than pass on those savings.
Isn’t that just saying you can’t sell access to a game on steam (through a steam key) for a lower price than what’s on Steam? It’s not like they can’t just offer a lower price… just that they can’t offer it for a lower price bundled with Steam access.
So they can offer a lower price, just not as a third party through Steam itself.
Doesn’t explain all the other games sold for cheaper than steam when you take a look at isthereanydeals. Or the bundles fanatical offers with no charity involved.
I think it’s better to reframe the question as “Are there downsides to Valve’s PC market dominance?” or “How is Steam’s 30% cut different from Xbox or Playstation?”
For the latter: it’s worth noting that Microsoft and Sony sell their hardware at a loss, and make up the difference through software, so there are obvious developer benefits to the 70-30 split. For Steam, the equivalent value-add for developers is only the platform itself, and I would wager for many of those developers the biggest reason for selling on Steam is not the feature set - though obviously useful - but because that’s where the users are.
So, users get a feature-rich distribution platform, and developers (and by extension users) pay a tax to access those users. So the question is, how fair is that tax, and what effect does that tax have on the games that get made? Your view on that is going to depend on what you want from Steam, but more relevant I think is how much Steam costs to operate. How much of that 30% cut feeds back into Steam? My guess is not much; though I could be wrong.
But anyway, let’s imagine you took away half the 30% cut. Where does that money go? Well, one of two places: either your pocket, or the developers (or publishers) pocket (depending on how the change affects pricing). The benefits to your pocket are obvious, but what if developers just charge the same price? Well, as far as I’m aware, a lot of games are just not profitable - I read somewhere that for every 10 games, 7 fail, 2 break even, and 1 is a huge success - so my personal view is that this is an industry where developers need all the help they can get. If that extra 15% helps them stay afloat long enough to put out the next thing without selling their soul to Microsoft or Sony or whoever is buying up companies these days, and Steam isn’t severely negatively impacted, I’d call that a win.
But of course, that won’t happen, because Steam has no reason to change. That’s where the users are, and they are fine with the status quo.
I think you undersell how feature rich steam is for both users and developers.
They offer community forums, reviews, mods through workshop, cloud saves, automatic controller support, openish vr ecosystem (epic cant even do vr, if you buy a vr game you likely need to use steamvr anyway), broad payment and currency options, regional pricing and guidelines, remote play, and more I’m sure.
This is much more feature rich than even console platforms, so I think the
30% fee is justified.
And they do this all without really locking down their ecosystem.
Is Steam really a monopoly when Valve doesn’t try to stifle competition and no other company could be bothered (besides maybe GOG) to make a half decent store?
It is a monopoly - they just don’t abuse it as much against their audience.
For developers it’s either take their 30% deal or just don’t sell your game because a lot of people only use steam.
Not even Cyberpunk or the Witcher could sell more on gog than on steam even though you knew that there the developers got 100% of the money spent. Gwent standalone flopped so hard on GOG that it had to be rereleased with limited features on steam and sold more there
People are just fundamentally lazy so it totally is a problem that you have one store with such a massive market share even if it’s very convenient for the end-user they can completely exploit their position against publishers.
Sure EPICs way of making games exclusive to their store is not elegant but without that no-one would choose that store over steam
They are a monopoly because they…provide the best most fair platform. Also why would linux users support ubisoft or epic.
Most fair? 🤔 Epic’s cut on the sale is lower than Valve’s…
And yet they charge the same amount…
Seems they use that as a way to get developers to join them, then guilt consumers into using their less useful platform.
One aspect through which one could argue that they might stifle competition is their price parity rule, for which it seems they are being sued. See here (not sure if there is any new development.
Hard to compete with steam if you cant at least do it through lower pricing. Although this article suggests that at least for epic exclusives publisher seem to prefer to just pocket the difference, rather than pass on those savings.
Isn’t that just saying you can’t sell access to a game on steam (through a steam key) for a lower price than what’s on Steam? It’s not like they can’t just offer a lower price… just that they can’t offer it for a lower price bundled with Steam access.
So they can offer a lower price, just not as a third party through Steam itself.
If that’s the case, why do people use sites like humble bundle when they could individually buy the games from steam?
Humble Bundle has a special relationship with Valve iirc, because of the charity work they do.
Doesn’t explain all the other games sold for cheaper than steam when you take a look at isthereanydeals. Or the bundles fanatical offers with no charity involved.
Could be secondhand key resellers who have no deals with Steam regarding sales.
I think it’s better to reframe the question as “Are there downsides to Valve’s PC market dominance?” or “How is Steam’s 30% cut different from Xbox or Playstation?”
For the latter: it’s worth noting that Microsoft and Sony sell their hardware at a loss, and make up the difference through software, so there are obvious developer benefits to the 70-30 split. For Steam, the equivalent value-add for developers is only the platform itself, and I would wager for many of those developers the biggest reason for selling on Steam is not the feature set - though obviously useful - but because that’s where the users are.
So, users get a feature-rich distribution platform, and developers (and by extension users) pay a tax to access those users. So the question is, how fair is that tax, and what effect does that tax have on the games that get made? Your view on that is going to depend on what you want from Steam, but more relevant I think is how much Steam costs to operate. How much of that 30% cut feeds back into Steam? My guess is not much; though I could be wrong.
But anyway, let’s imagine you took away half the 30% cut. Where does that money go? Well, one of two places: either your pocket, or the developers (or publishers) pocket (depending on how the change affects pricing). The benefits to your pocket are obvious, but what if developers just charge the same price? Well, as far as I’m aware, a lot of games are just not profitable - I read somewhere that for every 10 games, 7 fail, 2 break even, and 1 is a huge success - so my personal view is that this is an industry where developers need all the help they can get. If that extra 15% helps them stay afloat long enough to put out the next thing without selling their soul to Microsoft or Sony or whoever is buying up companies these days, and Steam isn’t severely negatively impacted, I’d call that a win.
But of course, that won’t happen, because Steam has no reason to change. That’s where the users are, and they are fine with the status quo.
I think you undersell how feature rich steam is for both users and developers.
They offer community forums, reviews, mods through workshop, cloud saves, automatic controller support, openish vr ecosystem (epic cant even do vr, if you buy a vr game you likely need to use steamvr anyway), broad payment and currency options, regional pricing and guidelines, remote play, and more I’m sure.
This is much more feature rich than even console platforms, so I think the 30% fee is justified.
And they do this all without really locking down their ecosystem.
I don’t dispute they provide value, but why 30%? Why not 35? Or 25? or 80? or 3? or 29? I don’t know.
I’m curious, how much of that 30% do you think feeds back into making Steam better and keeping it running?
Probably more than a public company, that has to pay dividends and prove worth every quarter.
No, it’s not a monopoly. They aren’t even a gatekeeper as defined recently by the EU.
The most successful PC games (Minecraft, Fortnite, Roblox) aren’t even on Steam.
That doesn’t mean anything. Jesus Christ these arguments that valve isn’t a monopoly are just so incredibly weak. They’ve created a fucking cult.