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Tim Sweeney: Not sure why Steam is still taking 30%

GSG Flash

Nobody ruins my family vacation but me...and maybe the boy!
I think Apple taking 30% of the cut from the App Store is more of an insult than Steam doing the same. On the PC, devs do atleast have other options. No choice on the matter when it comes to IOS, it's either the App Store or nothing.
 
Non-rhetorical question: so cutting the royalty rate is a bad thing for consumers?

In the short term, no. But as they can "get away with it" and eat those costs, they'd be able to pretty much snuff competition if they wanted to. Which would lead to an actual, or close enough, monopoly. Which can be bad for the consumer.
 

LordRaptor

Member
Non-rhetorical question: so cutting the royalty rate is a bad thing for consumers?

If you believe that;
- Steam is a monopoly
- Being a monopoly is bad for consumers
- Steam are large enough that they can reduce prices where other vendors cannot

then it follows that steam being cheaper than anywhere else because they can will make them more of a monopoly not less
 

Armaros

Member
Non-rhetorical question: so cutting the royalty rate is a bad thing for consumers?

The only change would be that publishers and devs would get more money, but other stores would either be forced to lower their cut of sales as well to match steam or chance losing out on publishers and devs possibility abandoning their Store.

Steam can afford to take the hit to their revenues, could other stores handle a smaller share of each sale? Smaller stores get closed down, Steam's market share increases.
 

AHA-Lambda

Member
It's still completely absurd to me that people are complaining about Valve's supposed monopoly and then arguing they should undercut their competition in the same post.

Absolutely.

It really shows up the level of argument in this thread and from a supposed industry professional.
Just nuke this argument from orbit, cos it's a mess.
 

Sentenza

Member
For people who aren't aware of it, the 30% cut isn't even just a standard among digital gaming stores.
It's a market average for resellers of any sort, across a multitude of different industries.

If you are a painter selling your paintings in a art gallery, you are going to give them a similar cut.
If you are a car manufacturer, you are giving a similar percentage to agents selling your cars.

I think real estate may be the only market where it goes way lower (6-to-10 %).
 

Lifeline

Member
This is why I can't get angry over Ubisoft or EA from using their own digital storefronts. It's a minor inconvenience for me but atleast the Devs and publishers who brought the game to life get all of my money.
 

Renekton

Member
The only change would be that publishers and devs would get more money, but other stores would either be forced to lower their cut of sales as well to match steam or chance losing out on publishers and devs possibility abandoning their Store.

Steam can afford to take the hit to their revenues, could other stores handle a smaller share of each sale? Smaller stores get closed down, Steam's market share increases.
Hmm because I was wondering if online marketplace costs scale decently with traffic, w.r.t. cost elements like CDN and customer service.
 

Fbh

Member
Isn't PC an open platform?. As far as I know there is nothing stopping devs/publishers from selling their game on their own site or have some sort of store like origin or use some other digital store that takes a smaller cut (if there are any).

You want the Steam user base and the exposure gained from releasing on their store?, Then you pay what they ask for
 

D4Danger

Unconfirmed Member
On mobile it's worse because you don't have a choice but on PC you could always just not use these stores. I guess you just have to decide if the service they provide is worth 30%? I think for most people it is.
 

AHA-Lambda

Member
This is why I can't get angry over Ubisoft or EA from using their own digital storefronts. It's a minor inconvenience for me but atleast the Devs and publishers who brought the game to life get all of my money.

Ah yes, EA and Ubisoft.

Those billion dollar companies well known to live project to project and require as much charity from their customers as possible...

I hope you never buy anything from any other retailers now! After all we wouldn't want other producers of any other goods or services you could possibly mention to miss out on their hard earned and deserved money.
Are used games sales as bad as piracy too? >_>
 
So wait... if an indie developer uses UE4 they have to give 30% of revenue to Epic, if they release that game on Steam then they need to give a further 30% to steam.

So the developer would only end up getting 40% of the revenue for their game...huh.

I guess that might explain why a lot of indies stick to Unity?
 

LordRaptor

Member
Isn't PC an open platform?. As far as I know there is nothing stopping devs/publishers from selling their game on their own site or have some sort of store like origin or use some other digital store that takes a smaller cut (if there are any).

You want the Steam user base and the exposure gained from releasing on their store?, Then you pay what they ask for

In fact the way Steam is setup is that if you want to you can have your game on Steam and make full use of their suite of publisher tools, but never actually pay Valve a penny for those services, and instead sell your own steam keys via your own website for 100% return (minus whatever eCommerce fees setting that up would cost).

So if Epic really want their games on Steam and not pay that 30% cut, they can easily do that just by selling Steam keys on epicgames.com.
You know.
If that 30% was actually the problem they had.
 

D4Danger

Unconfirmed Member
So wait... if an indie developer uses UE4 they have to give 30% of revenue to Epic, if they release that game on Steam then they need to give a further 30% to steam.

So the developer would only end up getting 40% of the revenue for their game...huh.

I guess that might explain why a lot of indies stick to Unity?

UE4 is 5% after the first $3k pcq
 
This is why I can't get angry over Ubisoft or EA from using their own digital storefronts. It's a minor inconvenience for me but atleast the Devs and publishers who brought the game to life get all of my money.

Well, developers usually don't. Developers get a percentage of the net receipts, which already has the platform fees deducted. So you take a dollar, subtract 30% from the platform fee, then subtract the publishers share and other costs that might come up and that's what a developer gets.

I do personally agree that a third of all income is too high for the services provided and while Tim comes off as a bit hypocritical with Epic charging the same 30% on their own store, I do think he has a point here. Games are expensive to make, most of them are lucky if they make their money back and when you release a game, knowing that 30% of all profits a game makes are already cut is a tough pill to swallow.
 
This is why I can't get angry over Ubisoft or EA from using their own digital storefronts. It's a minor inconvenience for me but atleast the Devs and publishers who brought the game to life get all of my money.

Even EA developers don't get all your money when you buy from Origin.
 
Well, developers usually don't. Developers get a percentage of the net receipts, which already has the platform fees deducted. So you take a dollar, subtract 30% from the platform fee, then subtract the publishers share and other costs that might come up and that's what a developer gets.

I do personally agree that a third of all income is too high for the services provided and while Tim comes off as a bit hypocritical with Epic charging the same 30% on their own store, I do think he has a point here. Games are expensive to make, most of them are lucky if they make their money back and when you release a game, knowing that 30% of all profits a game makes are already cut is a tough pill to swallow.
That 30% is not the problem AAA-development faces. That 30% or higher would be there no matter where you sell your stuff, except in your own stores. Publishers make less money from retail sales.

The games industry is not a charity where it is up to the stores to make sure the publisher can break even with their games.
 

M3d10n

Member
Here's a short history lesson:

Before self-publishing on digital storefronts was possible, the only viable way to get your game on the hands of consumers was through a publisher and retail. Developers got a much smaller piece of the gross sales, which varied wildly on a game-per-game basis: figures as lot as 5% weren't uncommon and few were capable of securing to get over 30% for themselves. This was because most games were funded using publisher advance payments: larger advances often came attached with lower shares.

In that context, getting 70% of the gross sales was an amazing deal, even if you had to figure out how to fund yourself without advances.

Since there wasn't much competition, there wasn't much need to spend in marketing: the storefront provided enough exposure by default to generate healthy sales numbers, so the 30% didn't seem much of a problem. That's no longer the case, so it's perfectly reasonable for developers to start questioning the 30% fee.
 

TP-DK

Member
I think Apple taking 30% of the cut from the App Store is more of an insult than Steam doing the same. On the PC, devs do atleast have other options. No choice on the matter when it comes to IOS, it's either the App Store or nothing.

I disagree. Apple provides everything for the devs. The platform, the store, ways to make money off app and also the development tools. So in fact they give the devs more than Valve, unless they give development tools as well?
 

Too good, man.

Steam provides a huge infrastructure, it's far more complex than people seem to think. It's not just a HTML page with pictures and links to purchase the games. Steam needs to cover the costs of its infrastructure, its social network, its bandwidth (which is very expensive. Hire an Amazon server and you'll see a mere 2TB of monthly bandwidth will cost you upwards of $200. Now imagine how much bandwidth Steam actually uses, with millions of users frequently downloading games that can range from 100MB to 100GB), and not to mention storage and security. They need to cover all that and still make a profit.
30% is fair.
 

LordRaptor

Member
I disagree. Apple provides everything for the devs. The platform, the store, ways to make money off app and also the development tools. So in fact they give the devs more than Valve, unless they give development tools as well?

Apple provides less for that cut than Steam does.
Theres a mandatory $100 per year subscription fee for Apple developers too.
 

patapuf

Member
Non-rhetorical question: so cutting the royalty rate is a bad thing for consumers?

Consumers won't care either way, prices won't lower anyway, as Origin and co. show.

But cutting margins will assure that only the big stores that sell a lot will survive.

People love to argue how valuable competition is but Valve would essentially outmuscle all DD but the publisher driven stores. It's the definition of an anti-competitive move and people rightfully call out companies like Amazon when they do it.
 

AmFreak

Member
This thread reads like one about a console maker.
Lots and lots of people defending an effective monopoly with nonsense arguments.

"Sell elsewhere if you don't like it" - ...

"30% is standard, everyone takes 30%" - So if everyone took 50% it would be okay? What if they took 70%, 90%? By that logic it's ok as long as everyone does it.
That the big guys don't throw away money by lowering the cut without pressure should be obvious.

30% is more than console manufactures take/took as their physical cut.
30% is more than a retail store gets.
Steam takes 30% - for what?
They take 30% because they have the market power, not because of any service they provide.
 
This thread reads like one about a console maker.
Lots and lots of people defending an effective monopoly with nonsense arguments.

"Sell elsewhere if you don't like it" - ...

"30% is standard, everyone takes 30%" - So if everyone took 50% it would be okay? What if they took 70%, 90%? By that logic it's ok as long as everyone does it.
That the big guys don't throw away money by lowering the cut without pressure should be obvious.

30% is more than console manufactures take/took as their physical cut.
30% is more than a retail store gets.
Steam takes 30% - for what?
They take 30% because they have the market power, not because of any service they provide.
So.

Are you saying you'd prefer they take 10%? 5%?

At the same time you're complaining about them being an 'effective monopoly' (whatever on earth THAT means)?

I want you to think very carefully about how those two statements would work together.
 

patapuf

Member
This thread reads like one about a console maker.
Lots and lots of people defending an effective monopoly with nonsense arguments.

"Sell elsewhere if you don't like it" - ...

"30% is standard, everyone takes 30%" - So if everyone took 50% it would be okay? What if they took 70%, 90%? By that logic it's ok as long as everyone does it.
That the big guys don't throw away money by lowering the cut without pressure should be obvious.

30% is more than console manufactures take/took as their physical cut.
30% is more than a retail store gets.
Steam takes 30% - for what?
They take 30% because they have the market power, not because of any service they provide.

Console makers charge 30% on their digital retail stores PSN, XBox Live and the eShop do it.

Physically They get a cut from every disk printed and the dev stil has to pay all costs associated with physical distribution and give a cut to the actual store that sells the game.
 

JaseC

gave away the keys to the kingdom.
"30% is standard, everyone takes 30%" - So if everyone took 50% it would be okay? What if they took 70%, 90%? By that logic it's ok as long as everyone does it.

The point being made is that it doesn't much sense -- if any at all -- to take Valve to task when 30% is what virtually every other digital distribution service commands, including Epic's own marketplace for Unreal Engine assets.

Steam takes 30% - for what?
They take 30% because they have the market power, not because of any service they provide.

30% may be too high, but the notion that developers don't get anything out of the cut they relinquish to Valve is demonstrably false.
 

lefty1117

Gold Member
The volume between billions of cc transactions a year, and one-off purchases on these digital storefronts is not really comparable. Aside from the volume disparity, credit cards have been around for ages, that market and all the related infrastructure has had a loooong time to mature and consolidate. I'm sure that in the coming years the digital distribution model will continue to mature and become more efficient and we may see some of these charges go down.
 

kraspkibble

Permabanned.
i thought 30% was the number being passed around so why are people acting surprised?

it's true though...a lot of developers will need to release on steam if they want their game to be successful. not many developers can get away with not releasing on steam. off the top of my head the studios that could would be Rockstar, CD Projekt Red (not pre W3), or Bungie.

Rockstar could sell GTA through their website, which they do already, exclusively and still sell millions. CD Projekt has its own store in GOG so I wouldn't be surprised if Cyberpunk 2077 + Witcher 4 (if it happens) were exclusive to GOG. Bungie has Blizzard behind them on PC.

these are huge studios but for a small indie developer Steam may be the only option. releasing their game on GOG for example wouldn't be smart.
 
I disagree. Apple provides everything for the devs. The platform, the store, ways to make money off app and also the development tools. So in fact they give the devs more than Valve, unless they give development tools as well?
Apple makes profit off the hardware already though. And developers pay them to publish the app in the first place. They get a cut from every part of the process.
 
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