Steam's Grasp on the DD market is so secure that any indie game not released on its platform is DOA!
I challenge you to name me 1 indie game that became a success without steam!
Steam's Grasp on the DD market is so secure that any indie game not released on its platform is DOA!
I challenge you to name me 1 indie game that became a success without steam!
I'm ok with that, why should they bypass the process when others will be unable to do anything like that because they don't have contacts with any publisher? I imagine this is the case only if the publisher didn't back the product from the beginning but after all was complete and up for Greenlight voting making it obvious that the only reason they went to the publisher was to bypass Greenlight rather than any other backing or support.
The process should become better but that wouldn't be the way to do it. It would become meaningless and more unfair. Anybody with a released game could then act as a publisher for others they know that haven't.
It's better for these guys to do it properly too, as once they get on Steam they no longer have to do anything for their future games while bypassing it they'd have to bypass it every time and share their $.
I've got mixed feeling on that. Ideally, yeah, get more competition and all that, but even beyond how nice it is to have it consolidated under one client there's a very real problem of just how many others will handle ownership, or if they're acquired by someone. Just look at D2D for how that can fuck up, or anything Digital River handles. Part of Steam's draw is that they're so firmly entrenched that there's little doubt you can rely on them at least for the foreseeable future, and GOG being the best alternative because they're becoming better entrenched and everything they sell is DRM free so backing up the data means you will absolutely lose it if some shutdown or bullshit merger/buyout happens.That's why I hope Steam's grasp on DD market will continue to erode
Because that is how publishing works? If you like someone's music, you publish it for them. If you like someone's books, you publish them for them. If you like someone's games, you publish them for them. Liking it from the beginning isn't a part of it, it is to say that someone who can publish it, says "I don't need so many votes and ratings, because we as publishers like the product, and take on the risk it involves".
Could you name me up some video game publishers that operate anywhere remotely close to having that mind set?
* I realize Apple only qualifies because they have no standards, but that's besides the point. It doesn't cost them anything and they have unlimited shelf space. This should be the digital model.
I could buy the quality argument if Steam wasn't littered with absolute trash anyways. And if it requires more trash to get all the quality games they're idiotically stiffing, then I say it's worth the tradeoff.
Everyone claiming that other digital distribution channels are better: how many indie games did the channel release in April?
Barring Apple which is obvious.
Steam's Grasp on the DD market is so secure that any indie game not released on its platform is DOA!
I challenge you to name me 1 indie game that became a success without steam!
That's not really a fair metric though. From a developer's perspective it's more interesting to see how many games are rejected. Steam is a big market, and many many indies are developing for PC, and everyone is trying to eventually get on steam. The console's takes a bit more initial investment to develop for a specific platform, but are more straightforward to release the game on.
You could argue that that warrants the higher entry barrier. They already have a full release schedule and more demand from developers, and are more likely to get flooded than something like the eShop or the Vita. But from a developers perspective the fact remains that right now if you chose another platform you can be much more certain that you'll be able to release the game. The markets might not be as big as Steam but still healthy enough to make a good profit, and much less of a gamble than greenlight.
I think Valve's always been terrible about accepting games, it's just now there's more games being rejected (as there are more games being submitted) and everything is public and out there, so it's more well known. Even before Greenlight, games didn't really get released at a rapid pace.
So there are 3-4 times as many indies trying to get on Steam? Well Steam releases 3-4 or even 5 times as many indie games each month compared to XBLA, PSN, WiiU shop, GOG.
What should be a rapid pace? 2+ indie specific games a day? 5+?
We need some alternative though. Is there a way to always judge games fairly and objectively?
Greenlight is to Steam as XBLIG is to XBLA. XBLIG releases several games a several times a week, limited only by the number of technically proficient submissions. So there are indeed services pumping out content at a favourable rate.
I feel like I see far more indie games added each month than I did 2 years ago.I don't know, but games are being released at the same pace they always were on Steam, it's just everything is out in the open now, which brings to light just how few games Valve actually accepts.
The way Steam's advertising works though, I'm not sure they'd want to add dozens of games a day to the store. You start adding too many games and you'll overwhelm the customer. Right now Steam is the indie haven it is because just existing on Steam is often times enough to pull a profit, something that would require a ton more work without Steam.
So there are 3-4 times as many indies trying to get on Steam? Well Steam releases 3-4 or even 5 times as many indie games each month compared to XBLA, PSN, WiiU shop, GOG.
Chubigans chose GOG as his Steam alternative and he got rejected there too. Where would you recommend he try next?
What should be a rapid pace? 2+ indie specific games a day? 5+?
Beril have you tried getting your game on XBLIG?
Yep, it was a doddle. Once I hit the tech requirements, like not crashing, it went up 48 hours later. I expedited the process by reviewing some other games in a bit of tit-for-tat and it was pretty darned simple.
I think Greenlight's main problem isn't that games are being blocked from release, but that the internet being the internet is going to vote for stupid shit that is either more of a joke than a game, or looks cool but will be available for release in 12 years.
Greenlight has been such a shame. I'm not sure if Valve is too proud to admit to their mistake, or if they don't want to write off the resources they've already spent on this, but something has to be done before the well is truly poisoned.
And it's a safe assumption that the sales were "still healthy enough to make a good profit"?
FUCK EA!!11!!!!
no wait.............
I got out more than I put in, so sure. But you didn't stipulate that, you were talking about throughput.
Greenlight is to Steam as XBLIG is to XBLA. XBLIG releases several games a several times a week, limited only by the number of technically proficient submissions. So there are indeed services pumping out content at a favourable rate.
Likewise, this has nothing to do with greenlight and everything to do with how most services operate.
In any case, if you took a more tangible qualifier than just looking at the existence of bad games (which the app store offsets by a giant margin even compared to something like newgrounds) then you run into other issues.
If any video game distribution service drifted from this
to this
then something went wrong somewhere along the line.
If you make enough off XBLIG, why even bother going to Steam since it's a gamble- again his stipulations not mine.
I don't buy the argument one has anything to do with the other. And I'm not begging for Steam to become a casual haven, just imploring they stop appealing solely to the WoW uber nerd with their selection choices.
I don't buy the argument one has anything to do with the other. And I'm not begging for Steam to become a casual haven, just imploring they stop appealing solely to the WoW uber nerd with their selection choices.
So where do you set the bar? What is the cut-off point?
So where do you set the bar? What is the cut-off point?
Well, given the game that started this thread, and the last major uproar, things like pinball simulators would fit with the audience buying Peggle and Bejeweled on Steam and things like adaptations of popular nerd board games would fit well with people already buying Civilization, XCOM, and Warhammer RTS games on Steam.
I don't know, a quick glance at something with a potentially high overlap with a game that's already selling well on their platform would probably solve many of the complaints.
The PC is basically a de facto walled garden when you think about it. Steam is PC gaming, so unless you are some mega viral sensation like Minecraft or some free tat, very few people are going to give a shit about your game if it's not released on the service. Valve acting like an overbearing gate keeper in such a way is not just bad for Steam, it's bad for the entire platform by proxy. I hope one day they realise their own importance.
Well, given the game that started this thread, and the last major uproar, things like pinball simulators would fit with the audience buying Peggle and Bejeweled on Steam and things like adaptations of popular nerd board games would fit well with people already buying Civilization, XCOM, and Warhammer RTS games on Steam.
I don't know, a quick glance at something with a potentially high overlap with a game that's already selling well on their platform would probably solve many of the complaints.
Does having them in store really hurts people so much?
People are actually complaining about that as an issue with Greenlight in this thread. The community Greenlights shit from the same genre as a bunch of shit already on Steam every month.
So there are 3-4 times as many indies trying to get on Steam? Well Steam releases 3-4 or even 5 times as many indie games each month compared to XBLA, PSN, WiiU shop, GOG.
Chubigans chose GOG as his Steam alternative and he got rejected there too. Where would you recommend he try next?
Beril have you tried getting your game on XBLIG?
Your second line is right on point though. People want their Indie game to sell with little to no effort required to market it.
Having those kinds of games not need to go through greenlight would probably solve some issues there, since then it can be used as a tool to look if the community is interested in new directions.
Greenlight has exposed us to the games that aren't getting certified. Before it was behind closed doors. Now the selection process is in plain sight and people are outraged that smaller titles are getting held up.
Steam's Grasp on the DD market is so secure that any indie game not released on its platform is DOA!
I challenge you to name me 1 indie game that became a success without steam!
Then it would be Valve's fault for okaying the same genre shit over and over. It is impossible to win in any scenario. Something will always be wrong.
Nah. Retail sales still mostly spank Steam ones silly. Also...F2P games also are doing well on their own, with Steam release not being life or death.
Bassicaly, what you described applies to indie PC games only. Not whole pc gaming market.
League of Legends was also originally an indie game, and got quite popular before being bought by Tencent.
As others pointed out, Minecraft torpedoed his argument, having sold more copies on Notch's website than any game has ever sold on Steam (even including valve titles). League of Legends is F2P, which I am sure some posters don't count.
I don't really have an issue with a lot of the same games in the same genre being on the service.