This is a completely different point to what I was mentioning. Regardless, this isn't always true when there are incentives provided to continue engaging with the other sites. Paradox is a great example. Free dlc for EU4 just for signing up to their forums where most communication happens along side their store. Bonuses included with purchases on both Steam and Paradox, encourage further use of their site and forum. While paradox still engage with Steam and it's forums, the majority of info redirects to their site, where they have fostered an absolutely awesome community and provide all kinda of brilliant updates, interviews, competitions, collaborations, streams and all sorts. It drives me and so many others to their site, far better than many folks attempts to cut out specific services and communities in favour of their own alone, and indeed it does drive sales through their site to an extent, where they emphasise how much it benefits them.
Point being, cutting out communities has been shown not to work well at all. Those that start out on their own have had some success and some failure depending on what they sell and how good their products are. In the current state of things though, for many, games are simply not visible enough outside of Steam for those that want to only engage with that. Clients of poor quality or with single use, that interact poorly with other services that many attempt to use them through, ends up giving a bad reputation to such a client, and more and more complaints as we already see with stuff like Uplay. 30% is the industry standard. The real differences is that on PC you can actually compete / challenge dominance thanks to the open system
Well, the reply you made to the previous poster claimed that what he/she stated wasn't true. It was though. A game sold on their own store is worth more than a game sold on Steam. Even if they sold Steam keys, it would
still be worth more to them than it would be if the same game was bought on Steam. A sale of the game on their store that
isn't a Steam key is even more valuable, because not only do they get 100% of the price, but it also helps work towards not paying Valve 30% on the next purchase, by not sending that customer to Steam to actually receive the game.
Now sure, they
can try to come up with other means of incentivising the user to buy from them... but that requires concessions that they simply don't need to make otherwise. Why give away free DLC, just to try and get that money back? That's leaving money on the table still, because you otherwise would have sold that DLC also... it's pretty much a different means of offering a price cut (except in your example, they actually give this advantage away too Steam as well anyway). All the other community stuff you refer to is applicable whether or not they sell on Steam. Those things have nothing to do with the store or the sale itself. EA doesn't care about trying to tell its customer base about how much a direct sale benefits them. The average Battlefield customer won't give a shit, and will buy it off Steam anyway. These sort of initiatives make sense for smaller desvelopers/publishers/games where the average person buying them is more interested and invested in the success and wellbeing of those that made it... but saying that this works for Ubisoft selling The Division, is like suggesting these publishers hit up Kickstarter to fund a new Burnout. The number of people that care isn't going to make any business sense.
The reason why most won't do what EA does (yet), is because so many gamers are trained to shop only on Steam, and so they're worried about potentially losing more customers than the 30% would balance out. It's for this reason however, that it doesn't really make sense for them to sell Steam keys, because it simply continues to train customer to shop on Steam instead. Smaller development studios will probably not have a choice anyway, lacking the ability to create and sustain their own distribution platform, and make it visible enough for customers to find. Larger publishers like EA, Ubisoft, ActiBlizzard and the like don't have this problem... after all they are
publishers... it's what they do. In the digital space however they've been paying someone else to do a job they're more than capable of doing themselves.
If your point is that these dedicated launchers and storefronts have been shown not to work... then you're going to need to provide some evidence of that beyond "people on the internet complain". That's like suggesting microtransactions, season passes, persistent online etc doesn't work because we all complain about those things too. They don't give a shit it the numbers are working out. And considering we keep seeing new launchers and storefronts appearing, and basically none reversing course, it would seem that it actually is working well for them. If it wasn't they'd drop them and go back to how things were before.
Reselling Steam keys makes a lot of sense for companies that basically act like the digital equivalent to Gamestop. Where without the Steam keys, they'd simply have no product, and so no business. It makes far less sense to sell a Steam key of a game you yourself created.
Basically, this...
Of course we are going to continue purchasing Bethesda games (well most of us anyway). They are one of the biggest publishers in gaming. But that doesn't mean we cant be annoyed by it all.
..sums up why they won't care.