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I mean, they could start with not asking 30% of the revenue when you sell less than a million or so units.
It costs a LOT to build a global cdn with the uptime steam has. That 30% is totally justified as a platform fee imo
Especially now with cloud storage and software development costs being so high.
I mean I see your point for sure, but I also see why consistency matters too. Why would valve “punish” someone for doing well? Those big titles are also great for revenue on their side too so honestly selling more units would be even more justifiable to lower the revenue split (from a business perspective on valves side)
Idk. Just thinking out loud I guess.
and yet everybody hates on Apple’s 30% cut…
maybe it could be like how rich people are taxed more? (at least if rich people paid their taxes in the first place)
I don’t personally hate on Apple’s 30%. I hate on Apple’s predatory licensing practices which demand an upfront expenditure before the first unit sells at all.
Valve provides a whole lot more developer infrastructure than Apple. Now a good argument may be that you don’t use it all, but it is still provided to all.
Also the class of games on steam take up so much more space than most everything on the apple store.
Would a decentralized version of Steam do that?
Is that 30% the bulk of Valve’s profit?
What do Indie developers get in exchange for Valve’s 30% cut on Steam that they don’t get elsewhere that charges 30% or charges less of a percentage?
So could physical retailers, so how’s that working out?
I’m not going to say they can’t do that. It’s not a bad suggestion but it seems to be suggested continually in a vacuum without considering other factors.
Imagine paying $60 for a game and then finding out the torrent is dead.