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Forums - Gaming Discussion - "Valve is not your friend, and Steam is not healthy for gaming"

It's a long article and they deserve the click so go ahead and read it

https://www.polygon.com/2017/5/16/15622366/valve-gabe-newell-sales-origin-destructive

 

This is the Good Guy everyone seems too afraid to call out, the toxic friend who is so popular that upsetting him will just make things worse for you, so you convince yourself he's really not that bad and that everyone else is over-reacting. Once the Good Guy illusion has disappeared, we're left with the uncomfortable truth: Valve is nothing more than one of the new breed of digital rentiers, an unapologetic platform monopolist growing rich on its 30 percent cut of every purchase — and all the while abrogating every shred of corporate or moral responsibility under the Uber-esque pretense of simply being a "platform that connects gamers to creators.”

A company which will spend what has to be millions on legal fees to avoid having to pay you $15 in refunds, but which isn't “evil.” A company which exploits, underpays, deceives, obfuscates and refuses to cooperate at nearly every turn, but would never be caught dead doing “evil.”

The imaginary Gabe, the one in our memes, is a cultural defense mechanism, a happy fiction we all invented to make us feel better about the fact that we were, and remain, willing partners in installing PC gaming's biggest, most opaque, exploitative monopoly — one which we know deep down doesn't care about us at all.

Maybe it's time for all of us to wake up.



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Thx but no thx



My Etsy store

My Ebay store

Deus Ex (2000) - a game that pushes the boundaries of what the video game medium is capable of to a degree unmatched to this very day.

Even when Valve finally did get around to launching a refund program (a full two years after the supposedly evil EA did it!), many people quite accurately and angrily observed that the default refund option was in Steam credit, which means Valve wins either way. It's almost like Good Guy Valve just ... doesn't want you to have your money back.



Valve themselves eagerly trumpeted that they had paid more than $57 million to Steam Workshop creators over four years — an enormously impressive figure until you realize that it's only 25 percent of the sale price, which means Valve just made $171 million profit from ... setting up an online form where you can submit finished 3D models.
"Good Guy Valve was backed into a corner and hissed like a cat that doesn't want to go to the vet"

As far as Valve is concerned, it's a fantastic arrangement: You do all the hard work for free, knowing that you might never be paid, but hoping you will at some point. This is called “speculative work” in the industry and it's hugely frowned upon as exploitative and unjust.

Valve sells your work to other people, and they take the overwhelming majority of the money from each transaction. Everyone's a winner ... but Valve, whose running costs for the store are essentially zero, and who have just tricked you into joining their content farm, is the biggest winner. You’re putting up your time and effort, and those have a very real cost for you. Valve has lost nothing other than the sunk cost of the employee time spent maintaining the store, while gaining a lot of revenue.




“It's impossible for artists to live on the workshop alone anymore, something which Valve used to repeatedly brag about,” explained one prominent Workshop artist to me in an interview for this piece. Valve has just recently slashed royalties for Dota 2 creators to almost nothing, right on the eve of the next massive International tournament. According to this artist’s estimate, their share has gone down from 25 percent to more like to five percent or seven percent, and communication from Valve has been unclear or flat-out non-existent.

“Despite getting three times as many items in [to the latest Major], I'm getting a third less money,” they continue. “Things are effectively five times worse, and that's not factoring the fact that the sales themselves are worse.




Dota 2 continues to grow — not least of all because the prize money for the International tournaments is literally donated by us, the players, who purchase interactive Compendiums and Battle Passes to raise prize money for the competitors (from which Valve takes 75 percent).

When you decide to support Dota 2, Good Guy Valve takes your money, puts 25 percent into the prize pool for the players and keeps the rest for himself, and even then the prize pool was nearly $20 million in 2016. I'm sure you can do the math.

It gets worse. Four years ago in the Dota 2 First Blood Update, Valve announced to the world that Steam Workshop items could now be re-sold on the Steam Community Market. Item creators would receive “a share of each resale of their item,” the splash page promised, and those creators were excited at the possibilities.

The item re-sales are in full swing today, but that promised share of the profits for creators is still undelivered and Valve refuses to answer questions about where their money is. We emailed Valve for a comment on this issue before publishing the story, and have yet to hear back. After all, if you don't say anything, you can't tell a lie to the internet, right?




The worst part about it is that they make no more games.



Great article, I'd also add 1 thing it missed: the steam sales culture.

According to steam spy, the average price of a game got cheaper year over year. They've conditioned people to wait for the sales. This can't be healty to the developers. People wait to buy more expensive games and it makes devs more dependent on the sales cycle.

Another thing is the low barrier of entry, hundreds of games came out just in recent months, there's so much shovelware in the store.



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Steam saves me money and offers me heaps of old and new PC games in one convenient place. Not sure what you want us to do? Stop using a great service thats been the benchmark for years because of a refund rule?



Steam is perfect for those Master race members who wouldn't buy a full priced games and will just wait for bargain/discounted prices though.



Turkish said:
Great article, I'd also add 1 thing it missed: the steam sales culture.

According to steam spy, the average price of a game got cheaper year over year. They've conditioned people to wait for the sales. This can't be healty to the developers. People wait to buy more expensive games and it makes devs more dependent on the sales cycle.

Another thing is the low barrier of entry, hundreds of games came out just in recent months, there's so much shovelware in the store.

The same applied to the Sony gallery since the second PS. It seems Microsoft and GOG are the only distributors that curate their galleries and enforce quality controls... 



Obviously. But Nintendo, those guys are my friends.



Yeah. Nah. Steam is actually awesome.
And has no issue giving me refunds when requested as per their FAQ.

Plus, Valve has stated that a games sales rate actually picks up after a game has gone on sale than before the sale, netting more overall profit and revenue for a developer/publisher.
A sale is advertising, someone might see their friend play it and decide to purchase it and join in on the fun even after the sale has ended.

Sales also shine a light on a lesser known titles as well.
Older games also tend to hit the top of the sales charts, even decades after their initial release, that brings people into a franchise who might then be inclined to pay for a sequel at full price.

Ergo. Sales are actually a good thing. Seriously, I cannot understand people complaining about cheaper prices. We are consumers. I hope you never bought a second hand game in your life! Developers get nothing out of that.





--::{PC Gaming Master Race}::--