6 years ago

Comment has been collapsed.

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

Wait... not a joke?

6 years ago
Permalink

Comment has been collapsed.

100$ per game instead of 100$ per dev... now that makes sense from Valve's perspective. Oh, I do feel genuinely sorry for people that thought 'Steam Direct' was actually a move to reduce the number of new trash on Steam.

6 years ago
Permalink

Comment has been collapsed.

People will find a way to abuse it, no matter what the fee is, even if some kind of quality control exists. Trash will still find its way onto the store. I do think $100 is too low though.

6 years ago
Permalink

Comment has been collapsed.

I can bet that they earn more than those 100$/game from the card sells. So what stops them from paying the fee, getting their game immediately into the store, selling some copies through bundles, giving some keys away and making those 100$ back? I really can't see any major difference between this and the Greenlight system other than the fact they get guaranteed access to the Store when they pay the fee.

6 years ago
Permalink

Comment has been collapsed.

I know about those changes, yet I don't believe it will stop them from eventually getting the cards. It will probably take longer to achieve that, but I believe they will eventually get them.

That being said, we of course have to first see how exactly those changes are going to be implemented and how long it'll take for the games to start dropping cards.

6 years ago
Permalink

Comment has been collapsed.

If Valve will make system "you have to sell 9001 copies through steam without sales" then no, they'll never get cards.

6 years ago
Permalink

Comment has been collapsed.

That's exactly why I said we have to first see how it'll be implemented.

6 years ago
Permalink

Comment has been collapsed.

But that's the thing, they will make changes to the trading card system aswell, so people buying bundle games only for cards they have will no longer be the case, since they have to earn them with legitimate purchases first and skipping those because not having them will happen more often due to missing overall value. I can see it on my own behaviour, bundles that have kind of crappy games without any cards don't appeal to me, a whole bundle with just crap doesn't deserve a place in my library and doesn't convince me to purchase.

What might happen now is that asset-flippers will not invest the 100$ into assets but the entry amount instead, making these games even more trash, less of value. 😁

Granted, for collectors, bundles are always a thing, no matter if they have cards or not but they got used to some cards aswell and a bit of value back, the reason for investment in the first place, since that will be past, even collectors will invest more clever, i guess, i hope. 😆

6 years ago*
Permalink

Comment has been collapsed.

You can check my reply on the comment above :)

6 years ago
Permalink

Comment has been collapsed.

I think it should be a bit higher, maybe $200 would be a good entry fee for the first game, and would decrease slightly for each following game (190, 180, ...) down to 100 minimum if the games are demonstrated to be 'decent' quality. (ie if the first game has like 12% reviews after several months, it would stay at $200, but if the first game stays above say 50% user ratings after like 30 reviews then it would decrease as suggested)

6 years ago
Permalink

Comment has been collapsed.

Deleted

This comment was deleted 5 years ago.

6 years ago
Permalink

Comment has been collapsed.

That is Greenlight 2.0, i'm sorry. Faking reviews is the easiest and most underwhelming task in the books of Steam store cheaters.

6 years ago
Permalink

Comment has been collapsed.

Well, steam has already shown ways of working around that, demonstrated by how they process games bought directly from the steam store with ones activated using keys. It wouldn't be that hard to implement a rating system that only counts games that the account itself bought directly from the store (aka, it's not a gift buy nor is it a key). That would make fake reviews very difficult and easily traceable.

6 years ago
Permalink

Comment has been collapsed.

Gifts and keys don't count toward score already, only games reviewer purchased on steam.

6 years ago
Permalink

Comment has been collapsed.

And it's so hard to make a new account.
Heck, you can even put your trash in bundles and giveaways and your 5 alt store-bought reviews would still keep your good grades up.

6 years ago
Permalink

Comment has been collapsed.

Well that dev still wouldn't have cards... and first few buyers would probably give them negative grades (even if they didn't read key reviews) so in theory they would have to keep creating new alts, buying their own game, rating it... without any earnings to show for... I don't know, sounds like a hassle to me. Easier to play games on youtube and earn like that.

Also, I'm sure Valve has some countermeasures against this, as I remember seeing some games removed from store and devs publicly humiliated in their blog/news for fixing the reviews by using alts.

6 years ago
Permalink

Comment has been collapsed.

Meanwhile, full-on scam games or Unity Asset flips remain.

6 years ago
Permalink

Comment has been collapsed.

Not sure what you mean. I was told many times to buy assets for my game instead of learning pixelart and making my own, because, however much I learn, I'm still eons behind the real artists. At the same time, people who do buy assets are called asset flippers even when they make good games... because they didn't use programmer art but bought some. It's like you can't please everyone ;)

6 years ago
Permalink

Comment has been collapsed.

No, people who literally just use Unity's basic package, and re-sell it without doing any effort at all making a game. There are dozens upon dozens of those on Steam.

6 years ago
Permalink

Comment has been collapsed.

Oh, well... I think most of those were doing it to earn from cards and not games, and that will be much harder, if not impossible without having nice real sales on steam. Let's give it some time to see if it really works.

6 years ago
Permalink

Comment has been collapsed.

Loot Loot strikes back.

Coming soon...

6 years ago
Permalink

Comment has been collapsed.

*T

6 years ago
Permalink

Comment has been collapsed.

'We knew that we wanted it to be as small as possible to ensure it wasn't a barrier to beginning game developers, while also not being so small as to invite easy abuse by people looking to exploit our systems'

That sure worked to keep the trash off steam...great plan!

I think it should be higher to start and lowered as you prove you can make quality games.I think each game should cost a set amount depending on past history and such.

I am not sure how to fix the cards and market though as even if you delayed those for reviews and quality checks unless they actually have someone from Valve doing it I suspect people will just make fake good reviews to get those things added.

6 years ago
Permalink

Comment has been collapsed.

I think it's perfect. Here's why:

  1. It's per game, so it stops trolls from paying once (using card sales) and then making world worse for the other people by submitting stolen games for example.
  2. They stopped cards for new games until they "prove themselves on Steam", so no one is going to buy trash games for cards anymore if there's no cards. This will affect discovery and those games will be shown to less people and so on...
  3. People Valve mentions all the time, the ones that would give away thousands of keys to bot nets and then earn from card trade while no one actually bought their games are now stopped - they have to pay PER GAME and CAN'T have cards (see 1 and 2).
  4. The only thing left to potentially bother people are "bad games", but that category is relative and with improvements to discovery and curators you won't see much of what you wouldn't play... not their fault you may have ruined your discovery by idling all kinds of crap. And if any of those small weird games becomes an instant hit by any chance, good for Valve and author both.
  5. It's affordable for developers around the world. Might be "too small" for someone in USA/EU but for us outside, it's really right in the golden belt.
6 years ago
Permalink

Comment has been collapsed.

I felt so bad when I played Ravensword: Shadowlands last year (and to a lesser degree, Space Trader a week ago - they are not good games at all. But they are so much above the usual shovelware on Steam that it's just heartbraking. I would be so happy if instead of thrown-together assetflips the (very iindie) development would return the crude, but original and workings concepts, I would be more interested in those :)

6 years ago
Permalink

Comment has been collapsed.

I don't even know what that is.

6 years ago
Permalink

Comment has been collapsed.

To tell truth, bigger barrier of entrance is their new "games from fresh develoeprs will not drop cards until we decide they can finally drop" policy. Especially since it probably will be "you must sell X copies of games through Steam and Steam only, cd-keys don't matter".

$100 per game is still not much if you could just sell those 10000 cards right away. But since Valve will not allow card drops, it will take a lot of time to get it going...

6 years ago
Permalink

Comment has been collapsed.

I read that as Steam direct is free. Will this society accept me 🤓

6 years ago
Permalink

Comment has been collapsed.

So greenlight (100 dollar fee) is gone, and now you directly get your game on steam for 100$?

6 years ago
Permalink

Comment has been collapsed.

Kind of, but Steam tries to rebalance it on a bigger level.
past/currently: 100 USD / dev, can put up any number of GL submissions, can make cards without limitations. Misused by groups who offer GL boosting services, people are bought with cards, and even if there are no sales, devs got money from bundles and card transactions.
future:
100 USD upfront for each game, currently uncomfirmed by Valve but they get it back after enough sales (1000 USD mentioned). BUT
No card drops until *unknown STEAM sales* and they plan to use some algoríthms that identifies devs who try to game the system and essentially buries their games in Steam's search engine. So 100$ upfront and no easy card-money by botnets or mass giveaways, money will have to come from sales.
Essentially it seems that long-term viability on Steam will be directed by purchases, and not greenlight votes (like people vote in GL games with multiple thousand votes then it will get like 40 purchases).

6 years ago
Permalink

Comment has been collapsed.

Its pretty much the same as GreenLight used to be ...

Seems to low imo .

Edit: thats Per game tho , i didnt read it all ... Thats reasonable then

6 years ago
Permalink

Comment has been collapsed.

It's returnable, so it's even lower than GL.
Just put in $100, get $100, put in $100, get $100... total net cost ZILCH (and look how the $100 of Greenlight turned out, making it less is such a stupid move)

6 years ago
Permalink

Comment has been collapsed.

I missed the refundable part huh ... then its just bad .
Having to drop 100$ per game and Not have then refundable would be reasonable ... not as much crap would be put on the platform for sure if people knew that they are not getting those 100$ back .
Having the option to refund it , is plain stupid .

6 years ago
Permalink

Comment has been collapsed.

Well, we'll find out what changes this brings soon enough.
As of today, Greenlight is officially dead, Steam Direct goes live next Monday.

6 years ago
Permalink

Comment has been collapsed.

Steam Direct Product Submission Fee
https://steamdb.info/sub/163632/
http://store.steampowered.com/sub/163632/

In order to get fully set up, you will need to a pay a fee for each product you wish sell on Steam. You can pay this fee with any payment method supported by Steam in your region.
This fee is not refundable, but will be recoupable in the payment made after your product has at least $1,000 USD Adjusted Gross Revenue for Steam Store and in-app purchases. Payment of revenue from sales and repayment of fee may be withheld if deposit payment is charged-back, refunded, or otherwise identified as fraudulent.

6 years ago
Permalink

Comment has been collapsed.

Sign in through Steam to add a comment.