And they’re not actively preventing other competitors from entering the scene
Doesn’t Steam also mandate that a game on Steam that’s also on other platforms MUST have the lowest price on Steam? So if a game goes on sale on another store, the Steam version must also match that sale within a given time period.
That’s a pretty big road block, especially if a developer might be willing to sell for a lower price on another storefront that takes another cut.
That requirement only exists when you also offer a Steam key for the game that’s being sold. So Valve is actually the good guy here: You can sell on another store, where Steam doesn’t get any money, and give the user a Steam key, provided by Steam for free, and the only thing they ask is to match the price on Steam.
Don’t offer a Steam key, and you can pick any price.
That is my understanding of the issue.
There is a claim by some developers that Valve was pressuring them behind the scenes (“don’t offer your game for cheaper elsewhere or else we’ll take it down from our store”) a while ago, but I’ve never seen appropriate proof of it, and that was part of (an earlier?) lawsuit.
I’ve looked into Wolfire’s claims multiple times in the past, but it was never confirmed elsewhere, so I don’t know what to think. Maybe this was a thing Valve did in the past (in which case, yes, boo!), but they couldn’t get away with it anymore, with the volume of developers that are now on their platform.
Because that’s not beneficial for companies. They want to make (more) money.
The only option most developers and publishers would have is to move to another store, where the cut is usually the same, with the exception of Epic Games Store. And as pointed out elsewhere, setting up and managing your own store ends up being more expensive than a 30% cut. And then you still don’t have the same features as Steam.
edit 2: They do run their own store, but it’s a bit janky, has less payment options if I recall, and no regional pricing.
edit: Besides, one of the reasons indies like to be on Steam is because Steam basically does free advertising for you, with Discovery Queue and just generally pushing games that do well to more people (beneficial for Steam also, of course). But that’s a service that’s paid for by that 30% cut (among other things).
Because that’s not beneficial for companies. They want to make (more) money.
If having a lower price means you make more sales, then yes, it definitely can be beneficial for companies.
If you want to make $40 per copy, you could sell for $60 on Steam, or about $47.00 on Epic.
Being on sale for $47 would “unlock” more customers than you’d get if your game was only available for $60 everywhere. Some customers won’t ever buy the game at $60, but they would at $47, and the company makes the same amount of money.
Or they could sell on Epic for $60 and just pocket more per sale because most players are used to new games being $60 anyway.
Besides, Steam itself also unlocks more customers even at same or higher prices because it can be a pain to get EGS games working on Linux sometimes, whereas Steam’s seamless. Maybe we’re a non-existent market force, but personally I’ve been maining Linux for my gaming PC for 4 years and now about 2 years ago I deleted the Windows partition I’d only kept around because I had Forza on the Microsoft store rather than Steam.
Or they could sell on Epic for $60 and just pocket more per sale because most players are used to new games being $60 anyway.
For AAA publishers, definitely. For indie developers or anyone who’d be wanting to try to bring customers to Epic, that wouldn’t be the ideal long-term strategy.
Exactly; this whole price restriction on Steam is for games that will be hosted and downloaded from Steam.
It makes no sense for Steam to allow developers to sell Steam keys for cheaper via other stores when Steam has to then shoulder all the bandwidth and Remote Play/etc.
The other comment points out that it’s only a case of selling steam keys where steam must have the lowest price.
I released a game a while back and while reading the terms it sounded like I couldn’t link my Steam store page to another storefront where the game was available cheaper. Which, honestly, also kind of fair.
But again, I think that’s really only if you’re selling steam keys. If you sold the game DRM-free on your own website, I can’t imagine they’d take down your company website.
If you link to an Itch page or something similar that might be a thornier issue because they’re primarily a storefront.
I’m of the opinion that my game costs X unless it’s discounted to Y. I don’t see the appeal to the end user of having a dozen different prices on a dozen different storefronts.
I could see a situation where a developer wants to always earn, say, $10 from their game. So on Steam it might sell for $13, on another platform it might be $11 to show the difference in platform fees. But I wouldn’t do that because it’s putting me before my players, and that’s not why I make games.
I could see a situation where a developer wants to always earn, say, $10 from their game. So on Steam it might sell for $13, on another platform it might be $11 to show the difference in platform fees.
Yeah, this is the kind of thing I was picturing.
I’ve looked into it and this actually does happen in some other regions’ pricing! But not many people seem to be talking about it happening in USD/CAD, at least at a glance.
I’m still curious as to why that difference would be.
Doesn’t Steam also mandate that a game on Steam that’s also on other platforms MUST have the lowest price on Steam? So if a game goes on sale on another store, the Steam version must also match that sale within a given time period.
That’s a pretty big road block, especially if a developer might be willing to sell for a lower price on another storefront that takes another cut.
THAT is actively blocking competition.
That requirement only exists when you also offer a Steam key for the game that’s being sold. So Valve is actually the good guy here: You can sell on another store, where Steam doesn’t get any money, and give the user a Steam key, provided by Steam for free, and the only thing they ask is to match the price on Steam.
Don’t offer a Steam key, and you can pick any price.
That is my understanding of the issue.
There is a claim by some developers that Valve was pressuring them behind the scenes (“don’t offer your game for cheaper elsewhere or else we’ll take it down from our store”) a while ago, but I’ve never seen appropriate proof of it, and that was part of (an earlier?) lawsuit.
They absolutely pressure developers to not sell cheaper elsewhere, even without a Steam key.
http://blog.wolfire.com/2021/05/Regarding-the-Valve-class-action
Steam might be the best of the gatekeepers, but they’re still anticompetitive.
I’ve looked into Wolfire’s claims multiple times in the past, but it was never confirmed elsewhere, so I don’t know what to think. Maybe this was a thing Valve did in the past (in which case, yes, boo!), but they couldn’t get away with it anymore, with the volume of developers that are now on their platform.
We should regularly be seeing lower All-Time-Lows for most multi-platform games on non-Steam platforms then, right?
I don’t think we do. Why not?
Because that’s not beneficial for companies. They want to make (more) money.
The only option most developers and publishers would have is to move to another store, where the cut is usually the same, with the exception of Epic Games Store. And as pointed out elsewhere, setting up and managing your own store ends up being more expensive than a 30% cut. And then you still don’t have the same features as Steam.
No, it absolutely does not. But if you’re not on Steam, your indie game doesn’t sell.
As a counter example, Vintage Story seems to be doing okay regardless.
They delibarately decided to not be on Steam.
edit 2: They do run their own store, but it’s a bit janky, has less payment options if I recall, and no regional pricing.
edit: Besides, one of the reasons indies like to be on Steam is because Steam basically does free advertising for you, with Discovery Queue and just generally pushing games that do well to more people (beneficial for Steam also, of course). But that’s a service that’s paid for by that 30% cut (among other things).
If having a lower price means you make more sales, then yes, it definitely can be beneficial for companies.
If you want to make $40 per copy, you could sell for $60 on Steam, or about $47.00 on Epic.
Being on sale for $47 would “unlock” more customers than you’d get if your game was only available for $60 everywhere. Some customers won’t ever buy the game at $60, but they would at $47, and the company makes the same amount of money.
That is beneficial for companies.
Or they could sell on Epic for $60 and just pocket more per sale because most players are used to new games being $60 anyway.
Besides, Steam itself also unlocks more customers even at same or higher prices because it can be a pain to get EGS games working on Linux sometimes, whereas Steam’s seamless. Maybe we’re a non-existent market force, but personally I’ve been maining Linux for my gaming PC for 4 years and now about 2 years ago I deleted the Windows partition I’d only kept around because I had Forza on the Microsoft store rather than Steam.
For AAA publishers, definitely. For indie developers or anyone who’d be wanting to try to bring customers to Epic, that wouldn’t be the ideal long-term strategy.
Why are you making it my responsibility to explain why companies are not passing on their savings to consumers?
As a bystander I appreciate you. I learned some things I didn’t know.
But you can sell for 47 on epic. You just cannot sell for 47 on epic giving a key that redeems on steam.
Exactly; this whole price restriction on Steam is for games that will be hosted and downloaded from Steam.
It makes no sense for Steam to allow developers to sell Steam keys for cheaper via other stores when Steam has to then shoulder all the bandwidth and Remote Play/etc.
As long as you never want your $60 game featured on Steam, you can absolutely do that.
Which do you think is worth more?
Why should we see that?
How much income per sale a seller is willing to accept is a big part of the equation that goes into pricing
And? If they sell at the same price as Steam but with the store taking a smaller cut they’ll make more money per sale.
They don’t and it would be faster to fact check yourself than spreading this misinformation further.
The other comment points out that it’s only a case of selling steam keys where steam must have the lowest price.
I released a game a while back and while reading the terms it sounded like I couldn’t link my Steam store page to another storefront where the game was available cheaper. Which, honestly, also kind of fair.
But again, I think that’s really only if you’re selling steam keys. If you sold the game DRM-free on your own website, I can’t imagine they’d take down your company website.
If you link to an Itch page or something similar that might be a thornier issue because they’re primarily a storefront.
I’m of the opinion that my game costs X unless it’s discounted to Y. I don’t see the appeal to the end user of having a dozen different prices on a dozen different storefronts.
I could see a situation where a developer wants to always earn, say, $10 from their game. So on Steam it might sell for $13, on another platform it might be $11 to show the difference in platform fees. But I wouldn’t do that because it’s putting me before my players, and that’s not why I make games.
Yeah, this is the kind of thing I was picturing.
I’ve looked into it and this actually does happen in some other regions’ pricing! But not many people seem to be talking about it happening in USD/CAD, at least at a glance.
I’m still curious as to why that difference would be.
Thank you for sharing your experience!
There are some open source games that are purchasable on Steam but which are freely available elsewhere.