• @Aurenkin
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      27 months ago

      What other digital distribution storefronts were around when Steam started? I honestly thought they were the first but maybe they were just the first successful one after using HL2 as leverage.

      • 🇰 🔵 🇱 🇦 🇳 🇦 🇰 ℹ️
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        7 months ago

        Publishing cut. Not digital store fronts. That’s likely one reason why the higher than standard cut never got pushed back on. Your choice was allowing Valve to take 30% instead of 20% but also have entire creative control over your project and not be beholden to a publisher’s demands.

        • @Aurenkin
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          37 months ago

          Fair enough, doesn’t feel like an apples to apples comparison to me but still an interesting point of reference.

        • falsem
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          17 months ago

          Physical sales could see as low as 10% of the sales making it to the developer. Made Steams 30% cut look likea bargain.

        • @Aurenkin
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          17 months ago

          Oh yeah nice, I totally forgot about those, thanks.