if you think a 30% cut doesn’t reflect on the cost a player is paying, you’re out of your mind. This is business 101.
Isn’t business 101 charging as much as possible and not passing on savings to customers, and trying to capture as much high paying consumers as possible before being forced to start capturing price sensitive consumers with discounts?
Price of games that didn’t release on Steam seem to reflect that. Even games released by platform owners like Sony or Nintendo first party exclusives and the beloved Blizzard. Isn’t that pricing strategy business 101 as opposed to this belief that savings pass onto consumers? Lowering price right away doesn’t seem like good price maximizing strategy when goal would be to increase retail price consumers are willing to pay over time.
As far as I know, they do - for Steam keys. If you’re selling your game through other stores, not just a Steam key, there aren’t any demands placed upon you. The OC might’ve been talking about that.
I’ve bought most of games through other sites because the games would be discounted lower and sooner than Steam. So it’s more personal experience than theory in my case.
Humble bundles on the even more extreme end of like 8 games sometimes being cheaper than a single title has ever been discounted.
Huh, interesting… You know, I’ve never really wondered about Humble Bundle specifically, but you’re right, they seem to be selling your run-of-the-mill Steam keys, or at least you can activate them effortlessly in Steam. Maybe it’s a case of Steam themselves handing out keys (instead of the publishers) to increase user retention? I honestly don’t know, this is all just speculation.
I actually didn’t click on your link at first, because I assumed it would just show other stores where you could purchase the whole game instead of a key, so I’m sorry that you had to clarify that.
Isthereanydeals is a great resource. I always make sure to look up a game there before buying to check what the lowest price it was ever sold was.
That link was for helldivers 2 which is only available on steam on pc. From what I understand the keys are actually provided by the devs/publishers and steam doesn’t get a cut of key sales.
No it doesn’t. The price parity thing is only if you are selling the game on Steam platform, i.e. selling a steam key, it’s essentially a way to allow publishers to sell the game on their own website, without paying the 30% to steam, but don’t allow them to undercut steam entirely while still taking advantage of their platform.
Games on GoG, itch, Epic store, etc, can have any price they want, as long as they don’t give away a steam key valve doesn’t care what price you sell your game elsewhere.
This is one of the most annoying fake news out there, Valve are going above and beyond what any other store is doing, and they get bad rep from people who have never read their policy, published a game there, or talked to anyone who has.
They do prevent you from linking to your own store within your Steam game though. Even though they don’t provide a complete solution for things like microtransactions and DLC.
How it works on Steam:
User makes an in-app purchase using the steam wallet integration
Steam processes the payment taking 30% and gives you a reference number for that transaction
You query that transaction every time the player logs in to see if they’ve refunded it or not. That transaction doesn’t actually contain any information about what they bought though.
You then maintain a separate purchasing server whose whole job it is is to keep a record of what the player purchased in reference to that transaction number.
For that Valve wants 30% of in-app/DLC purchases. At that point it’s stripe and nothing more. Unlike standalone DLC Or expansions, these unlock purchases don’t come with serving any additional content in the form of downloads.
If you make your own service to handle these transactions (with only a 3-4% transaction rate) Valve will prevent you from linking to it, or mentioning it anywhere on your page, forums or within the game itself. You need to direct players elsewhere and then mention it. Even for cross-platform games where having Steam maintain a transaction list for a portion of the users is just a needless additional layer.
I know how Valve’s publisher API works, others are similar in case you didn’t know. But that is only true for games that need online validation of some sort, DLCs for offline games don’t need to implement this.
Valve is hosting the game, providing the storefront and bringing in a lot of customers. If you didn’t think those 30% were worth it you would not have put your game on steam.
Plus all of this is irrelevant to the point that Valve doesn’t enforce price parity.
For the base game, which I think 30% is still more, I think it certainly makes sense.
Because they’re providing a complete solution.
For in-app purchases or unlock purchases, whether or not the purchase is in-app, the solution isn’t complete, and not worth the 30% they charge on those transactions. It would be trivial for every transaction to have a custom field where you could store an array of what was purchased in in that purchase and have it returned when the transaction was checked. Boom, complete solution. Specifically for in-app purchases if they wanted to take 5% since all they’re doing is the job of Stripe and nothing more, then I’d consider that fair.
Why is the 30% publishing cut of dev sales thing even part of a CLA of players? It literally doesn’t affect them.
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If games on Steam were 30% more expensive than anywhere else, you (and the lawsuit’s plaintiffs) might have had a point.
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Do they?
https://isthereanydeal.com/game/helldivers-2/info/
Isn’t business 101 charging as much as possible and not passing on savings to customers, and trying to capture as much high paying consumers as possible before being forced to start capturing price sensitive consumers with discounts?
Price of games that didn’t release on Steam seem to reflect that. Even games released by platform owners like Sony or Nintendo first party exclusives and the beloved Blizzard. Isn’t that pricing strategy business 101 as opposed to this belief that savings pass onto consumers? Lowering price right away doesn’t seem like good price maximizing strategy when goal would be to increase retail price consumers are willing to pay over time.
As far as I know, they do - for Steam keys. If you’re selling your game through other stores, not just a Steam key, there aren’t any demands placed upon you. The OC might’ve been talking about that.
Those are steam keys.
I’ve bought most of games through other sites because the games would be discounted lower and sooner than Steam. So it’s more personal experience than theory in my case.
Humble bundles on the even more extreme end of like 8 games sometimes being cheaper than a single title has ever been discounted.
Huh, interesting… You know, I’ve never really wondered about Humble Bundle specifically, but you’re right, they seem to be selling your run-of-the-mill Steam keys, or at least you can activate them effortlessly in Steam. Maybe it’s a case of Steam themselves handing out keys (instead of the publishers) to increase user retention? I honestly don’t know, this is all just speculation.
I actually didn’t click on your link at first, because I assumed it would just show other stores where you could purchase the whole game instead of a key, so I’m sorry that you had to clarify that.
Isthereanydeals is a great resource. I always make sure to look up a game there before buying to check what the lowest price it was ever sold was.
That link was for helldivers 2 which is only available on steam on pc. From what I understand the keys are actually provided by the devs/publishers and steam doesn’t get a cut of key sales.
Yes. You understand how pricing works. The stores charge what the market will bear. That’s why games had been stuck at $60 since the 360/PS3 era.
No it doesn’t. The price parity thing is only if you are selling the game on Steam platform, i.e. selling a steam key, it’s essentially a way to allow publishers to sell the game on their own website, without paying the 30% to steam, but don’t allow them to undercut steam entirely while still taking advantage of their platform.
Games on GoG, itch, Epic store, etc, can have any price they want, as long as they don’t give away a steam key valve doesn’t care what price you sell your game elsewhere.
This is one of the most annoying fake news out there, Valve are going above and beyond what any other store is doing, and they get bad rep from people who have never read their policy, published a game there, or talked to anyone who has.
They do prevent you from linking to your own store within your Steam game though. Even though they don’t provide a complete solution for things like microtransactions and DLC.
How it works on Steam:
For that Valve wants 30% of in-app/DLC purchases. At that point it’s stripe and nothing more. Unlike standalone DLC Or expansions, these unlock purchases don’t come with serving any additional content in the form of downloads.
If you make your own service to handle these transactions (with only a 3-4% transaction rate) Valve will prevent you from linking to it, or mentioning it anywhere on your page, forums or within the game itself. You need to direct players elsewhere and then mention it. Even for cross-platform games where having Steam maintain a transaction list for a portion of the users is just a needless additional layer.
I know how Valve’s publisher API works, others are similar in case you didn’t know. But that is only true for games that need online validation of some sort, DLCs for offline games don’t need to implement this.
Valve is hosting the game, providing the storefront and bringing in a lot of customers. If you didn’t think those 30% were worth it you would not have put your game on steam.
Plus all of this is irrelevant to the point that Valve doesn’t enforce price parity.
For the base game, which I think 30% is still more, I think it certainly makes sense. Because they’re providing a complete solution.
For in-app purchases or unlock purchases, whether or not the purchase is in-app, the solution isn’t complete, and not worth the 30% they charge on those transactions. It would be trivial for every transaction to have a custom field where you could store an array of what was purchased in in that purchase and have it returned when the transaction was checked. Boom, complete solution. Specifically for in-app purchases if they wanted to take 5% since all they’re doing is the job of Stripe and nothing more, then I’d consider that fair.
Certainly not the players, given current costs - where Steam is virtually always cheaper than elsewhere.