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Replying to @WinterwolvesG @pcmacgames
@SidAlpha Maybe something for a video.1 reply 0 retweets 0 likes -
Replying to @CelticUchuu @pcmacgames
That presupposes Steam's Profit margins, which is a completely unknown quantity.
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Replying to @SidAlpha @pcmacgames
Of course. It would be interesting to see Steam have a more welcoming split to small indie devs. But the first thing that would have to be addressed is visibility. Without that being addressed first, things are just going to get lost.
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Replying to @CelticUchuu @SidAlpha
visibility can't be fixed with 15000 games released daily. But with 10% people could spend money on ads and hope to have a profit, with 30%... nope
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Again, that would presuppose that Valve would even be profitable at that price point, which there is absolutely no way of knowing that. Without that basis, might as well say "If Steam gave each Indie dev a bajillion dollars life would be great!"
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Replying to @SidAlpha @CelticUchuu
I believe they would - otherwise how Humble can ask only 5%? Or http://itch.io which accepts 0% even. Isn't like there are many expenses beside hosting and bandwidth...
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Oh, but there are.
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Replying to @SidAlpha @pcmacgames
For Steam off the top of my head the basics would be, - worldwide distribution servers - cloud storage - office space - employee salaries - payment processing - development costs - maintenance costs
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One possible way to address visibility is to have multiple stores. Eg. Store Lvl 1 Main Storefront - AAA and high selling indies Store Lvl 2 Indie Market - indie games that haven’t crossed a certain sales threshold Store Lvl 3 Unknown Market - new games from unknown developers
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yes this is yet another idea that is circulating in the indie circles since some time, I like it!
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