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I don't know if this is proof positive, and I had promised myself I wasn't going to share these pictures, but over the winter I had a chance to visit both Steam and GOG headquarters where I was treated to a party being held by each staff. I'll let you decide if this has anything to do with the monetary differential.
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Leroux: Your calculation is not very consistent in any case, because % of the population does not equal % of Steam or GOG users and neither would % of gamers. If there was a fixed % of people interested in the game, it would not change depending on the store, you'd try to reach all of them by advertising and selling the game in as many places as possible.
Not really, you need to do a cost-benefit calculation. I do now the problematics of saying 0.5% of the population is interested in your game, and that it does not compute directly. However, regarding selling as many places as possible - putting a game in a store does require cost on your side also, be it only in time and effort spent.If you want to promote your game there also, a monetary cost is usually also involved (unless it is done by the store itself). you therefore need to calculate that the potential income will be higher than the potential outcome - if it is not, then there really is no need to put it on that store. This also includes creating different builds of the games, for different stores (though ideally it would be the same build...steamworks may interfere)
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tinyE: I don't know if this is proof positive, and I had promised myself I wasn't going to share these pictures, but over the winter I had a chance to visit both Steam and GOG headquarters where I was treated to a party being held by each staff. I'll let you decide if this has anything to do with the monetary differential.
i prefer that personal touch myself ;)
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amok: It is only meant to show the disproportion of potential sales.
I think noone would deny that you'll probably sell a lot more games on Steam than elsewhere, but why does it have to be an either/or scenario in the first place? He's basically saying: 'I don't care about the peanuts I might get from customers on other stores when I can get the big money from Steam', which is a pretty arrogant statement. It's also his prerogative to think and talk like that but I doubt it will bring you more sales if you publicly let on that money is more important to you than your fans or your service.

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amok: Not really
You do have a point, I can see why he'd try to avoid additional promotion efforts, seeing how he obviously sucks at PR. ;)
Post edited May 10, 2014 by Leroux
it might look arrogant but once you running your own business you will learn not every penny is worth chasing for
Post edited May 10, 2014 by sinugie
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Azrael360: Strange. Choosing only Steam will get you to only a segment of the market. Not everybody have an account or prefers Steam/other DRM. Well, is his loss... (:P)
One can certainly look at other segments and conclude they aren't worth the added effort for expected return, but then I start wondering what someone has done to their game to make it so difficult to sell outside of Steam.

Unless someone makes more per Steam sale and wants to funnel all sales through there, it does seem like it would be worth deploying in all sectors. Even if it only gets you a little icing for your cake.

But then maybe he's right and there isn't much money it. In which case he is free to continue caring only about making some cash, and nothing about the well being of the industry or the consumers he is using to make that cash. Maybe that is harsh, or ignorant of his personal barriers to selling in other spaces, but then he did through out flame bait on twitter.
"Why Steam? why not GoG or GamersGate? Because steam makes you money, the other ones dont. simple and clear."
That's a hollow blanket statement without any sales figures to back it up.
I make all the money at the bar, but doesn't mean that I won't also try the street corner.

"Why Steam? why not GoG or GamersGate? Because steam makes you money, the other ones dont. simple and clear."
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djdarko: That's a hollow blanket statement without any sales figures to back it up.
Well he had the game on Desura before Steam, so he does have some experience with smaller distributors.
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Urnoev: I guess it is true, simply because Steam has way more potential customers.
Maybe a developer does not want to release his game on multiple platforms or in multiple stores, because it means a hell lot of work, or Steam actually ask him to not release his game anywhere else and grants a few extras in exchange, I do not know.
For digital distribution? Creating the game is a lot of work, but making an agreement with a company and *possibly* dividing a payout between team members isn't nearly as difficult.
Post edited May 10, 2014 by djdarko
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amok: it is simple maths also (and I used made up numbers....)

Assume you make a game which 0.5% of the population is interested in.

Releasing the game on for example gOg, with about 200.000 users means a potential 1000 sales

Releasing the game on Steam witt 7.000.000 users means a potential of 35000 sales.

You may then ask if it is worth for you the hassle to chase down the extra 1000 sales (both in terms of monies and time)
Then what's wrong with 36000? :) Continuing with the maths, 35000 < 36000 :)
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Urnoev: or Steam actually ask him to not release his game anywhere else and grants a few extras in exchange, I do not know.
Quite the opposite. Steam actually encourages developers to sell in as many places as possible.
8. Do you require exclusivity for titles you sell on Steam?

We think you should get your game in front of as many people as you can, therefore we do not require exclusivity on titles.
http://www.steampowered.com/steamworks/FAQ.php
Post edited May 10, 2014 by Pheace
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amok: it is simple maths also (and I used made up numbers....)

Assume you make a game which 0.5% of the population is interested in.

Releasing the game on for example gOg, with about 200.000 users means a potential 1000 sales

Releasing the game on Steam witt 7.000.000 users means a potential of 35000 sales.

You may then ask if it is worth for you the hassle to chase down the extra 1000 sales (both in terms of monies and time)
Umm... what?

The potential sales would be the same as the amount of users... The percentage of population interest is completely subjective - especially considering that people who aren't even interested in it could potentially buy it during sales just because of the low price.
Post edited May 10, 2014 by djdarko
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chean: Oh right, that guy:
http://www.gamingonlinux.com/articles/developer-sells-game-on-indiegamestand-drm-free-then-removes-drm-free-version.3143/

^ I remember reading about that and making a mental note to never buy any of his/their games. It's one thing to make the business choice of going Steam-only, but to first release and sell a DRM-free version and then suddenly ditch it? Eh. Hero Siege looks pretty bland anyway.
I don't see the need to add the Steam requirement at the IndieGameStand. Leave it the way it is and add your game to Steam too. What have you got to lose by doing that?
Post edited May 10, 2014 by JohnnyDollar
high rated
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Grargar: Oh boy, the one who made Hero Siege. It's so nice adding fuel to the fire again.
Indeed. When I saw the tweet, my first thought was "who the fuck is this?"

Now I've put two-and-two together, the whole thing makes sense. I'd say just ignore the idiot. Other people likes Lars Doucet have made money on GOG just fine.

Viglione's advocacy is not commercial, it's ideological - he's a known Steam sycophant. Sure, not being on Steam at all hurts your sales, but ONLY being on Steam hurts them just as badly, as other platforms make up an estimated 30-40% of sales.

Any developer that develops software on the basis of a single external provider is an idiot. I'm not an expert developer, and yet even I know the importance of keeping my software platform-agnostic. Use the Steamworks API by all means, but plan your development processes so that you can be flexible and support other platforms with ease. It's not exactly rocket science.

It reminds me of the Linux question in a sense - developers kept refusing to support it because it was supposedly not commercially worthwhile and that Windows was where the money was. What it essentially mounted to was not a matter of commercial viability, but rather the fact that they planned the whole affair rather poorly and used Windows-only libraries like XNA.

Also, the two publicly available comparisons that we have don't support Viglione's claim. The WItcher 2 sold 80% of its digital copies on Steam, and 16% of its sales on GOG. Defender's Quest sold 58.6% of its copies on Steam and 8.5% on GOG. Any businessperson that goes out of their way to cut out more than 5% of their business for ideological reasons is a fucking idiot and deserves to go out of business.
Post edited May 10, 2014 by jamyskis