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Chebucto Regional Softball Club

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  3. Epic reduce their cut to 0% for the first $1 million in revenue for devs on the Epic Games Store
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Epic reduce their cut to 0% for the first $1 million in revenue for devs on the Epic Games Store

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  • ? Guest
    You do realize the market share of GOG is about 0.5%, right? That's despite Projekt Red being a beloved developer, the great launcher features, the fairest DRM practices, many years in the business, and so on. It only proves the point that Steam is a monopoly that cannot be disrupted whether you do it nicely like GOG or aggressively like Epic.
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    wrote last edited by
    #215
    Gog doesnt support linux or id look at them. But they also charge 30%
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    • b0nk3rs@lemmy.worldB b0nk3rs@lemmy.world
      I'm interested in why you think they are toxic to the gamer base?
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      wrote last edited by
      #216
      Thought i responded to this, but oh well will do it again. Epic, EA, Microsoft, sony, ubisoft all have a kong history of poor worker conditions or anti-consumer practices. Valve and gog have 20+ years of *decent" history of worker and pro gamer practices. The contention in this thread is from people who think valve cant be trusted because capitalism and those who say as long as they continue good behavior they're a better choice than *any* of the others in the space. Basically gog is their only real competitor and since they dont support linux or provide many of the game featurss valve does for developers its no contest.
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      • ? Guest
        Gog doesnt support linux or id look at them. But they also charge 30%
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        wrote last edited by
        #217
        From what I've been hearing, their fee is flexible. 30% is uncommon on PC.
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        • ? Guest
          From what I've been hearing, their fee is flexible. 30% is uncommon on PC.
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          wrote last edited by
          #218
          So is valves. *Shrug*. Simply using the publicly available information.
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          • ? Guest
            So is valves. *Shrug*. Simply using the publicly available information.
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            wrote last edited by
            #219
            I'm not aware of any evidence of Valve's cut ever adapting to a dev's circumstances. It's 30% until they've made $10M, which drops it to 25%, and to 20% after $50M. I'd call that scalability available only to the most successful few, not flexibility.
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            • ? Guest
              I'm not aware of any evidence of Valve's cut ever adapting to a dev's circumstances. It's 30% until they've made $10M, which drops it to 25%, and to 20% after $50M. I'd call that scalability available only to the most successful few, not flexibility.
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              wrote last edited by
              #220
              That is a dynamic rate by definition, not saying its perfect. But its available to any dev whos game hits those numbers.
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              • ? Guest
                Implying review bombing is always warranted is as misguided as it gets. Games regularly get review bombed for something as trivial as having a non-white person for a protagonist.
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                wrote last edited by
                #221
                I don’t disagree that’s a problem, but that is not what I said or implied. That’s the reason Steam has other mechanisms for scoring and scaling reviews. There are plenty of valid reasons for “review bombing” that are organic and natural consequences of developer activity: like adding Denuvo a year after release, adding a launxher or login/account requirement after the fact, etc. Making reviews “invite only” is anti-consumer.
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                • ? Guest
                  I don’t disagree that’s a problem, but that is not what I said or implied. That’s the reason Steam has other mechanisms for scoring and scaling reviews. There are plenty of valid reasons for “review bombing” that are organic and natural consequences of developer activity: like adding Denuvo a year after release, adding a launxher or login/account requirement after the fact, etc. Making reviews “invite only” is anti-consumer.
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                  wrote last edited by
                  #222
                  If we dig just a bit deeper, it seems your issue is with the whole concept of not owning games, which is the very nature of Steam and its main policy, aptly called the **subscriber** agreement. Taking that out on game developers, let alone a competitor with more lax DRM practices, is also missing the first for the trees.
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                  • ? Guest
                    If we dig just a bit deeper, it seems your issue is with the whole concept of not owning games, which is the very nature of Steam and its main policy, aptly called the **subscriber** agreement. Taking that out on game developers, let alone a competitor with more lax DRM practices, is also missing the first for the trees.
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                    wrote last edited by
                    #223
                    That is absolutely an issue I have, but it’s a whole separate can of worms. One I could talk about all day. Right now I’m just comparing Epics meaningless, useless review system against Steam.
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                    • rmdebarc_5@sh.itjust.worksR rmdebarc_5@sh.itjust.works
                      Steam is, in my opinion, way better for the user (even if it may be worse for the developer). Epic lacks features that are important to me like reviews, the ability to view your library in a browser, warnings about DRM, Linux support, a hole bunch of features to discover games, a workshop, big picture mode. Additionally, in my experience at least, their official launcher under Windows is a buggy mess compared to steam.
                      pory@lemmy.worldP This user is from outside of this forum
                      pory@lemmy.worldP This user is from outside of this forum
                      pory@lemmy.world
                      wrote last edited by
                      #224
                      And the thing is... Because Steam is better for the user, it becomes better from the developer. 70% of your game's Steam revenue will *always* be bigger than 100% of your Epic revenue. It's probably bigger than *300%* of your Epic revenue. That's why Steam doesn't need to buy exclusives or run loss leaders or try to lock you in with "free!" promos. Epic needs to pay developers up front to get them to *not* go to Steam, because in every case a dual Steam/whatever-else release is better than a whatever-else release. So Epic needs to pay the indie game studio that made a $10 game a million dollars for timed exclusivity, which allows the studio to not worry about losing their Steam revenue from selling 130,000 copies. Then they release it on Steam later anyway.
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