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回報翻譯問題
The general idea makes a little of sense but not that much. Mostly because:
1- Grey market hardly influences sales. Steam's own community is far more destructive as we have been shown time and time. It's thanks to us, and our willingness to exploit just about everything we can that things like flash sales and inventory gifts don't happen anymore.
2- Developers raising prices worldwide to match USD sales even in poor regions and general greed makes sales less meaningful. Usually people who can't/don't buy an overpriced game at full price wasn't going to buy it anyway, and by the time there's a sale most people who wanted the game already got it, from Steam or other means.
3- Sales simply aren't special anymore. Everyone does them. All the time, all year long, someone is going a sale. People remember Steam for its sales from the past, but fail to realise that discounts hardly changed at all. It's just us, again, that became too spoiled, and nowadays anything less than 95% discount is hardly considered a sale.
Ahem...
http://store.steampowered.com/app/307690/Sleeping_Dogs_Definitive_Edition/
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I'm afraid there's no way I can. Even SteamDB doesn't track price histroy from that long ago. But I do distinctly remember a lot of AAA games selling at $5 around the time of 2010~2014, among them hits like Far Cry 3, Skyrim, Portal 2, Borderlands 2, etc.
No, before 2014 it was very normal for AAA titles to drop to $20 1~2 years after release. And 75% off of $20 is $5.
You're actually right on those titles. But here's the thing. With the exception of portal 2, the didn't come down to $5 dollars until they were about 3 years old. and here's the other fascination thing. They naver had a 90% discount or even 80%. If you actually track the price points you'd notice that over time the base price starts droping. A game mey never get more than a 50% discount but those who pay attention will notice that the figure that gets discounted , drops over time. But don't take my word for it.
Here's the third kick to your logic. Check the price graph and you'll notice that all these games have hit the same low points on price every year since around 2014. So sales have not in fact getting worse, if nothing they've gotten better. :)
See for yourself over yere:
http://steamsales.rhekua.com/
And the game was released in 2011. So the game is at the very least 5 years old. See what I mean. Also more importantly it's base price has been dropping over time as well. This is why tell people to look at the price, not the discount percentage.
What an interesting website! Well... you are right. I guess I did base part of my argument on false perception.
But I think my theory is still relevant, albeit to a lesser degree than I imagined, because reseller was still more or less a risk factor for publishers and developers.
Or else Developers where likely to sell on some cheap store that take a very small cut, and profit more on it, not selling at all, or selling in a much higher price on Steam
That will be illogical, so you can sell it any where you like, but i assume the price is limit, on how much it can be not like what Steam has on sale
That on any case is my guess
Steam's 30% covers the transaction processing, hosting and distribution of files. as well as the store page. That's not too shabby.
Hi Start Running,
I wasn't suggesting that Steam's cut was unfair (although with "paid mods" unless both Steam and the devs work it as DLC with full compatability guarantees it's a rather nasty cash grab).
However since other retailers habitually are undercutting Steam (not all the time and virtually never E.A. - even on their own games), European Union law makes some price fixing illegal, and people will avoid paying what's "fair" if they can get away with paying less (or nothing at all) it is a problem as the strength and visibility of independent key sellers increases the problem is likely to get worse.
It would also stop the Digital Homicide style shenanigans of giving away tens of thousands of keys to make money on card trades.
I think it would be entirely reasonable for Steam to agree a reasonable number of free downloads with developers - maybe 100 for the smallest, much, much more for a Rockstar or Bethesda but then say thereafter for each key we charge you 30% of your lowest Steam sale price (at least three consecutive days) in the last six months. Otherwise Steam customers are subsidising non Steam customers who are getting their downloads from Steam for free.
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Its yet 30%
Think abut it like these a company like 2K or rockstar can easily sale there own games on there own sites
They all ready have a user base, and also have a cashing system, its just adding the games and Steam keys to that store
And if it dose not sell? Well who cares, they all ready pay the fees on the site and market, and sell they get there is likely a 95% profit (cash transfer fee is the 5% as well as advertising the store)
Why lose a 25% more if you can add it with no lose?
Even more if you can under sell your self (sell there AAA game on Steam for 60$ and for 50$ by them can get a nice amount of users buying Steam Keys from them, that will be lets say 15% more profit then selling on Steam)
But... they don't really do that, if they sell else where for the most part its the same price on nowmal price ot sale price
30% may not be that much, but its something, and losing on 25% is not worth just as you used to lose on 60% on retailer, honstly i don't think a dev is stuck in the past but look at the best deals they can do today, and hell with how it used to be
Developers no longer need to push aggressive sales for visibility. Twitch, YouTube and cursors bring lots of visibility to their titles without incurring in sales. That means they no longer need to scrap the deep end of sales to get their games to be seen.
Bundle sites blooming have fagocited the deep sales for themselves. Instead of a 80% off discount games now end on a dollar bundle.
Devs have noticed digital purchases have a longer tail. Gamers can pay bigger prices for longer, so the games can stay at higher prices longer (Activision is the king of it)
Pushes for refunds have made the sale environment less aggressive, which makes less need for pushing the line for aggressive sales.
None of that has much play on the latest gifting changes.
Only thing that'll stop that is basically consumers not buying it. The practice of giving away tons of keys and making cash off the micoros isn't a bad thing. That's why some games do limited time give aways and outright go F2P. Same logic, same effect.
I'll assume the country that has a billion dol,lar revenue stream knows what it's doing. You don't do yourself a favour by squeezing your suppliers. Remember. Steam makes money off those micro's too.
But if a large number of developers choose to effectively "sell" their games via third party suppliers who have lower margins that billion dollar revenue stream will dry up pretty fast. It isn't "squeezing" suppliers - indeed Steam might decide to knock off a percentage of its charges for publishers who agree to the new system. If Steam wants to stay top it has to stay competitive on price.
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