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How do you think I feel T_T
i have printed out SDAs from before that, its not in there.
That doesn't mean much. The number of exclusives at a single time have not increased. They could get a new exclusive every month or one a year and it would still "have kept rising".
Also, quantity of exclusives does not equate to quality, so the statement doesn't really counter the other's argument.
But, it is more a matter of opinion then anything. They may feel that all of the exclusives are trash, you may feel they are all great games. As I have said many times before, you can't really argue opinion.
This is all very nice but here's a very big flaw in looking at these figures and assuming you can calculate cut from it and that's one simple thing - loss leaders.
How do you know that isn't happening in those cases? You can't.
All this is just guesswork with little evidence.
There is no public evidence of any special rev splits for other stores (at least the ones we've been discussing), I'd be happy to see such evidence and you're quite welcome to present some, but no we aren't going to just take your word for it. Also, info has been out there that GOG negotiates deals years before EGS was a thing. If stores lowered their rev split it would be seen as a good thing, so there would be no reason to keep it secret.
What's not a secret is the reason publishers are releasing games exclusively (not really exclusive, just not on Steam) is because Epic is paying them not to release their games on Steam. I'm sure publishers love the split and if you make a game on Unreal Engine it's even better, nobody is denying this, but if the 12 percent split was the only thing driving these decisions, every single publisher wouldn't be releasing their games on Steam the second paid exclusivity is over, maybe one day that will change.
edit:
I forgot to mention it's known Humble does negotiate deals, but it's for the bundles and monthly Humble Choice offerings. The same is probably true for Fanatical bundles, but I haven't actually seen this discussed publicly, I haven't really looked for it though.
Scraps, that is actually hilarious. I guess that's why Epic has to pay them to stay then.
I'm surprised that Tripwire is still alive and people is still willing to buy their crap after all the things they did with Ost Front, KF, RO2, KF2 and RS Vietnam
No, loss leaders are a marketing trick as old as the hills.
Supermarkets love to do it - it's sellling an item for LESS than it's wholesale purcahse price, so they're making a LOSS on each sale. The purpose is to further OTHER sales. In supermakrets, tins of beans just to get people to come in the store and they will likely buy something else while they are there.
Hell, even console manufacturers do it - you know that PS3s, Xbox 360s and so were mostly sold at a loss just to get people innvolved so they could make the money on the games.
That's a loss leader.
1) your ROI on the product is going to be more stable
2) if the game bombs, then you're on much better financial footing and you might not have to close your studio and unemploy dozens of people
Its really easy for a consumer, who has no skin in the game other than "what shortcut do I use to launch a game" to be whiny about something
Its not so easy to tell your coworkers, friends, family etc, that your company is now bankrupt and you might have avoided that if you had taken some Epic money, but you know you listened to some random Steam user and decided not to? Would not the future viability of the company, and your coworkers, be something you'd think about as something worth protecting?
Are you going to tell someone "I would rather you have financial instability and potentially lose your job if the game doesn't do well, as long as I get to use steam".
Except it's not free money now it is?
If it were completely free there would be no drawbacks to taking it, but there are definitely potential drawbacks:
* In good will with your consumers (typically only really justified in cases where it was promised it was going to come out on Steam and then it didn't)
* Removing a segment of your audience either temporarily (because they don't use Epic but will buy once you get to Steam but will expect a discount at that point as essentially every ex-Epic game has had so far) or permanently (because they take an even harder line on it.
Now I'm not going to argue with any business that looks at the pros and cons and decides that given their financial situation, the Epic offer, and all other data they have they think they'll be better off taking the money from Epic. That is their call it's their business.
But they also don't get to decide whether or not I buy their game afterwards which I might not for a number of reasons:
* A similar game comes out of Steam before their exclusivity ends so I end up getting that game instead costing them a sale
* I am just no longer interested in it after having a year to consume various YouTube videos about it (several Epic exclusives that are heavy-story games I've just watched full-plays by YouTubers and so feel no incentive to purchase anymore, I could also imagine in other games I'll see things in the mechanics I don't like and decide to pass)
* I just really don't want to because I dislike their decision (which is my right as a consumer).
As of yet there are a couple of Epic exclusives I might pick up when they get out of being exclusives, and a few more that I've been promised Steam keys for due to backing on Kickstarter and they plan to still hour those. Things might change between now and then, that's the drawback on cutting out a large slice of your customer base for a year.