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But then Valve recoups the cost by taking a cut of the sales. COnsoles on the other hand, well 70% are physical media based so MS and Sony don't make any direct money from the sale.
That's why PC games used to be $10 cheaper than console games.
Learn something new every,.. wait...you sayin the reason we PC gamers have to pay $60 is because of these console scrubs?
They would have their own servers.
Typical for large data.
1.7Tbps average??
Eyeballed from Valve's stats page, the peak is close to 6 I've just 'guessed' an 'average'.
$4.25 per second
or
$134,028,000 per year?
But this is only one part of the system.
If you call the core users of Steam 34 million. (a wild stab in the dark)
Boiling steam or Steamspy would have better figuers...
Every active user is likely using $3.942 of data, but I'm guess we are spending more than $13.14 per year too.
Isn't it the developers, or publishers that pay for the servers? I was referring to keeping steam running. if that is what you meant as well than I can clearly see that Sony alone is making a killing off their PS+ subscription. Your Price listed is way lower than the amount that sony has received in the last year for their annual PS+ price and their 20.8M subcribers. Sony has gotten $1,248.000.000.00 from paying memebers ( If I did the math right ) and that leaves a harge amount of money that sony profit from. Yes?
I believe it always is 30%. The uproar over WB's charity DLC for Shadow of War highlighted this perfectly. People raged that WB said that $3.50 of each DLC purchase would go to the charity fund rather than the full $5 cost of the DLC. But if you do the math, 70% of $5 is $3.50. So, basically, WB was giving 100% of all profit they made from the DLC. Valve's 30% cut made up for that missing $1.50. (this doesn't discount the problematic issue that some states and countries have different laws regarding raising charitable funds, making certain areas ineligible to have purchases go towards the fund)
I'm telling you, if you are not waiting for a sale, or GOTY discount, you ain't doing it right.
All those PC pre-order, unfinished Early Access now, + consoles, are why I play less, way later.
30% of $60 = $18
30% 0f $20 = $6
Thank you consoles! Enjoy your $60 games.
Since Valve is not a publicly traded company, no stock market, no share holders, no real public info, good luck estimating. But do consider
https://www.polygon.com/2017/1/6/14184200/steam-top-selling-games-2016 , and that profit from economy market cards, skins, Steam Wallet, The Bank of Valve.
No doubt 125+ million users, operations are not as cheap as me.
P.S> I am trying to find info to show people that paying for Steam, skins, crate keys, or trading cards is a scam! At best gambling, But no luck.
Steam takes 30% of the sale, the publisher/developer gets 70%.
The only money Steam gets is for games that are bought through Steam. Valve gives all the Steamworks features for free to publishers/developers. Any game that was bought outside of Steam, even if it is a Steam game and requires Steam, Valve gets no money for that, and they get no money for any of the Steamworks features (servers, MP servers, achievements, DRM, ect)
So Steam is giving so much away for free to the publisher/developers and to the conusmers, while Sony/Microsoft charges for the same stuff.
Sony/Microsoft are charging for it because they can and the people will pay for it. They can easily not charge for it and still be massively profitable.
Typically, a dev will say to a publisher, "we need $35m to make this happen." A pub will either agree or negotiate a lower price. The dev gets paid whether the game does well or not. The pub's money is on the line and they hope the game does well, but if it doesn't, then they lose their shirt. So, if a freelance dev repeatedly under-performs, then publishers tend to not want to take the risk of funding their projects.