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翻訳の問題を報告
90% seems like a stretch, but yeah, I guess that's right. One could say the same about the movie industry.
I never said AA games are indie games. On the contrary, they're far from that.
What? Minecraft is not an AAA game, it just became popular. The same happened to Among Us and others.
The reason is simple: these games were made with scarce resources.
Yeah as I stated it was MADE with scarce resources and was an indie game, now it has the full resources of Microsoft behind it so you can't really call it an indie game anymore, especially as they employ 600+ people in the studio
They aren't really improving the game, though. Despite updates and stuff like that, it's basically the same thing. The money made is not coming back to the game, it's going to Microsoft's account.
"Quite relaxing"
LOL ah, yes, definitely. I'm sure they are.
The democratization of production tools.
Now is easier than ever to do and distribute your own content. That made the volume of content grow exponentially.
Of course the Sturgeon law applies equally and that means lots of new crap, but also lots of new diamonds (which wouldn't have happened in the past had it to go through the older distribution channels)
Which brings us to the big question: WHY Steam lets "everything in"
You pointed at the answer here:
Simply put, you can foresee what the next big thing will be. If you could, you'd be sitting on a money making machine. You can try follow trends, but the thing is we don't know which voxel-looking, full of silly mechanics, 'indie crap' game is going to become the next fan favourite.
That's why you sell everything. Because real crap will inevitably sink to the bottom and you don't want the next big thing to be popular on another service and have people asking weekly 'Why Isn't X in Steam?' (which happened with minecraft for years in the old forums)
And Steam isn't much different than other services in that regard. Look at Amazon's Kindle store, for example. Look at Spotify. Even Epic, with all its cackled 'quality control' is starting its own 'Steam Direct' Program...
You make a good point here. The thing is, if Steam had some QC, then we would have more diamonds than crap. Also, as a direct result of this, game devs would strive to make better games, because they would know Steam has some standards. Currently, it is "anything goes". If they had some kind of evaluation, I would think twice before submitting my game to Steam. In short, this would only improve the quality of games.
To be fair, though, the good thing is the crappy games don't take space from good games, there's room for everyone. Still, it would be nice to have some quality control, especially when it comes to adult games. Hell, some of them are just slideshows. Steam allow lazy devs to have cashgrabs on their store. I'm using the adult genre to exemplify because it's more obvious in this genre, but it happens in all of them, to a certain extent.
We can refund games, of course. Still, there are limits for that and I believe no one likes to refund a game.
https://gamejolt.com/games/batim/231092
Bendy started its life over there before both came to Steam, however they came over after they got out of testing and people enjoyed them. Not many do the indy dev sites tho beyond those that literally release adult games that they bootleg translated and sold as theirs which most are not, their just stolen google translated re-sells or simply dont leave even alpha access stage.
No, they didn't. Steam left the quality control to gamers, a community known for its trolling capabilities. What a brilliant idea...
What I was suggesting is Steam itself should evaluate a game before selling it, not its users.