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번역 관련 문제 보고
The indie press and the big gaming journos started a trend of over rating pretentious indie garbage, because of personal relationships with the developers. Or for establishing 'cred' by giving indie games inflated reviews. The same happens in the music review industry too. I can not listen to anything recommended by Anthony Fantano. Not because I disagree in his taste in music. No, because he like most modern music critics gives bad bands super high scores to help them out. I cant remember the last game I liked that critics also liked.
My friend's game did not fail. They are happy with the numbers, just not the steam numbers. It sold more copies on PSN and Live in it's first week, than it's lifetime on steam. I dont know the exact numbers as they would not tell me, but I have no reason to doubt them.
All my developer friends say the exact same thing. They lament steam's dominant market position in the PC digital distribution space. Going to epic or ea or microsoft themselves, is even worse.
I truly believe that more PC games need to go the notch/minecraft route. Self publish and self sell. Like Escape from Tarkov did.
Ah yes, everyone else is clueless about what's good and what they like. Well good luck with that self-inflicted misery.
Then what's the problem? You feel like success on a console owes the developer success on PC?
Yeah man, sorry some guy's game didn't do well on Steam. There are a lot of games released, and most of them don't sell amazingly. And those that do apparently don't deserve to. It's too bad there's no way you can control the universe and force people to buy, play and recognize the right games.
I feel that success on PC is needlessly harder to achieve because of steam's dominant position and unwillingness to tackle the shovelware issue. The WII also had loads of shovelware. Because of that I stopped buying games for the WII and skipped the WII U entirely. I heard the switch is better, but I'll never know because nintendo poisoned the experience for me.
It's not about the lack of sales. It's more about the sheer amount of garbage polluting the platform that makes good, well made and thoroughly developed games hard to find.
The game my friend made. It's not my cup of tea. The community is very loyal and vehemently defends against any and all criticism. I'm happy for the success. I dont needlessly hate games from genres I dont play or have no interest in. Unless it's an asset flip or a cash grab that negatively affects steam as a whole.
Hating shovelware, is like hating mosquitoes. They suck your blood and occupy biological living space that other more beneficial insects could reside in.
Minecraft was a black swan. You don't build your business model on the grounds of being a black swan, because you're most likely not. And then things don't work out.
If your product can't even stand out amongst a bunch of 'shovelware' how it's going to compete against a bunch of actual products?
If you can't sell a product because of a lot of people who 'aren't eve trying' your chances aren't going to increase against a lot of people who actually try.
https://kotaku.com/stray-annapurna-interactive-meow-parlour-travel-cat-1849327602
Are they complaining Steam didn't give them exposure? Would they have cared (much) if Steam hid them at the bottom?
They used to. And then people like you were complaining their friends game wasn't accepted on Steam. There's obvious shovelware, and obvious great games and the rest is somewhere in the middle. Valve found they were horrible at determining on which side of the line the stuff in the middle fell. To solve that they first tried green light, and when that didn't work, steam direct in conjunction with curators, discovery queue, and other tricks to gauge your interests and push games into your eyeline.
They're perfectly willing. If you can suggest a solid method that doesn't cost an insane amount of manhours, doesn't involve crowdsourcing (failed greenlight), and doesn't lead to them declining games that then proceed to make millions for other stores. Because they're drawing a blank. If you got a good idea, they'll happily implement it.
The moment you start picking who does and doesn't sell in your store it stops being a matter of 'if' it happens and becomes a matter of 'when' it happens.
Shovelware harms the platform as a whole. Because of it's presence alone consumers lose faith in the platform/retailer selling the shovelware and go somewhere else.
@Washell
You're analogy does not work in this case.
Videogames are entertainment, a luxury. Supermarkets sell food, a necessity. Videogames are not required to live, food is. Sure you can get better quality of food to treat yourself. But you can go without videogames.
I have no interest in purchasing Stray. But I am happy for their success. I have seen let's plays and believe their success being more as a result from the novel concept and well executed gameplay and gamedesign. They're also using their game to further charitable acts, which is a form of marketing in itself.
I also do not read videogame rags, because I do not trust them. Kotaku and Polygon being some of the worst.
When steam had manual curation, cash grabs were not accepted. Since the flood gates were opened, all I see in my store page are low effort asset flips, pretentious indie titles, over rated AAA trash and/or other low quality garbage.
I buy most of my PC games from platforms competing with steam, because I can be sure that the competition did their due diligence. The only things these competing platforms are missing is a community interaction hub that steam has. Yes steam is the largest platform and will remain so for the foreseeable future. But I have no faith in steam's quality control anymore. Don't get me wrong. I enjoy having all my games in one place. But I'd rather not wade through the sewers to find one nugget of gold.
See this is my problem with steam. They could easily go back to manual curation. But they refuse to spend a dime. Steam is both very rich and very miserly. The manual curation process does not mean what the reviewer personally likes and dislikes. The manual curation process ensures that games are in good proper working order and are worth for the customer to spend their time and money on.
https://steamdb.info/app/753/graphs/
(See the Lifetime concurrent users on Steam)
Steam hit 69 million daily users in 2021 and moved nearly 33 billion GB of data
https://www.gamesradar.com/steam-hit-69-million-daily-users-in-2021-and-moved-nearly-33-billion-gb-of-data/
Steam smashes 28 million concurrent users—nearly 3 million more than last year
https://www.pcgamer.com/steam-smashes-28-million-concurrent-usersnearly-3-million-more-than-last-year/
And isn't steam's growth now focused in emerging markets? How long until those markets are tapped out entirely? The developing world does not have the same extra income to spend on entertainment as we do here in the west.
How far back do discussions revolving around “will shovelware drive away users” exist?
About the same time we go through the second big video game crash...
I mean you see your problem right? You have certain values, and you assume those values reflect reality. And when they don't, you assume they will eventually. Any second now, "gamers" which is a group you understand, and Valve doesn't, are going to mass migrate to some other store... OK. Any day now.
Bad games have always existed. People have always navigated around them. Most people aren't so bothered that bad games exist that they'll just give up on games completely. Not when there's actually plenty of games they like. Bad games existing don't negate good games.
And what does that have to do with the existence of bad games? Poor people have higher standards when it comes to games? Or aren't experienced enough to shop for games? Oh no, poor people might learn they can't just buy the first thing shoved in front of their face?
You're kinda throwing spaghetti at the wall here. And what's the argument? That Valve doesn't know how to run their business? Valve: Twenty years of dumb luck? Armchair CEO has strategy to save thriving business from current success?
Steam Greenlight launched in 2012. That's a decade ago.
Steam users seem to have very high frustration levels.