Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
My RPG MAKER "ACE" GAME is actually likely the most advanced "ACE Engine" game in existence in terms of what the engine is intended to do, but doesn't mean a standard jrpg retro style final fantasy type gameplay/story with "mid quality" really draws in a crowd to matter because of the bad rep of RPG MAKER in general.
My game has semi-full time front facing animated battlers which is basically unheard of in RPG MAKER Engines, I've also increased the Battle Enemies Resolution 50% but that merely matches what RPG MAKER MV & BETTER DOES, however is fairly unique for RPG MAKER ACE, the game world is likely in scope far greater from a quality/size ratio vs bland run of the mill RPG MAKER TITLES that don't have as much time put into to their creation.
All that Said a Game like "Sea of Stars" just makes a game like my look Amateur Hr, which it was my first game in a poorly selected engine.
I Digress, have gone a bit off topic.
The current steam rev split is beyond fair from my perspective, but it could be lower for devs that actually make money & need that extra money, me not so much, same for very successful games.
So: Epic offers devs 100% revenue for six months in exchange for exclusivity. But the thing is Epic's revenue share is just 12%. So in reality devs are signing into six months of exclusivity for a UP TO 12% bonus in revenue.
So the actual headline would be something like this:
That pales against their former exclusivity policy.
It'll be fun to see on October 16 which games joined the deal, as they're going to be featured as such:
Now I wonder how far we are to the headline telling us how much of a breakthrough is to not give away games for free.
Because the way I look at the revenue share is a bit like visualizing a round hill in-between the well established 30% cut and 0% cut. Once you start to encroach into lower than 12% territory it feels a lot less like you are pushing the envelope up the hill, but rather that you are sliding down the other side again with insignificant gains.
At this point you just end up looking at the Epic Games Store and wonder why they even bother with the 12% at that point, while already undergoing a major deficit, and don't just offer a 0% revenue split on everything they sell, if this is going to be such a major selling point.
A lot of that is factually wrong, payment processing, refunds, forums, etc are very different from hosting. But hey if you feel your deal is unfair your free to use EPIC, Itch, or any other site. Your not restricted to using steam. You can even set up your own site and pay your own hosting, payment processing, etc if you feel the cost isn't worth it.
No one forces people to use steam, they can decide for themselves if the money they pay is worth it.
As I said, no disrespect. I'm going off very first impressions from the store page, and having played a lot of RPG Maker games starting around 2001 or so, your game didn't jump out at me as having anything interesting beyond what a typical RPG Maker game has to offer.
As an RPG fan, and a fan of RPG Maker, for all intents and purposes, I'm part of your target market.
A game needs to grab a potential purchaser's attention from the very instant they look at your store page. If it truly is "likely the most advanced "ACE Engine" game in existence", everything about your store page should scream this.
Since you've mentioned that (you believe) it's the "most advanced "ACE Engine" game in existence", you've at least inspired me to give the game another look, beyond my initial first impression.
The shortcomings of your game's initial market pitch aside, my own point might have been a separate one from what you were saying. You've sold $100 worth on Steam. How well would it do on Epic? I would be curious to find out, though Epic's terms would prevent you from actually sharing. If I had to make a prediction I would say that your game would likely sell between 1/10 and 1/2 the copies compared to Steam, and that's a generous estimate.
They have an actual game engine, unlike Source 2 vapourware
Now whether 30% is too high or not is a better question for developers, and for Valve. Personally, it doesn't matter to me what % is charged by any online store.
I'm not a fan of tinfoil hats, but some things make you wonder.
Titanfall 2 . Nuff said.
So devs basicallty go with the store fronts that give them the widest market coverage.
Thing is. They know that most users don't stick to one platform.