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Stand with Tim 12%! Epic Sweeney 2024! 30% Cripples Innovation
https://www.youtube.com/watch?v=czQh1vj1jF8

When talking to ChatGPT gets interesting...

Valve's influence on the gaming industry extends beyond its innovative monetization strategies to include its controversial 30% revenue cut from game sales on its platform, Steam. Initially, when Steam launched, this cut was arguably justified by the costs associated with maintaining the platform and providing services like server hosting, updates, and customer support. However, critics argue that in today's market, Valve's costs have decreased significantly due to technological advancements and economies of scale, making the 30% cut seem excessive and unjustified.

Furthermore, Valve's dominance in the digital distribution market, fueled by its loyal fanbase and the popularity of its titles like Team Fortress 2 and Dota 2, has enabled it to leverage its position to push potential competitors out of the market. By exploiting its fandom's mythology and loyalty, Valve has effectively discouraged developers and publishers from exploring alternative distribution platforms, thereby reinforcing its monopoly-like status in the PC gaming market.

This consolidation of power has led to concerns about Valve's ability to dictate terms to developers and publishers, potentially stifling competition and innovation in the industry. Critics argue that Valve's influence over game sales, coupled with its control over Steam's algorithms and storefront visibility, can result in unfair advantages for certain titles while marginalizing others.

In essence, while Valve's contributions to gaming monetization and distribution have been significant, there are valid criticisms regarding its revenue-sharing model and the impact of its dominance on market competition. As the gaming industry continues to evolve, it's essential for stakeholders to address these concerns and strive for a more equitable and diverse ecosystem that prioritizes the interests of both developers and players.

Introduction of Microtransactions: Valve was at the forefront of popularizing microtransactions in video games with the introduction of the "Mann Co. Store" in Team Fortress 2 in 2010. This move allowed players to purchase in-game items, cosmetics, and other virtual goods using real money. The success of this model demonstrated the potential profitability of microtransactions and paved the way for their widespread adoption by other developers and publishers. However, the focus on maximizing revenue through microtransactions may have sometimes come at the expense of prioritizing player experience and game design innovation.

Valve's approach to monetization, particularly through its own game titles like Team Fortress 2 and Dota 2, has indeed had a significant impact on industry standards. Here's a deeper dive into how Valve's practices have influenced the gaming industry:

Valve's Platform as a Testing Ground: As both a developer and a platform holder, Valve had a unique position to experiment with various monetization models. By observing the success of microtransactions in its own games, Valve provided a blueprint for other developers to follow. This success demonstrated that well-implemented microtransactions could generate significant revenue without compromising the core gameplay experience, leading to their adoption by many other games across the industry. However, the dominance of Valve's platform may have limited competition and innovation in monetization practices, as developers may have been incentivized to mimic successful models rather than explore new approaches.

Community Marketplaces and Trading: Valve further expanded the possibilities for monetization with the introduction of community marketplaces and trading systems within games like Team Fortress 2 and Dota 2. These systems allowed players to buy, sell, and trade in-game items with each other, creating new revenue streams for both Valve and players. This innovative approach to player-driven economies influenced other games to implement similar systems, further normalizing the concept of virtual item trading within the gaming industry. However, the proliferation of trading and marketplace systems has also led to concerns about gambling-like behavior and the exploitation of vulnerable players, particularly minors.

Influence on AAA Titles: Valve's success with microtransactions and other forms of monetization in its games influenced the development strategies of AAA titles from other publishers. Many big-budget releases began incorporating similar monetization systems, such as loot boxes, season passes, and cosmetic item sales, as a way to generate additional revenue beyond the initial purchase price. Valve's success demonstrated that these monetization strategies could be lucrative even for high-profile releases, leading to their widespread adoption across the industry. However, this trend may have contributed to a focus on short-term profit maximization rather than long-term player satisfaction and creative innovation.

Normalization of Monetization Practices: Perhaps most significantly, Valve's adoption of microtransactions and other forms of monetization helped normalize these practices within the gaming industry. What was once seen as controversial or exploitative has become widely accepted as standard practice. However, this normalization has also sparked debates about the ethics and impact of monetization on game design and player experience, with concerns raised about potential exploitation and the creation of pay-to-win mechanics. As a result, developers, publishers, and platforms must navigate a delicate balance between profitability and maintaining player trust and satisfaction.

In summary, while Valve's innovative approach to monetization has undoubtedly reshaped the gaming landscape, there are concerns that the pursuit of profit may have sometimes overshadowed considerations for player experience, creativity, and ethical integrity. Moving forward, it's essential for all stakeholders in the gaming industry to prioritize the creation of engaging and immersive experiences while ensuring transparency, fairness, and respect for players' rights and well-being.
Ultima modifica da Rob⛧Slayer; 18 mar 2024, ore 23:29
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Messaggio originale di Purple:
Messaggio originale di Komarimaru:
Then you can provide this evidence, right? Since you saw it?

Before I do the work on showing you, would it actually change anything for you?
Simply curious, since nothing like that has been shown for the Wolfire case due to redactions, and the only anti trust suit going on atm is Valve vs Riot Games.
Messaggio originale di Komarimaru:
Messaggio originale di Purple:

Before I do the work on showing you, would it actually change anything for you?
Simply curious, since nothing like that has been shown for the Wolfire case due to redactions, and the only anti trust suit going on atm is Valve vs Riot Games.
Wait, what?

What are they suing Riot for?
Messaggio originale di SlowMango:
Messaggio originale di Ben Lubar:

If you think you're the genius who can make a company that does better than Valve for less money while still producing the same quality of stuff, by all means, improve the world.
They are the same that states Google Play should only take 6% because that's how much overhead for the Play Store costs.

As we all know, corporations should always be on the brink of bankruptcy. That's how you run a successful business, by making exactly the same amount of money that it costs you to run the business.

Because hey, as long as the servers are plugged in, who cares if you can't afford to have any employees or new products!
Messaggio originale di SlowMango:
Messaggio originale di Komarimaru:
Simply curious, since nothing like that has been shown for the Wolfire case due to redactions, and the only anti trust suit going on atm is Valve vs Riot Games.
Wait, what?

What are they suing Riot for?
If I recall, its something seated around League of Legends but thats all I honestly can recall myself, it may not be related to that but when its Riot VS Valve, the only one I know of is the whole ongoing thing with League of Legends
Messaggio originale di Komarimaru:
Messaggio originale di Purple:

Before I do the work on showing you, would it actually change anything for you?
Simply curious, since nothing like that has been shown for the Wolfire case due to redactions, and the only anti trust suit going on atm is Valve vs Riot Games.

It is the wolfire games lawsuit which is an anti trust case, and it was emails between Valve executives patting themselves on the back of how much profit per employee they were making comparing it to Apple, MS, Google, and other companies, making more profit per person than any other company.
Messaggio originale di Ben Lubar:
Messaggio originale di SlowMango:
They are the same that states Google Play should only take 6% because that's how much overhead for the Play Store costs.

As we all know, corporations should always be on the brink of bankruptcy. That's how you run a successful business, by making exactly the same amount of money that it costs you to run the business.

Because hey, as long as the servers are plugged in, who cares if you can't afford to have any employees or new products!

Nobody said anything being on the brink of bankruptcy. Valve can make profit, but they don't need to be the wasteful leeches they are.
Messaggio originale di Purple:
Messaggio originale di Komarimaru:
Simply curious, since nothing like that has been shown for the Wolfire case due to redactions, and the only anti trust suit going on atm is Valve vs Riot Games.

It is the wolfire games lawsuit which is an anti trust case, and it was emails between Valve executives patting themselves on the back of how much profit per employee they were making comparing it to Apple, MS, Google, and other companies, making more profit per person than any other company.
Post the link.
Messaggio originale di Purple:
Messaggio originale di Komarimaru:
Simply curious, since nothing like that has been shown for the Wolfire case due to redactions, and the only anti trust suit going on atm is Valve vs Riot Games.

It is the wolfire games lawsuit which is an anti trust case, and it was emails between Valve executives patting themselves on the back of how much profit per employee they were making comparing it to Apple, MS, Google, and other companies, making more profit per person than any other company.
Wait, Valve has Executives? Thats strange because its public information that the company is a Flat Organization so unless your telling me that Wolffire has emails of Gabe roleplaying with himself, I want to know who the new Executives are!
Messaggio originale di SlowMango:
Messaggio originale di Purple:

It is the wolfire games lawsuit which is an anti trust case, and it was emails between Valve executives patting themselves on the back of how much profit per employee they were making comparing it to Apple, MS, Google, and other companies, making more profit per person than any other company.
Post the link.

Here is the redacted court document where no numbers about Valve revenue are quoted.

https://drive.google.com/file/d/1CRs3W_r3LJUzO2zBYx-wQ7Cg6X6TyJtS/view
Messaggio originale di Purple:
Messaggio originale di Komarimaru:
Simply curious, since nothing like that has been shown for the Wolfire case due to redactions, and the only anti trust suit going on atm is Valve vs Riot Games.

It is the wolfire games lawsuit which is an anti trust case, and it was emails between Valve executives patting themselves on the back of how much profit per employee they were making comparing it to Apple, MS, Google, and other companies, making more profit per person than any other company.
Even if that's true, so what? I mean being able to make more money than your competittors with less manhours spent is a feat worth bragging about. Working smarter is what they call it.


Messaggio originale di ❤ Succubus with BFG ❤:
Messaggio originale di Purple:

It is the wolfire games lawsuit which is an anti trust case, and it was emails between Valve executives patting themselves on the back of how much profit per employee they were making comparing it to Apple, MS, Google, and other companies, making more profit per person than any other company.
Wait, Valve has Executives? Thats strange because its public information that the company is a Flat Organization so unless your telling me that Wolffire has emails of Gabe roleplaying with himself, I want to know who the new Executives are!

Flat doesn't mean a lack of departments or structured hierarchy. Such things are required for organizing and directing any group of people that exceeds 20.

Messaggio originale di Purple:
Messaggio originale di Ben Lubar:

As we all know, corporations should always be on the brink of bankruptcy. That's how you run a successful business, by making exactly the same amount of money that it costs you to run the business.

Because hey, as long as the servers are plugged in, who cares if you can't afford to have any employees or new products!

Nobody said anything being on the brink of bankruptcy. Valve can make profit, but they don't need to be the wasteful leeches they are.

Meh. What they dio with the money they have earned is their own business. Just as what you do with the money you've earned is your business.

Gabe and co can make life sized money forts and have boney fights with each other for all I care,. IOnce you earn it, yoyu get to do what you want with it.

Messaggio originale di Purple:
Look at all these people defending Valves revenue take. Valve doesn't need to take close to 30% to be profitable, it's been revealed that Valve makes around $1 million in profit per employee. There is no way Valve costs, after dev rev share, are in the billions each year.

M'dude. YThe same law s that allow you to set the price you charge for the labour you provide to others is the same law that allows Valve and near any other company to charge what they want for their goods and services.

So unless you want to give up the right to set your own price,...
Ultima modifica da Start_Running; 18 apr 2024, ore 15:53
So far not seen any documents with numbers and Valve on it. But I do know the discovery is costing Wolfire millions and not helping their case so far.
Messaggio originale di Ben Lubar:
Messaggio originale di SlowMango:
Post the link.

Here is the redacted court document where no numbers about Valve revenue are quoted.

https://drive.google.com/file/d/1CRs3W_r3LJUzO2zBYx-wQ7Cg6X6TyJtS/view
Oh wow, I see why this was shown before when asked.

It proves literally nothing.
Messaggio originale di SlowMango:
Messaggio originale di Ben Lubar:

Here is the redacted court document where no numbers about Valve revenue are quoted.

https://drive.google.com/file/d/1CRs3W_r3LJUzO2zBYx-wQ7Cg6X6TyJtS/view
Oh wow, I see why this was shown before when asked.

It proves literally nothing.

It proves they use e-mail at Valve, I guess.
Messaggio originale di SlowMango:
Messaggio originale di Ben Lubar:

Here is the redacted court document where no numbers about Valve revenue are quoted.

https://drive.google.com/file/d/1CRs3W_r3LJUzO2zBYx-wQ7Cg6X6TyJtS/view
Oh wow, I see why this was shown before when asked.

It proves literally nothing.
Shocker!
Messaggio originale di Ben Lubar:
Messaggio originale di SlowMango:
Post the link.

Here is the redacted court document where no numbers about Valve revenue are quoted.

https://drive.google.com/file/d/1CRs3W_r3LJUzO2zBYx-wQ7Cg6X6TyJtS/view

They are talking about their numbers being higher than those numbers from the other top companies. With how wasteful Valve is, they are leeching money away that would better serve the industry and for gamers if more of it was going to the developers. Instead of leeching nearly $1 million in profit per head away from game developers, it would better serve gamers and the industry if Valve dropped to something like $200k profit per head, that is a still a ton of profit for Valve.
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Data di pubblicazione: 15 mar 2024, ore 18:00
Messaggi: 991