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Reducing their cut probably means losing funding for such projects, which would lead to some very creative and intelligent people leaving the company. So no, they don't have enough money.
Second, while Steam/Valve may take a premium cut, developers sell significantly more games on Steam to make up for it. If they didn't, they'd stay on the alternative options that take a smaller or no cut at all. Paying a premium to access 100+ million customers isn't a bad deal.
Dear Washell,
I'm perfectly aware of that, his net worth is around 7 bi. The link I provided makes that very clear.
Steam has a huge userbase, and gaining access to that is going to cost a developer.
70% of something is a lot more than 100% of nothing.
And let's not forget that indie dev, not a technical term. So what's the actual criteria Steam should go by to define an indie dev?
Being small or sucking doesn't really mean you're owed charity.
2: They are free to release on another store or use their own website to distribute Steam Keys(which avoids Steam taking 30%).
3: Steam offers more than just a store page. They offer VAC, native multiplayer support, native mod support, forums, easy updating, free DRM, etc.
4: This has already been discussed and locked before.
You really do not want to deal with payment, shipment, fraud, license verification and all the stuff a store does for you yourself.
There is a GDC Talk by Jeff Vogel, "Failing to fail" or something. He gives some insight was it meant to be an actual full time indie developer. While a lot has changed since the olden days, a lot was also done by Steam and similar platforms.
There is also a talk by the guy who made Antichamber, giving some perspective to what it means to be a successful indie developer and how the money Steam takes is the least of your problems.
There is always itch.io for indie devs who don't like Steam's cut.
Dear Snakub Plissken,
To create their own platform costs money, something that most indie devs don't have to begin with.
Dear [N]ebsun,
Well, if Rockstar or Ubisoft want to fool anyone into believing they are indie, I guess that will not work...
Dear KittenGrindr,
Please read post 3.
Dear cinedine,
Some developers disagree:
https://www.polygon.com/2019/1/24/18196154/steam-developers-revenue-epic-games-store
As I stated, this has been mentioned multiple times over the years.
https://steamcommunity.com/discussions/forum/10/1850323802574782737/
https://steamcommunity.com/discussions/forum/10/1651043320648241267/
https://steamcommunity.com/discussions/forum/0/3062996006145276006/?ctp=4
Steam has made it's stance clear on this "issue". I'll also repeat myself for brevity's sake;
Dear KittenGrindr,
Thank you for the quick reply.
I'm not ignoring anything, but some people here are:
Most PC gamers do not want to buy games on other platform besides Steam, which makes the "release your game elsewhere" argument pretty weak.
Also, please keep in mind that single player games do not use vac or various other features.
Doesn't diminish anything I said. Them choosing to use it or not is irrelevant. You also ignored the fact that the dev can sell Steam keys on their own site and take 100% of the cut if they wanted. Literally, Steam allows this.
Sure, I guess 20-25% would also suffice but overall I think 30% is absolutely fine.
And as others have said, Devs are free to create keys and keep the money to 110%.