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There is no such thing as free lunch in the world. The costs of those "free" games were covered by hopelessly addicted kids on forknite, so there is a bigger failing to your choice than not limiting yourself.
But that's completely irrelevant to this topic, so kindly stop trolling it. You saved 50 bucks, good for you, moving on.
And no, there is no failing in my choice. Especially since Steam is build on Valve getting young people addicted to skins gambling, so the irony is quite big there, dear.
This has actually happened with some developer of a Left 4 Dead succeeding game taking place in space(?) but I've forgotten the details.
I agree that it is a statistic that should stay though, despite some people reading into them a bit too much.
And for what it is worth, Epic has kind of already neutered their own review system so it doesn't exactly present itself as a storefront with transparent numbers, likely for the same reason that YouTube no longer has dislikes shown.
Still, I wouldn't blame game companies for not coming out on social media saying their game sold poorly though. You're only going to see positive achievements in sales numbers being presented and that's how it is with social media. No matter what Steam does.
Erik Wolpaw did not make SteamDB. He made Team Fortress 2.
Are you talking about Chet's video about how he added a slowly updating live player count to Left 4 Dead 2 in order to show players that just because the lobbies filled up quickly there wasn't nobody playing the game? That's the opposite of the claim you're making, but it's the only thing I can think of that could be related.
I think UBISOFT is trying this with their games now..lol.
https://gamerant.com/ubisoft-limit-steam-concurrent-player-count-data-report/
Oh it is true. This is something ubisoft actually tried. Read the news article i posted above. It says it is rumour, but considering how bad ubisoft is doing recently, i would not be suprised if they did this to try to hide how bad their games are doing..lol.
We? Relevance is decided by the individual.
Steam has two sets of customers, and the publishers are one of them. Steam is selling games, and without publishers, they wouldn't have anything to sell (except for their own junk).
People and their "staying" again. This isn't a town that's hit by flooding or something; it's a gaming platform. I don't have to "leave" anything to get stuff on other platforms; in fact, I still collect all the Epic and GoG freebies.
When is Valve going to stop? Isn't up to Steam partnered developers to opt in or out to player counts, or is Valve forcing them to show player counts via Steam API? I've always thought player count to be consumer informative. However...
Appreciate the honesty. The FTC probably does too. Now that they seem to finally want to take an interest in the subject.
https://store.steampowered.com/charts
love Steamdb for listing the failures to monopolize the most user time
https://steamdb.info/upcoming/?lastweek
I guess the only way Steamdb or others Steam Player Count doesn't get concurrent player time per game from Steam API, is if everyone privates their games? Or Valve gives it up anyway because its aggregate data, combined, meaning no individual players information is shared. Is this the same player count each partnered dev gets for their game in their Steam partner tools summary?