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Actually if I recall correctly, modders were largely making skins and other things for free and distributing them to other players. Then Valve developed a secti
by cestith 9y ago
Actually if I recall correctly, modders were largely making skins and other things for free and distributing them to other players. Then Valve developed a section of their online store and distribution network to allow those mods to be sold for at least some money. Now the split may not be what you consider entirely fair, but 8%, 25%, 75%, or 100% of zero is all the same.
A game without mods is a game. A mod without a game is just digital art. It's their engine, their game rules, their store, their distribution network, and their audience that they've reached with their marketing. Maybe they deserve a bit smaller share than they ask, but who are you going to sell these items to without a game engine, game rules, a store, a distribution network, and an audience to sell them to?
If you gave 30% to an app store, and 20% for marketing, and 25% for someone to vet your items don't break the game, what would that cut be overall? 75%.
- pikzen 9y ago>If you gave 30% to an app store Valve's cut. >20% for marketing No marketing is being done for items aside from announcing them in patch notes. >25% for someone to vet your items don't break the game That is not something Valve does, considering the amount of items that clip through models after release. Notwithstanding the fact that items they select are either from modelers that they're already in contact with, or items that were voted up by the community and therefore, tried. This is exactly where the Polygon article is right. Steam is in a situation of almost monopoly on the market, and you have absolutely zero chances of ever being able to negotiate those rates. Even the mafia takes less as a protection fee, and they do more work than Valve when it comes to their customers.
- cestith 9y ago> No marketing is being done for items aside from announcing them in patch notes. None perhaps for the individual add-on items, but there's been marketing to get people involved in the games for which the extra content is made. The audience is there initially because of the game, not initially because of the extra content. > That is not something Valve does, considering the amount of items that clip through models after release. That's a shame. I would expect that for the amount they keep they'd do some quality control. If you want more control and a bigger share, make assets for a non-Valve game. Find an engine, some programmers, a musician, a level designer, and a couple of testers. Publish your own game. Of course, then you'd be splitting the game development share across all of those team members. So depending on the size of the team, 5% to 50% of the game team's share from your 70% from the sale of the game through the store would be that alternative, unless you're prepared to do it as a solo project. That, though, is for the sale price of the whole game rather than a single downloadable item. Then you can do the same with DLC packs. Indie games do tend to sell at lower prices than AAA titles, though.