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I'm not sure why people would actively want their game to require either EGS or Steam, though, even if it's convenient. EGS has business practices that drive a
by protimewaster 2y ago
I'm not sure why people would actively want their game to require either EGS or Steam, though, even if it's convenient. EGS has business practices that drive a lot of people crazy, and Steam has an awful security track record and was also convicted of anticompetitive pricing. (Though people seem to like Steam's business practices even with that conviction, which also always struck me as a little weird.)
It seems like not requiring either one would be the more neutral, agreeable position to take.
- wokwokwok 2y ago? It’s like putting an android apk file on your website for an app. If you’re giving it away for free to friends, sure. If not, how do you sell it? How do you stop people stealing it? How do people find out about it? Obviously, you the answer is usually “you write your own installer / updater” and do your own marketing. Maybe that’s fun, and there’s something to be said for owning the entire stack… but it’s a loooot of work and probably not a reasonable financial decision to make.
- johnnyanmac 2y ago>If not, how do you sell it? How do you stop people stealing it? How do people find out about it? we solved that issue long ago: make the APK a thin client to the actual service you keep on a server. Devs don't care where you download your APKs anymore. that's what the 90+% piracy took from us: the idea of premium, offline games. advertising is tricky, but if we're being honest with ourselves: google play has only been a hinderance to discovery these days. My ideal pipeline is uploading to F-droid and throwing an APK release on Github as well.
- protimewaster 2y agoI was thinking more just use a third party service like GOG. But, yeah, I guess you could write your own.