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Joined 1 year ago
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Cake day: July 5th, 2023

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  • Fanatical and humble bundle (the good old days) are good examples.

    Incidentally Wolfire Games—the studio that founded Humble (but no longer operates it)—is currently in class-action litigation against Valve for this very issue.

    I don’t know what you say “non-discounted”, cheaper is cheaper no matter what.

    The Steam Distribution Agreement AFAIK allows temporary sales on other platforms to undercut Steam, but requires the “resting” price matches that on Steam. By specifying “non-discounted” I meant to indicate that although sales do exist on other platforms, the normal price of an item always matches on Steam. A quick few spot checks show the non-sale price of games on Humble, Steam, and Fanatical are equal.

    “Cheaper is cheaper” kind of overlooks the core issue. Ultimately a publisher on Epic Games Store—which has a fee of 12% instead of Steam’s 30%—can have a lower price for a game as part of a promotion, but can’t just sell every game 18% cheaper always without violating Steam’s terms and being risk being de-listed.

    Steam doesn’t get a cut from keys sold in perfectly legal thirth party stores like fanatical, humble or gmg. Epic does not sell steam keys so obviously no.

    Okay, gotcha. Yeah, I misunderstood. For Steam Keys it’s pretty clear that Valve should be able to control the price since they provide the services after that key is purchased.

    But the PMFN applies to all copies, even those distributed outside of Steam (e.g. the direct-from-publisher option I mentioned). Last time I was in a thread on this, another user found the following in the complaint (page 55) from the Wolfire v. Valve case mentioned above:

    1. TomG also explained to another game publisher that the publisher should “[t]hink critically about how your decisions might affect Steam customers, and Valve. If the offer you’re making fundamentally disadvantages someone who bought your game on Steam, it’s probably not a great thing for us or our customers (even if you don’t find a specific rule describing precisely that scenario).” In that same thread, TomG responded to a question by stating: “we usually choose not to sell games if they’re being sold on our store at a price notably higher than other stores. That is, we’d want to get that lower base price as well, or not sell the game at all."
    2. In response to one inquiry from a game publisher, in another example, Valve explained: “We basically see any selling of the game on PC, Steam key or not, as a part of the same shared PC market- so even if you weren’t using Steam keys, we’d just choose to stop selling a game if it was always running discounts of 75% off on one store but 50% off on ours. . . .




  • Additionally, there’s the usability hurdle of interacting with non-home instances from outside mastodon. If I pull up someone’s blog and click the little mastodon social media icon, it may very well link to mastodon.world. If my home instance is mastodon.social, now I have to launch into my own server, search up the account, and then begin interacting.

    It’s trivial to do but it is an extra step, but for your less-tech-literate friends and family it can be a point of confusion. Mastodon handles federation great in-ecosystem, but the broader web is still going to treat each instance as a different site.





  • Steam has a large userbase, which offers a lot of consumer inertia to prefer games on Steam. They also have a policy where game pricing on other platforms cannot undercut Steam.

    The main complaint is that this pricing policy coupled with the consumer inertia makes it difficult for other gaming marketplaces to enter the market. You cannot undercut steam unless a publisher wants to not put their game on Steam at all (which would be suicide for anything but the largest titles), so you have to sell at Steam’s price point. Few platforms could match Steams’ established workshop, multiplayer, streaming, and social services; all of which benefit from costs at scale and the established user content.

    Imagine trying to convince a user: “Buy your game here instead. It will cost the same as on Steam. No, you won’t have access to the existing Workshop. No, you won’t have in-platform multiplayer with your Steam friends.” Even if you had feature parity, people would prefer Steam since that’s where their existing games and friends are.



  • Valve offers a great service, and I enjoy it a lot. But it’s very difficult for a competitor to enter the market because they won’t be able to match Steam’s services immediately. Typically in a market the approach is then to undercut Steam, but that is exactly what this policy is designed to make impractical by forcing publishers to overprice, on penalty of losing Steams’ userbase.

    I mean I don’t know what else to say. It is anti-competitive. It doesn’t take too much to see why. There are many good articles and legal briefs on the matter. It hurts you and me, the consumer, and it hurts publishers. It enriches Valve, benevolent though they may appear. You shouldn’t like this type of strong-arming the market when Amazon does it, and you shouldn’t roll over and take it from Valve either.

    Doesn’t even matter, the court is going to sort it out for us. But I hate to see the reputational hit Wolfire is taking here. I like their studio, I believe their developers are operating in genuine good faith, and I think they are doing consumers a favor.