| Michael Rooney |
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I'm curious how this shift would affect the perception of steam. I like steam in significant part because it is somewhat currated. I'm curious how they can ensure a good quality bar if it becomes as open as it sounds.
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| Robert Boyd |
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Right now, Steam sits at a happy medium between extremely curated storefronts like XBLA and anarchy like we see in the mobile space. If they don't tread carefully here, they could ruin that delicate balance.
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| Enrique Dryere |
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As an indie dev trying to slug through the Greenlight process, I'm glad to hear that the process is being given continued thought and care. What I'm hearing here excites me, but the change will be a double edged sword. I know first-hand that the bottle necking is a problem, yet it also drastically reduces the "noise-to-signal ratio" of games that actually make it onto Steam. That is to say, once your game is actually "Greenlit" you can expect a drastic increase in sales because it enters a restricted market.
Ultimately, I think that curation is essential, but shouldn't simply be left to public opinion. Just as agents and publishers carefully select books, industry experts should screen games that make it onto Steam, so that there is still some measure of prestige and exclusivity -- or rather a guarantee of quality -- associated with being on Steam. These don't have to be Sages pulled off a lofty summit somewhere in the Himalayas; there's tons of gamers and journalists that are more than knowledgeable enough to work in this regard, giving games a fair chance, scrutiny, and not just voting based on a screen shot or based on a genre. |
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| Russ Menapace |
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Seems like that would open the door for every store owner to be a curator. They'd be competing for players just like games do now, hopefully with the better curated stores rising to prominence. Sounds like it could work really well... I'm interested in seeing what happens.
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| Dave Reed |
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This all sounds pretty good. If they let anyone+everyone put a game on Steam, but rely on the users to curate it, it could work out quite well.
Valve can still run their store as they do now, promoting their own games and the big releases, and on the surface it could appear to be barely changed. But dig a bit deeper, and you could find all sorts of niche/experimental/amateur titles that simply can't get onto Steam as it is now. Maybe a user store specialising in roguelikes, for example. Just being able to easily get a game onto Steam, even with no help to promote it from Valve, would be a huge win for smaller/lesser-known indies! Instead of putting time into chasing Greenlight upvotes, we could actually be chasing very real sales - even if it does mean a somewhat more App Store-like environment where a lot of games disappear without a trace. However it works out, it's really good news that they've realised that Greenlight isn't working. |
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| TC Weidner |
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sounds good, I like where he is going. I think there really only needs to be a bare minimum of curatorship.
Much like You tube, except with one additional filter to make sure no malware or viruses exist. |
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| Christopher Thigpen |
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There is only one true feature I would love for Steam. And that is the ability to port all games on steam to whatever PC device you have.
I hate as a primary mac user (for work), that when I travel, I am only stuck to the games available for mac. This would be my one and only dream for Steam. They do that, they rule the world....even more so. |
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| Bob Johnson |
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Very interesting.
My thought is it sounds like a lot of work for me the consumer. :) But i guess he has that covered too as it sounds like I could choose the curated route if I want to. I can choose the standard store front. |
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| Bob Charone |
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Maybe they don't need curation, if Valve can give some games a Valve Seal of Quality!
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| Lex Luthor |
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No matter how many jump scared from their seats screaming OMG STEAM WILL TRUN INTO APPSTORE, please calm down. I am sure that they ( valve guys ) are aware of this and will want to avoid it too.
Gabe has earned my trust and I am glad that he is admitting that green-light needs to change or turn into something else. |
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| Guerric Hache |
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Color me skeptical.
Maybe I'm crazy, but isn't a big part of the appeal for smaller developers the fact that your game will appear on one unified storefront, visible to *ALL* Steam users, upon its release and during any sales? Doesn't having multiple storefronts defeat the point of that? It won't be enough to get onto Steam, devs will need to aggressively lobby/market to the Top 20 Steam Stores to get anywhere near the same visibility. Lowering the barrier to entry to Steam seems like it would actually make this even worse, because that will reduce the proportion of quality games and thus incentive players into avoiding the main storefront (if it persists at all) and instead defaulting to one of many possible third-party storefronts. So instead of devs having to work hard to overcome that initial bottleneck, and then having their game prominently displayed in front of the eyes of 50+ million PC gamers on equal footing with the biggest-budget, most-marketed releases out there, they will quickly sink away from the main page and have to compete against a Malthusian horde of other games, some good and many less good, at grabbing the attention of dozens and dozens of fractured storefronts which, even combined, probably don't effectively reach 100% of the Steam audience and which probably have even less manpower and time to sift through all the submissions than Valve does, unless they are run by large companies that are not trying to promote their own games (which would be what, a handful of games journalism websites?). Sure, things might be fine for consumers who find 2-3 storefronts that cater to their tastes, but I can't imagine this being good for small studios and indie devs. |
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| Joshua Oreskovich |
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I have to agree with the majority of the respondants here. No one wants to sift a double layer of advertisements, this works against the indi developer in a big way. I "like" the idea of a reward system for game advocates who input into the system, but it's all too vague and fishy.
Also I am struggling to see a problem with Greenlight, it seems like the most acceptable and visible avenue for a struggling indi. What would be nice is a system to grade the development level of games by the consumers. If that vague awesome idea and hard work put into a game never sees light at the end of the tunnel just because it doesn't match the expectations of the mass of 18-30 year old commercial game advocates so be it. At least they see some light through even having a snowballs chance where before they had none at all. |
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| Michael Joseph |
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Valve and Steam are moving away from a publishing focus to a retail one. Or maybe it only looks like retail because they're essentially accepting all applications? It can still be a publisher that promotes certain titles by adding service tiers.
There are more game developers than ever. There are more games being made each year than ever. You'd better bring your A-Game if you want to succeed. That's how it should be. With Steam going to a network API, does this mean that you will even be able to host Unity web player, Flash or HTML5 games on your "storefront?" Steam could end up competing directly with Facebook and Friends but with a pricing model that makes it more appealing to average developers. A Facebook for game developers... hmm? |
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| Daneel Filimonov |
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I think Greenlight was an inevitable stage for Steam to go through. Of course, part of this is because Valve had yet to experience what it was like to have the customer choose what should and shouldn't be on Steam. I hope Valve figures this out! I'm sure they have a game plan.
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| Erin OConnor |
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I almost think steam is moving toward what Amazon is.
There is still the amazon storefront (and there will still be a steam storefront.) But they are opening the door for others to have their own store within steam to sell their own games much like there are multiple retailers and vendors that use amazon as their storefront. I like it. Now any publisher can create and sell their games on their own storefront via steam. It also allows others (GoG maybe ?) to create and sell via steam as well. Heck, even I could create my own store and sell via steam! I smell a lot of win here. |
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| Simon Ludgate |
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Another potential concern would be whether or not the games purchased through Steam remain accessible through steam. If Steam just opens up as an API, who hosts the games? If Valve still hosts them and there's no approval process, what's to stop some jerk from uploading a bajillion petabyte "game" just to clog up their servers? If Valve doesn't host them, what's to stop the company that is hosting it from pulling the plug and making you lose your digital purchase?
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| A S |
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To people who are posting "greenlight sucks unless you already have a large fanbase". Hello! That's what Valve is after. They want to grow their platform. One way to do that is by expanding their content and then marketing through their own methods. The other, and probably one they vastly prefer, is to sell games that are already popular and absorb that fanbase into Steam and cross-sell.
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| Joshuah Kusnerz |
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My concern is that this will open doors to allowing more shovelware games. We saw the misstep in allowing War-Z to be released in such a unfinished, falsely advertised state. When games like that start getting let through it could be a short ride to actual vaporware scams that will take your financial information for no return. We could see games released with Trojans or key-loggers, it's happened in the mobile app shops.
Steam has built up a reputation of quality and security (at least it has to me). I'd hate to not be able to trust the game I got would be finished and not be malicious. On the other hand as an indie developer, I have always thought it would be impossible to get a game on Steam without "knowing someone who knows someone". Interesting times, I'm going to err on the side of optimism here and choose to believe everything will work out fantastic for all involved. Just my five cents. |
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| Rachel Presser |
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I have mixed feelings about this. While Greenlight is proving to be cumbersome for indies, there needs to be SOME curation to Steam to protect the values of the games within.
There were definitely problems with the old way of getting a game onto Steam and receiving what was often a vague non-answer for why your game didn't make the cut. Greenlight is better on paper than in practice for the most part and had some serious teething issues. While yes, we have to promote our games to get people to vote on them-- most indies don't have a dedicated marketing person to try and rally as many votes as humanly possible. But if Greenlight gets axed, do all the indies who forked out $100 to get their games onto the now-defunct service get it back? (I know the proceeds went to charity, but Valve themselves are clearly not cash-poor. For those whose games get accepted, it can be an advance on the royalties.) While it's unfair to everyone who submitted a game under the $100 rule, it's especially unfair to the devs who submitted completed, functional games that got buried by all these new submissions, many of which were incomplete and/or buggy. To rub salt in, many incomplete games got Greenlit as well, taking the space of completed and functional games that could've been making both the dev and Steam money. So curation is needed to prevent broken games from being accepted, or worse yet, malware and shovelware from just appearing everywhere. Steam's content acceptance system is broken, but mobile-market-like anarchy isn't the solution either. |
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| Bob Johnson |
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What about charging people to vote on games in Greenlight. $1 a vote or something?
It would eliminate some of the thoughtless voting down of games. Encourage those to think twice before voting yes to something too. Donate the money to charity... |
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| warren blyth |
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i think this idea would get really interesting if custom storefront maintainers could be given some small percentage of sales they generate. i'm dazzled by the idea that a sort of "marketing by the people for the people" might emerge.
It's also dazzling to think about tackling the huge problem of finding critics/reviewers that you trust. This has always been a frustrating failing of the internet (hard to find movie reviewers or games journalists who are both: good writers and share my tastes in entertainment). instead of yahtzee, i prefer to wonder what a Giant Bomb store front would be (because I've spent so much time listening to each of their reviewers that I'd have inherent trust in their picks). it might even open the door to a new way to look at video game reviews. instead of "what number did your gang give that game" it could become "how did your gang choose to feature that game on your steam store page?" |
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| Luciano Lombardi |
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I think this is great news, and as counter intuitive this may feel, I believe it could help to solve the problem of discoverabilty.
IMDB user lists can serve as a good example of this: More than once I have followed the recommendation to see a specific movie by some random user because I loved most of the titles he had added to his 'best movies list'. It is a relatively safe bet to think that you will like one of the movies that you have not seen from his list, for the mere fact of agreeing on the rest of the titles. The same could happen with games... people who make great reviews can directly link the games their recommend to buy, adding their analysis on why you should buy it. This could be very beneficial for websites like 'Rock Paper Shotgun' On the other hand, I don't see why Valve couldn't create themselves one of these 'user-generated stores'. They would be opening the field, but they can also retain some of this 'curator value' at the same time, but without the pressure of being the bottleneck by which is decided what games are available for purchase. |
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| Johan Wendin |
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Why not "just" change the greenlighting process to reputable store owners then? Stores given Valve's stamp of approval get a say of what gets in? Like Old Man Murray, Rock Paper Shotgun or even lesser ones like cynicalbrit or MMOHut etc?
Basically extending the screening for greenlight out to reputable sources. Smaller niche games could have their own reputable source that they had to convince about the quality of their game. Heck, the end-user could opt in/out of products screened by any specific sourcing partner. |
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| John Flush |
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I really like Steam. I'll actually rebuy games from them because of how easy it is to see my library, get patches, track how long I play certain games, etc. However if any of these features break that ease of use - the ease of purchasing, which should be 'one click, download, play' I think it is the wrong path.
A good example of this breaking down is many of the Stardock games are on there now (Galactic Civilizations) that require me to do more work (registering with their site and such) to even play the game. That defeats the purpose of Steam for me. if I have account everywhere tracking my games, with separate logins, why bother with Steam at all? |
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| Bart Stewart |
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Curation has value when it gives you trustable information in not one but two crucial areas: level of quality and type(s) of content. Steam has been useful because it has done both of those things pretty well.
But most people will assess things on just one measure: did I like it? Having lots of people provide that kind of assessment only gives you a measure of popularity, which is not the same thing as quality, and which doesn't directly tell you anything about what kind of content lurks within. So I don't think a simple upvote system is good enough to replace what Steam currently offers for discovering good games. I'd like to see a rating system in three parts: 1. Quality rating: bad, OK, or great. Still subjective, but better than an all-encompassing "I liked it." 2. Content type tags: free-text with pop-up suggestions of existing tags, similar to StackOverflow. Because this calls for a specific description, the more people who enter tags to describe a game, the more accurate the top-selected tags should be. (As a practical matter, you might require a tag to be selected for a game N times before it's displayed -- this would reduce "junk" tags entered by anonymous humorists.) 3. An optional "Favorite Game" checkbox, with a limit of 10 possible. This would be similar to a "like" button, but the limit would encourage raters to like the games that best satisfy their interests. The value of this would come from a "Suggest a Game" system -- your favorites would be compared to everyone else's, and games you haven't favorited that are liked by people who like most of the same things as you would be suggested. No system is perfect. This one could be dinged as being "too complicated." But it would get Valve out from full-time curation on quality and content without devolving into a popularity contest. |
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| Daniel Dobson |
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I'm glad to see them admitting the issues with Greenlight, and talking with the community. It will be good if Steam itself isn't the only 'Steam Store' - I like the sound of Steam as a networking API, where consumers can choose which stores they actually go to. Seems highly democratic, and open :D
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More: Console/PC, Indie, Business/Marketing