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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)DU
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  • Not all consoles sell at a loss. Nintendo outright sells for profit, and the ones that didnt are the WiiU and thr Virtual Boy, and I don't have to remind you how those sold.

    And we are also at an age where even Valve is in the console space. They sell the steamdeck at a severely lower price point compared to its competion.

    Look at the ROG Ally, Lenovo Legion Go, Aya Neos entire catelog, GPD Win 4, Ayn Loki and a bunch more.

    The argument about consoles selling it at subsidized price is justifyable means your saying Valve is in the right to given they are now in that market.

  • So, users get a feature-rich distribution platform, and developers (and by extension users) pay a tax to access those users. So the question is, how fair is that tax, and what effect does that tax have on the games that get made? Your view on that is going to depend on what you want from Steam, but more relevant I think is how much Steam costs to operate. How much of that 30% cut feeds back into Steam? My guess is not much; though I could be wrong.

    But anyway, let's imagine you took away half the 30% cut. Where does that money go? Well, one of two places: either your pocket, or the developers (or publishers) pocket (depending on how the change affects pricing). The benefits to your pocket are obvious, but what if developers just charge the same price? Well, as far as I'm aware, a lot of games are just not profitable - I read somewhere that for every 10 games, 7 fail, 2 break even, and 1 is a huge success - so my personal view is that this is an industry where developers need all the help they can get. If that extra 15% helps them stay afloat long enough to put out the next thing without selling their soul to Microsoft or Sony or whoever is buying up companies these days, and Steam isn't severely negatively impacted, I'd call that a win.

    Would you claim that devs who also port their game to console are guilty as the consoles also take 30% cut? The entire console scene is basically what Valve is doing, except valve decides to compete on an open platform instead of a walled garden.

  • It doesnt suddenly affect old games, so games that are already out amd no plans on updating is immune as long as they dont upgrade to the new version of unity, so now it mainly targets games that are still updating, or new games, but not neccesarily games that are old or choose to stay on an older LTS build of unity.

  • It world definately be hard to prove it. One would be purchases made while actively playing the game, and if you had an alibi by being at work or something as a parent, and the network/ip used to be purchase it doesnt match the network at work, at least the general area.

    Theyll probably find a way.

  • Epics is much lower because theyre trying to entice devs, but they are the anomally in the sea of pricing.

    Epics trying to win market by enticing devs instead of working on features for the consumer, thats their market plan. Epic wasnt the only platform to have lower than 30% cut. Discord sold games at 10% cut, itchio is similar. Devs essentially debate of the baked in features of the platform and its audience is worth the 30% cut(the existing community, game review system, steams controller api, steam workshop, steamvr). Even just the client. ESPECIALLY to Linux users, on a consumer POV, ask yourself about ease getting to use the native client. Valve offers steam natively, and does a lot of work making the consumer end (and developer end too) easier on linux. EGS for example doesnt even run natively on linux, and requires a 3rd party launcher to run. People tend to take for granted all the things Valve has done for both the consumer and Developer.

    Discord massively failed to get users, and devs saw little market in it. Epic takes advatage of their position using unreal engine, and offers some devs money upfront for exclusivity, something certain audiences on PC absolutely hate.

    Users use steam because it simply offers them the best user experience. There are a ton of people who just buys their games directly from valve and not a 3rd party site. To a consumer, money's not necessarily the problem on their end, and they dont see the 30% hit that developers take. Something good for the developer is not necessarily good for the consumer and vice versa, and many people make that mistake and conflate that to be the same thing when it isnt.

  • Thats actually what valve does. Valve mandates all games on platforms must be the same retail price (e.g a game on Steam cannot be sold for 60$ retail, but be sold for 50$ on epic), not including deals and sales.

    Its standard with how physical stores demand that digital copies of games must retail at the same price as physical else stores would see that as an attack on the business by the company.

    There is essentially some level of price normalization.

  • Tap water is regulated by the EPA, and bottled water is regulated by thr FDA (in the states). Both have to make it drinkable. EPA forces types of contaminents, intended use (residential water is designed to be drinkable), and have all water quality reports public after treating said water. EPA however doesnt regulate the pipes, so the flynt michigan sotuation came out due to that.

    Bottled water tests water at source and before product. Bottled water must label the source where the water came from, which includes tap...

    Unless the person drinking only bottled water actively reads the label to know what the source water is, its a very popr argument to avoid tap when the attempt to avoid it is half baked.

  • To take a recent example, Microsoft considered just completely leaving the UK gaming console market if it fully blocked the buyout of blizzard activision, as it already won elsewhere and had good trial against the FTC in the U.S.

  • Outside of the better gpu, the one advantage the other devices have is emulation. Steamdeck sits on the edge of performance for some of the harder to emulate devices heavy titles (PS3, Switch). The ones using Ryzen 3/4 would trivially handle emulation better than the Steamdecks CPU, which uses Ryzen 1+ (part of the reason why its low cost)

  • Intel became less efficient because of how long they were stuck on 14nm. In order to compensate to beat amd in performance mindshare, they needed to push the clocks hard.

    Overtime, cpus have been sitting closer to max clock, defeating the purpose of overclocking to many, where adding 1GHz was not out of the ordinary. Now getting 0.5GHz is an acheivement.