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TIGSource ForumsPlayerGamessteam greenlight rant
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Bad_Dude 2017
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« Reply #20 on: February 07, 2017, 12:46:45 AM »

One of the Greenlight games I saw yesterday had comments about "30 minute game.. but free achievements!" like it was a good thing Sad.
Thats a good thing for some people, just like cards.
Last week i saw a guy on gamedev.ru making an achievement constructor.
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quantumpotato
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« Reply #21 on: February 07, 2017, 02:12:42 PM »

One of the Greenlight games I saw yesterday had comments about "30 minute game.. but free achievements!" like it was a good thing Sad.
Thats a good thing for some people, just like cards.
Last week i saw a guy on gamedev.ru making an achievement constructor.
Do you think those games belong on Steam?
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« Reply #22 on: February 07, 2017, 02:15:44 PM »

why do people care about steam achievements
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Schoq
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« Reply #23 on: February 07, 2017, 02:23:29 PM »

in a cold and uncaring universe we all need something to hold onto. for some people it's god, for some it's a sense of justice, for others it's their children.
for a certain easily predicted demographic, it's steam achievements showing they completed a game a while dragging a specific physics object from the first level all the way to the end
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« Reply #24 on: February 07, 2017, 02:34:49 PM »

i could kind of understand it if they at least derived a sense of pride from doing something difficult, even if it's just in a videogame. i can even sort of understand people going for these trading cards because at least can be sold for money.

but valuing a game because it has "easy achievements" just makes fuck all sense to me. as in, i literally do not understand why anyone would care about that ever or derive any sense of satisfaction from it.
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quantumpotato
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« Reply #25 on: February 07, 2017, 02:52:09 PM »

in a cold and uncaring universe we all need something to hold onto. for some people it's god, for some it's a sense of justice, for others it's their children.
for a certain easily predicted demographic, it's steam achievements showing they completed a game a while dragging a specific physics object from the first level all the way to the end

I thought Steam was a videogame entertainment store not therapy
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« Reply #26 on: February 07, 2017, 02:57:17 PM »

a better way to look at it is as a means of terror management
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Bad_Dude 2017
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« Reply #27 on: February 08, 2017, 12:57:41 AM »

One of the Greenlight games I saw yesterday had comments about "30 minute game.. but free achievements!" like it was a good thing Sad.
Thats a good thing for some people, just like cards.
Last week i saw a guy on gamedev.ru making an achievement constructor.
Do you think those games belong on Steam?
Yes, if it gets through.
I kinda start to admire Valve efforts at designing autonomous market space that can moderate itself and choose what is and isnt in demand.
I was once owertaken by "videogames gonna be ruined, bad people gonna get money" anxiety, but now im over it because one time profit and sustainable, scalable business are two different things it seems.
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« Reply #28 on: February 10, 2017, 10:18:13 AM »

dont achievments affect a player level on steam? i think that might allow ghost accounts to have some pseudo reputation
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« Reply #29 on: February 10, 2017, 10:24:19 AM »

I was gonna make this its own thread, but since there are a lot of heated opinions here...

Apparently Steam is getting rid of it entirely. They're replacing it with something called Steam Direct?

https://www.rockpapershotgun.com/2017/02/10/valve-to-abolish-steam-greenlight-open-up-with-steam-direct/
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« Reply #30 on: February 10, 2017, 12:24:46 PM »

oh, so they're planning to use essentially the same model apple uses for the ios appstore?

WELP
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« Reply #31 on: February 10, 2017, 12:36:10 PM »

oh, so they're planning to use essentially the same model apple uses for the ios appstore?

WELP

Not quite. Apple, despite lack of quality filters, does have reviewers open the app and check for immediate crashes.

Steam Direct has a $100-$5000 deposit per game (Valve has undecided on the amount) to publish.
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Bad_Dude 2017
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« Reply #32 on: February 10, 2017, 01:08:42 PM »

Bigger fee may help, $100 is affordable for 12yo from Moldova, maybe itll cut people submitting their first unity project.
Upfront paperwork info filling is also good, on Gamedev ru i saw a lot of devs with released steam games asking what is a tax and how to get money from steam.
Voting removal also may remove booster bots and shady "publishers".

It all basically depends on a fee. 300-500-700 bucks seems reasonable, more than 1000 may disadvantage people from non-EU, non-Usa territories, 5000 gonna plunge everything back at 2009.
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« Reply #33 on: February 10, 2017, 01:17:00 PM »

That's a good thing in my opinion.
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« Reply #34 on: February 10, 2017, 01:39:39 PM »

$100 with no curation is much worse.
$500-$1000 is a sweet spot imo
$5000 sends us back to ~2012 Steam, but all the crappy games are still there.

This sounds a bit ruthless, but there should be some type of purge system from Steam.
If your game gets as certain threshold of negative reviews and/or has low sales, remove it.

Really though the primary issue is lack of discoverability for indie games.
Valve slightly improved this with the custom store fronts, but their algorithms are bad.
Personally I keep seeing zombie/survival games when I'm interested in experimental indie titles.

Greenlight has always been awful. But hopefully they actually make a system which is better.
It's a lose-lose situation for Valve, though. The damage has already been done.
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« Reply #35 on: February 10, 2017, 01:41:28 PM »

Also: a high fee means there will be more predatory indie publishers.
'We will pay your fee but take a dumb amount of revenue from you.'

Stifles innovation.
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quantumpotato
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« Reply #36 on: February 10, 2017, 01:57:31 PM »

Also: a high fee means there will be more predatory indie publishers.
'We will pay your fee but take a dumb amount of revenue from you.'

Stifles innovation.

Sad
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MrHassanSan
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« Reply #37 on: February 10, 2017, 02:04:04 PM »

I didn't really use steam during the 2009-2012 times...what were the issues before Greenlight came on the scene?
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« Reply #38 on: February 10, 2017, 02:18:33 PM »

games were limited to AAA titles (initially just valve titles) and a handful of "big name" indie gams that were mostly ported over from XBLA.
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« Reply #39 on: February 10, 2017, 02:19:05 PM »

Quote
This sounds a bit ruthless, but there should be some type of purge system from Steam.
If your game gets as certain threshold of negative reviews and/or has low sales, remove it.

thats the worst idea ive ever
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