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During Gamelab 2019 at a panel hosted by GamesIndustry.biz, Paradox Interactive's former CEO Fredrik Wester (now the Executive Chairman of the Board at Paradox Interactive) talked about the cut "platform holders" take from sales and they're not impressed.

The one this always comes back to is Valve's store Steam, which has a standard 30% cut they take from developers. Although, they did tweak this for higher earning games in December last year so for games that earn $10 million it's reduced to 25% and 20% at $50 million and that does include money from DLC, in-game transactions, Steam market fees and so on.

Wester said "I think the 70/30 revenue split is outrageous", noting that it was likely established in the '70s by Warner Bros when distributing physical media like boxed VHS tapes and so on saying "That was physical. It cost a lot of money". Wester went on to say "This doesn't cost anything." and thanked Epic Games for what they're doing with their much smaller 12% cut.

Claiming it "doesn't cost anything" isn't quite right though, considering all the services Steam actually provides including things like Cloud Saving, Achievements, Leaderboards, Valve Anti-Cheat (VAC), Inventory Services and quite a bit more. Valve also provide free keys to developers to sell on other stores like itch.io, Humble Store, Fanatical and many others (there's a huge amount of Steam key stores out there) of which Valve don't see a penny from. That's on top of various open source projects Valve fund too like DXVK, improving KWin and a ton more those are just two very recent examples.

Wester isn't the only one who has mentioned this of course, former Valve staffer Richard Geldreich said on Twitter back in April:

Steam was killing PC gaming. It was a 30% tax on an entire industry. It was unsustainable. You have no idea how profitable Steam was for Valve. It was a virtual printing press. It distorted the entire company. Epic is fixing this for all gamers.

The State of the Industry Survey done by GDC also noted how only 6% of developers asked thought Valve's 30% cut was justified.

What are your thoughts?

Hat tip to Mr. Doomguy in Discord.

Article taken from GamingOnLinux.com.
Tags: Editorial
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x_wing Jul 2, 2019
The question here would be on how much does PS4 Store, Xbox Store, Nintendo, etc. charges for publishing and ask if they consider them "outrageous" too.

Steam is probably the most featured-rich store application in the market, so it's quite obvious why it has most the PC market share. To say that the 30% is outrageous they should take in the equation how much would cost to them the marketing campaign in order to reach a similar market share without using their platform.

By the way, many mentioned the taxes but bare in mind that many times those taxes aren't in the price (out of the income tax, of course), so it's a number that is payed by the buyer and not by the seller. For example, in my country we have a VAT of 21% but it is the credit card of my country the entity that takes care of retain and pay the taxes (that in the end I pay as an extra fee in my credit card bill).


Last edited by x_wing on 2 July 2019 at 1:01 pm UTC
Nevertheless Jul 2, 2019
I cannot estimate the respective costs of Valve and Epic.
But when a publisher accuses a shop of greed, opportunism is certainly at play.
If a profit oriented shop accuses another of greed, it's an underbidding competition, and it's also hypocritical in this case, because Epic, unlike Valve, also markets player data.
Ardje Jul 2, 2019
Quoting: GuestBut -for what it's worth- i recall posts i had read from BOOK publishers who explained why their ebooks were actually not cheaper than the paper ones. It was because the infrastructure to distribute them was more expensive. Networks of computer did cost them more than printing presses, paper and shipping. The computer people paid to maintain such infrastructure was more expensive than librarians.
That's true, if you use DRM. They have to pay DRM license, hosting at adobe and whatever kind of crap they pull to keep it locked down. It's false if your books are DRM free.
So I always buy DRM free. And they are indeed cheaper than physical books.
Linuxwarper Jul 2, 2019
To be fair to Epic, they have little power over consoles. On Mac, Windows and Android they can release their store but Xbox and PS4 they can't. So they have to either take out their games from consoles, to sending a message (losing alot revenue), or let them stay there for time being til split changes on PC and then they can pressure consoles with that change. One of the things on their roadmap is a Android store, so they seem to have intentions to go after Google too if they are successful on Windows.
So it's reasonable what they are doing. I just question how sincere they are. Epic seems like a snake in grass trying to attack a wolf which is fishing for fish. I mean clearly Valve's fur isn't all white, but they certainly are good for PC gaming.


Last edited by Linuxwarper on 2 July 2019 at 1:17 pm UTC
gradyvuckovic Jul 2, 2019
Quoting: kuhpunkt
QuoteAlthough, they did tweak this for higher earning games in December last year so for games that earn $10 million it's reduced to 25% and 20% at $50 million.

That's per publisher/developer, not per game.

For real?!

Holy crap I've been quoting that wrong then, I thought that was per game?!

If that's per publisher, then practically all of the major publishers are already at 20%?! What on earth is Paradox even complaining about?
Liam Dawe Jul 2, 2019
Quoting: gradyvuckovic
Quoting: kuhpunkt
QuoteAlthough, they did tweak this for higher earning games in December last year so for games that earn $10 million it's reduced to 25% and 20% at $50 million.

That's per publisher/developer, not per game.

For real?!

Holy crap I've been quoting that wrong then, I thought that was per game?!

If that's per publisher, then practically all of the major publishers are already at 20%?! What on earth is Paradox even complaining about?
Wrong. It is per-game, not per developer.

From Valve's post on it:
QuoteStarting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam
*emphasis mine
Mal Jul 2, 2019
  • Supporter
The guy is misinformed. Valve introduced the 30% cut by its own. And at that time it was super convenient because physical distribution cut was around 50%. Ah the golden ages before steam: when nobody cared that the developers were making less money than the distributor and publishers made less money without becoming outraged in the process. Will we ever see them coming again?

Sarcasm aside, I used to believe that someone could actually do better than Valve and challenge them if they tried. But when an intelligent and competent man with an endless amount of money like Tim Sweeney says that it's impossible to do better and the only way for he and his big publishers buddies to get higher margins is to remove all steam features, all steam services while keeping the consumer prices unaltered (or even increased a little because, why not? Monopoly FTW)... well I believe him. I'm now genuinely convinced that 30% is the best price possible for that kind of service.


Last edited by Mal on 4 July 2019 at 4:00 pm UTC
Eike Jul 2, 2019
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  • Supporter Plus
Quoting: liamdaweFrom Valve's post on it:
QuoteStarting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam
*emphasis mine

Not unimportant here: ... including DLCs.
gradyvuckovic Jul 2, 2019
Quoting: liamdawe
Quoting: gradyvuckovic
Quoting: kuhpunkt
QuoteAlthough, they did tweak this for higher earning games in December last year so for games that earn $10 million it's reduced to 25% and 20% at $50 million.

That's per publisher/developer, not per game.

For real?!

Holy crap I've been quoting that wrong then, I thought that was per game?!

If that's per publisher, then practically all of the major publishers are already at 20%?! What on earth is Paradox even complaining about?
Wrong. It is per-game, not per developer.

From Valve's post on it:
QuoteStarting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam
*emphasis mine

Ahh thankyou, I was questioning myself there, whew.
Liam Dawe Jul 2, 2019
Quoting: Eike
Quoting: liamdaweFrom Valve's post on it:
QuoteStarting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam
*emphasis mine

Not unimportant here: ... including DLCs.
Indeed it does, I've added that to the article to be clearer :)
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