BreOl72: Steam is where the bulk of the money gets made.
So, if you want to make a living with your games, you go the Steam route.
[...]
And once you go the Steam route, you may as well use their well-tested structures, to make your game as enticing as possible for the potential buyers. We all know PC devpubs can't live without Steam. However, reliance on Steamworks features are overrated. In the end, they're all optional nice-to-haves that don't need to be integrated into releases since we already have case examples of how they are dealt with on other PC platforms:
- Common Redistributables - unnecessary, just bundle the necessary libraries/DLLs/redistributables into the EXE
- Game Notifications - unnecessary, seems like most MP games are real-time today
- Microtransactions - unnecessary, we really don't need games with MTX here; extra monetization already exists through different editions and DLCs
- MP - unnecessary, can implement through LAN, direct IP, etc. as mcsqtout said, use a third-party [cross-play] server to manage, or strip this mode from the game entirely
- Stats and Achievements - should be in-game if it was an important part of the experience or just removed entirely
- Enhanced Rich Presence - unnecessary, this is just client telemetry
- Steam Cloud - unnecessary, since local saves are already being stored on users' drives but if needed, other clients like EGS and Galaxy already have cloud saves
- Steam Input - unnecessary, use XInput and DirectInput API support
- Steam DRM - unnecessary, obviously
- Steam Error Reporting - unnecessary, who actually uses this? Bugs should be reported in forum threads so other users can search up this info and learn about their problems
- Steam HTML Surface - unnecessary, who actually uses this? Exiting out to an HTML page in the middle of a game is incredibly immersion-breaking
- Steam Keys - unnecessary, dependent on the store or N/A if DRM-free
- Steam Leaderboards - unnecessary if MP was implemented as the above or stripped from the game
- Steam Overlay - unnecessary, web browsers already do this like GOG's
- Steam Remote Play - unnecessary if there MP mode and local co-op modes are options
- Steam Screenshots - unnecessary, winkey + PrtSc
- Steam Workshop - unnecessary, modmakers should be using the universal NexusMods to be hosting their mods so everyone from every platform can access them
- User Authentication and Ownership - unnecessary just like Steam DRM
- VAC and Game Bans - necessary if you go down the MP mode route
- Steam VR - unnecessary, some game engines have their own VR API like Unity
https://partner.steamgames.com/doc/features
Now let's head over to GOG, where you and I say: "the Galaxy client is entirely optional" and "I don't need Galaxy's features".
While that may be true for you and me (and for some others), it isn't true anymore for a growing part of GOG's customers.
Many of those, probably would have never become GOG customers in the first place, if it wasn't for the introduction of Galaxy.
That's the group, that - on the one hand, may love the idea to have their games DRM-free, but - on the other hand, also wants to enjoy their games with all the amenities that an online client (like Steam) offers.
And I have a feeling, that particular group may now be the fastest growing group among GOG customers.
And: their money is worth as much as yours and mine.
However: even with that group being the fastest growing one - it's still far away from making the extra work of a Galaxy integration (and possibly prior to that: a tiresome removal of the Steam intergration) for a GOG release monetary worthwile.
There are no stats to prove this. The only Galaxy stats that GOG has released that I know of is here:
https://www.gog.com/en/news/gog_2023_update_2_facts_and_numbers_of_2022_copy3 And even then, in the year of 2022, the # of Galaxy users has remained constant, not growing. And since then, I believe they have not shared this stat anymore. Which leads me to believe that it's not doing as well as proposed.
GOG has seen lower profitability since 2014 when they started pouring investment into Galaxy. While revenue has increased, GOG still has failed to capture the market share of the majority client users.
Before Galaxy, GOG was simply more profitable in terms of net profit. In the end, they're trying to juggle both crowds and they end up pleasing no one. Offline installer users are not happy with the slow launch times to accommodate Galaxy users and Galaxy ads being plastered during download and installation.
So, all / most / many developers find themselves in a spot between a rock and a hard place:
- a Steam release (with all the bells and whistles) is basically a given, if you want to make money, and you believe, that selling your game there, will at the very least, reimburse you the $100 Steam fee.
(which is - and on that I'm pretty sure - one of the main reasons, why so many "smaller projects" release on itch.io, etc.,...no entry fee)
Or. option #3: strip the game based on its bare essentials that stand up to the test of time, can be compatible across multiple different platforms including consoles, requiring less of dev resources to manage and implement, and focus on what makes games great by themselves without clients: incredible stories, well developed characters, addicting gameplay with polished UI/UX, and immersing audio-visuals.
But some questions arise, when it comes to a possible GOG release:
- should they release on GOG at all?
The "easiest" route is of course, to forego a GOG release entirely.
Will, of course, bring some ire from people who would like the game to be released here.
If devpubs care about ownership, which most of them are gamers themselves, GOG should absolutely be on their list. Apparently, the golden rule of "treat others the way you want to be treated" is lost on modern AAA devpubs who are run by suits and shareholders, but for everyone else who isn't at that level, their personal goal should be to have as many people play their games by releasing them on many different platforms and letting users have ownership of their copies of the game similar to the bygone eras of physical media ownership.
- should they do a GOG release - but with a version of their game, which is lacking features?
The second most "easy" way.
Will silence some of the irritated group above, but will call a new group of irritated people on the plan: those that don't want to use an online client, but somehow want all amenities/features that come with the use of an online client.
Plus those, who complain about having to pay the same for "a lesser game".
I'm oversimplifying this but I wonder why they simply can't void out MP modes from the main menu selection screen by making it unlinkable and calling it a day. If it was programmed properly, the other modes wouldn't be affected by it.
- should they release on GOG/ with full Galaxy integration (which will cost them extra work/time (=money), without having guarantees, that that extra work will be financially rewarded)?
This option will basically shut up all complainers (with the exception of the "I want everything an online client has to offer, but without using an online client" fraction, of course), but will probably not make enough revenue, to make the move actually worthwile.
No, they shouldn't. We both know GOG's market share isn't worth doing this.
The inherent assumption client users use when comparing Steam and GOG is that they have similar market shares and resources, which is absolutely not true. So based off that, these users will all gravitate towards Steam. So instead of 'chasing the dragon' and fighting a very uphill battle of client features to capture this market share, GOG Galaxy should be focusing on the bare essentials of the client that has already been accomplished by what 1.2 does - listing all owned GOG games, download manager, auto-updates, letting you launch from one GUI, and cloud saves.
I propose that the reason why GOG does fail in comparison in capturing market share is not because of the lack of client features, but because their game library pales in comparison to the number of modern, high quality release on Steam. So they should keep the current 1.2 on barebones maintenance and allocate the rest of their resources recruiting more partners into growing their current library.
All three options have one pesky thing in common:
the relatively tiny userbase of GOG, compared to Steam - and the lesser financial attractiveness, that comes with that.
As a business person, you always have to evaluate, which investment (of work, time and money) is rational and will bring you a revenue plus - and which investment isn't worth it.
Now, if a developer, like the one mentioned in post #2 in this thread, has already experience with a GOG release, and they know that the revenue is not what they expected, prior to that relase - why should that dev opt for a GOG release for their second game?
(quote: "[...] it was a lot of effort to support / integrate their galaxy stuff on Grim Dawn for what is a pretty small chunk of sales")
Sure: they could save wortk/time/money, by skipping the Galaxy integration...but then they would fall prey to the groups mentioned above.
It's a no-win situation, really.
Just say outright that they don't want to distribute on GOG and give their current customers a heads up of whether they should buy them from Steam or move on from that company. It respects everyone's time, including GOG's so they don't have to waste their time trying to court them back. It also respects their current and prospective users' time by letting them know upfront if they should get it from Steam or whatever else they've guaranteed to release on OR simply move on so they don't have to spend months or years waiting around for potential releases.
But to keep it ambiguous with a cop-out answer and lead GOG staff astray about making the client better when their resources are already tied up is simply disrespectful and a waste of everyone's time.