Starmaker: Yet another dumbass who thinks "telling what you really think" should necessarily equal "being a shithead". Because,
apparently, people can't be effortlessly nice as a general trend and they can't be effortlessly nice due to feeling fine right now - nooo, they're just cowardly douches (deserving scorn), while the actual douches are honest brave and deserve praise.
He's getting no sympathy from me too. There's a difference between not wanting to be a doormat, and being rude, obnoxious and taking your anger out on others, especially your customers? Ridiculous. There are men and women in worse off circumstances than him, and I don't see them acting like the world owes them everything, just because life isn't working out well, and things have been terrible.
fronzelneekburm: Steam is toxic because their sales have devalued indie games.
Humble is toxic because it helps devaluing indie games even further (Thumbs up for every dumbass dev that offers their game on launch day in a Bundle at the 1 cent tier! How stupid can you be?).
And yet, they blame it on the customer. They're saying "YOU are worthless to us!", not "Please DO NOT vote for us on Greenlight, that shit is bad!". I still don't get why devs are so hell bent on getting on a service that gradually makes the indie scene cut its own throat. Is it for the added exposure? Doesn't seem to be helping
them any.
Now, this isn't about you saying this, but my opinion on this sentiment. I believe Steam does work for the most part. Creating games on it's own doesn't sell. You need marketing attached to it. And if you don't know what you are doing, the expense is hideous to say the least. Steam, no matter how little or more you make, is direct profit, after their 30% cut. And also, in different markets, especially this, there is the price that the market will bear.
Some developers, after a release on steam, saw more profit than they ever did, when marketing on their own. However, after time passes, their product simply disappears into oblivion, till they slap a sale on it, and trot it out again in front of players eyeballs with a sale sign. If they are doing this for a living, they'd need a steady influx of cash to meet expenses and for a paycheck.
Unless, they are astronomically famous like Starbound, which netted 20 million in profit. They could shut down their early access game, and just retire modestly on that. For bundles, I remembered the rep for the studio which created Cognition once saying, that the idea (for them) was not to make money, but as part of a marketing and branding strategy. I wouldn't know about that now, but there is that.
Overall, I feel it's misguided to blame it all on the platform, the sales pricing..etc.. A big part is the overall market perception of a given game or games in general. Just business, I suppose.