Global mobile user numbers are in the billions, through that lens this is a small fraction of global users of network-connected gaming-capable computing devices.
But largely due to walled gardens, platforms like Steam can't access many of those users...
I thought it was in-game, but looking at https://store.steampowered.com/stats/ I see the sum of the individual max daily counts for top games is ~6M. So unless there is an extremely long tail, that must just be people who are signed in with an Active state.
I think the argument is that if you don't like Steam's 30% cut you can still sell your game on other stores like Humble Store (25% cut), Epic (12% cut which is even more attractive if your game would be paying UE4 royalties), or by selling via your own website. On some platforms, you're locked into a single option
Steam does not have a distribution monopoly in the same way that Apple does.
I am not in the anti Apple camp on its App Store policies, but the issue is not the 30% cut, but rather the 30% cut with no other distribution alternatives and how consistent Apple is in applying the 30% policy.
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[ 0.19 ms ] story [ 65.9 ms ] threadBut largely due to walled gardens, platforms like Steam can't access many of those users...
These alternatives are not frictionless but at least they exist.
I am not in the anti Apple camp on its App Store policies, but the issue is not the 30% cut, but rather the 30% cut with no other distribution alternatives and how consistent Apple is in applying the 30% policy.