Steam Is Drowning In Slop: Now Valve Is Fighting Back

00:21:06
https://www.youtube.com/watch?v=anhT2L3cnz8

Ringkasan

TLDRThe video explores the growing issue of shovelware games on Steam, particularly during the recent Steam Next Fest, where many low-quality games were released. It highlights that 79% of games are classified as 'limited', lacking full features and visibility. Steam's algorithm initially gives equal impressions to new games but adjusts based on performance, making a strong launch critical for success. Despite the challenges, more games are succeeding than ever, but the reliance on past behavior can hinder the discovery of new titles. The video also discusses the implications of AI-generated content and broader industry challenges like the decline of physical games and rising hardware costs.

Takeaways

  • 🎮 Shovelware games are flooding Steam, raising concerns.
  • 📈 19,000 games were released on Steam in 2024.
  • 🔒 79% of games are classified as 'limited' and lack full features.
  • 💰 Hitting 250k revenue is crucial for game visibility.
  • 🔍 Steam's algorithm filters out low-quality games over time.
  • 🚀 A strong launch is essential for developers' success.
  • 📊 Steam takes a 30% cut of revenue, impacting developers.
  • 🤖 AI-generated games contribute to the perception of low quality.
  • 🔄 Algorithm-driven discovery can limit new game visibility.
  • ⚠️ The gaming industry faces challenges like rising hardware prices.

Garis waktu

  • 00:00:00 - 00:05:00

    The video discusses the increasing problem of shovelware games on Steam, particularly highlighted during the recent Steam Next Fest. Many users expressed concern that quality games are being overshadowed by a flood of low-quality titles, including AI-generated content. Valve is aware of this issue and is experimenting with its algorithm to improve game visibility based on performance metrics, aiming to filter out poor-quality games and enhance user experience.

  • 00:05:00 - 00:10:00

    Valve's data indicates that Steam is not just a store but a platform that attracts and retains customers, leading to increased game sales. The company reported significant revenue growth and highlighted that a small percentage of games achieve substantial sales within the first month of release. However, the majority of games struggle to gain traction, raising concerns about the sustainability of indie developers in a crowded marketplace.

  • 00:10:00 - 00:15:00

    The video reveals that a staggering 79% of games released on Steam are classified as 'limited,' meaning they lack trading cards and achievements, which diminishes their visibility. This classification is increasing over time, indicating a growing concern about the quality of games being released. The algorithm initially gives equal impressions to new games, but only those that perform well will receive continued visibility, creating a challenging environment for developers.

  • 00:15:00 - 00:21:06

    The discussion shifts to the importance of launch day for games on Steam, emphasizing that initial performance is crucial for long-term success. Developers are encouraged to focus their marketing efforts on the launch window to achieve early sales and reviews. However, the algorithm's reliance on past performance can hinder the discovery of innovative games, leading to a cycle where only familiar titles are promoted, potentially stifling creativity in game development.

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Peta Pikiran

Video Tanya Jawab

  • What is shovelware?

    Shovelware refers to low-quality games that are quickly produced and released, often flooding platforms like Steam.

  • How many games were released on Steam in 2024?

    Approximately 19,000 games were released on Steam in 2024.

  • What percentage of games on Steam are considered 'limited'?

    79% of games released on Steam are classified as 'limited', meaning they lack certain features like trading cards and achievements.

  • What is the significance of the 250k revenue mark for games on Steam?

    Crossing the 250k revenue mark is crucial for gaining more visibility and success on the platform.

  • How does Steam's algorithm work?

    Steam's algorithm initially gives equal impressions to new games, then adjusts visibility based on performance metrics like sales and user engagement.

  • What is the impact of AI-generated games on Steam?

    AI-generated games have contributed to the perception of low-quality content on Steam, leading to user concerns about missing out on better games.

  • What should developers focus on for a successful launch?

    Developers should prioritize a quality launch, aiming for at least 50 reviews quickly to gain visibility.

  • How does Steam's revenue model affect developers?

    Steam takes a 30% cut of revenue, which can significantly impact the earnings of developers, especially smaller studios.

  • What are the implications of algorithm-driven game discovery?

    Algorithm-driven discovery can limit the visibility of new and innovative games, as it primarily relies on past user behavior.

  • What are the broader industry challenges mentioned in the video?

    The video highlights the decline of physical games and rising hardware prices as significant challenges facing the gaming industry.

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Gulir Otomatis:
  • 00:00:00
    you know the problem with shovelware
  • 00:00:01
    games as it turns out it's actually got
  • 00:00:03
    worse way way worse and today's story
  • 00:00:06
    basically started off because loads of
  • 00:00:09
    us me included maybe you went to steam
  • 00:00:11
    nextfest and early on in the most recent
  • 00:00:14
    nextfest we kind of saw it was a heap of
  • 00:00:17
    slop and that was really quite worrying
  • 00:00:21
    look for many of us there's the fear of
  • 00:00:22
    missing out that can come in bad ways
  • 00:00:24
    from Publishers but it can also be quite
  • 00:00:25
    genuine the idea that if there is a
  • 00:00:28
    torrent of slop games on Steam that you
  • 00:00:30
    will miss out on good games because
  • 00:00:32
    they'll just be buried it is becoming a
  • 00:00:34
    problem and the thing is steam actually
  • 00:00:37
    knows about it the sort of hidden angle
  • 00:00:39
    to today's whole story is what steam is
  • 00:00:42
    actually doing and how the publishing of
  • 00:00:44
    games actually works but a out the tone
  • 00:00:47
    almost 19,000 games released on Steam in
  • 00:00:49
    2024 that number keeps going up and by
  • 00:00:52
    the time of the most recent nextfest
  • 00:00:54
    things really began to feel different so
  • 00:00:58
    many slop games lots of just weird AI
  • 00:01:01
    stuff and aftermath posted this it's got
  • 00:01:04
    a good headline steam users worry good
  • 00:01:06
    nextfest games are being crowded out by
  • 00:01:08
    AI slop that's basically my experience
  • 00:01:11
    of the start of this nextfest but it's a
  • 00:01:14
    long headline and it ends with the real
  • 00:01:16
    problem is more complicated and that's
  • 00:01:18
    not just a tease to go and read the
  • 00:01:20
    article I mean maybe it is that but no
  • 00:01:23
    it's because it is actually more
  • 00:01:25
    complicated it's more complicated
  • 00:01:26
    because valve are doing something about
  • 00:01:28
    it and if next Fest felt awful to you
  • 00:01:31
    early on it's because you were kind of
  • 00:01:34
    part of an experiment I've also got a
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    and when you do buy it's a 30-day money
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    back guarantee to sort I what the hell
  • 00:02:57
    was going on afterm spoke to Simon
  • 00:02:59
    carless he's one of our go-to analysts
  • 00:03:01
    as well he runs a great newsletter now
  • 00:03:03
    we they and probably you notice this
  • 00:03:06
    heap of slop early on in nextfest awful
  • 00:03:09
    looking AI generated banner and capsu
  • 00:03:11
    art loads of shovelware games and just
  • 00:03:14
    Vibes that made steam feel real cheap I
  • 00:03:17
    mean if you love PC gaming and you do it
  • 00:03:19
    in Steam but you go to steam and you
  • 00:03:21
    just see lots of [ __ ] that's just not
  • 00:03:23
    going to feel good but before long it
  • 00:03:26
    actually stopped to feel like that we
  • 00:03:28
    began to see last of the slop and Simon
  • 00:03:31
    frames it as a classic experiment at the
  • 00:03:33
    start when you don't have data you
  • 00:03:35
    spread out Impressions more evenly and
  • 00:03:38
    by you I mean steam here right and then
  • 00:03:41
    as you get that data like click-through
  • 00:03:43
    rates download rates demo play time and
  • 00:03:45
    so on you then begin to Dole out those
  • 00:03:48
    Impressions based on performance right
  • 00:03:51
    so basically it's finding product Market
  • 00:03:54
    fit that's essentially what the steam
  • 00:03:56
    algorithm does by the way it doesn't
  • 00:03:58
    take long for steam users activity to
  • 00:04:00
    basically discover near nonexistent
  • 00:04:03
    product Market fit games because they're
  • 00:04:05
    slob they're [ __ ] nobody wants them so
  • 00:04:07
    they've got awful click-through rates
  • 00:04:08
    people don't download the demos and they
  • 00:04:10
    delete the demos that shows valve that
  • 00:04:13
    they should not show that game anymore
  • 00:04:15
    because valve wants you to download
  • 00:04:17
    games to play games to buy games so
  • 00:04:19
    showing you slop is against their
  • 00:04:21
    interests that's basically the point
  • 00:04:24
    valve's algorithm is there to sort the
  • 00:04:26
    weight from the chaf so to do that
  • 00:04:28
    sorting it needs to show you both now
  • 00:04:31
    their intent is to do that to show you
  • 00:04:33
    the wheat so that you're happy but what
  • 00:04:36
    happened at nextfest is that for so many
  • 00:04:38
    the chaff scared them off that's because
  • 00:04:41
    First Impressions count that's why
  • 00:04:43
    people were spooked hell steamdb went
  • 00:04:45
    and made an AI filter and steam users
  • 00:04:48
    are quite obviously wanting valve to
  • 00:04:50
    make an official AI filter I guess
  • 00:04:52
    people will do it with tags perhaps but
  • 00:04:54
    you get the point if you open Steam and
  • 00:04:56
    see loads of slot you will actually
  • 00:04:58
    worry for the future of P PC gaming
  • 00:05:00
    because steam basically is PC gaming
  • 00:05:02
    right now and you then think how is a
  • 00:05:04
    store raking in billions let torrent of
  • 00:05:07
    slop just be thrown at customers well if
  • 00:05:10
    you're a YouTube user which you probably
  • 00:05:12
    are because you're here you're probably
  • 00:05:14
    aware already and if you ask valve about
  • 00:05:17
    this they'll actually have a clear
  • 00:05:19
    answer we all know valve loves systems
  • 00:05:21
    and numbers so I'll start this segment
  • 00:05:23
    on their terms 1.7 million new customers
  • 00:05:26
    bought a top 2023 game they played 141
  • 00:05:31
    million hours of other games spent $73
  • 00:05:33
    million in premium games and $20 million
  • 00:05:36
    on
  • 00:05:37
    microtransactions that was a lot of
  • 00:05:39
    stats the source is valve and that data
  • 00:05:41
    is what we call a cohort analysis it's
  • 00:05:44
    when you grab a group of users based on
  • 00:05:47
    whatever your criteria are you know
  • 00:05:49
    usually a time period and then you see
  • 00:05:52
    what those users went and did and valve
  • 00:05:54
    highlighted this cohort for a very clear
  • 00:05:56
    reason the thrust of their 2024 year in
  • 00:05:59
    review was that steam is not just a
  • 00:06:02
    store that steam attracts and retain
  • 00:06:05
    customers who will then go on to
  • 00:06:07
    purchase more games that's why the
  • 00:06:09
    selection criteria for that cohort is
  • 00:06:12
    new customers who bought a top game it's
  • 00:06:16
    essentially valve saying that for their
  • 00:06:19
    economy the whole trickle down thing
  • 00:06:21
    really does work and works at scale and
  • 00:06:23
    it works because their algorithm makes
  • 00:06:26
    it happen and that's also how they
  • 00:06:28
    justify their 30% which makes sense yes
  • 00:06:32
    you can put your game on the epic game
  • 00:06:34
    store and you can only have Tim Sweeney
  • 00:06:36
    take
  • 00:06:37
    12% but you're going to get no sales
  • 00:06:40
    basically steam does in fact drive so
  • 00:06:42
    many customers that epic may as well not
  • 00:06:45
    exist at least in terms of it being a
  • 00:06:47
    traffic source and to Ram that home
  • 00:06:49
    valves say the new game revenue is up
  • 00:06:51
    10x over 24 and that it's up massively
  • 00:06:55
    over 2023 now they then get a bit more
  • 00:06:57
    granular in their numbers and that's
  • 00:06:59
    where today's video will really kick
  • 00:07:01
    into gear they say over 500 games made
  • 00:07:04
    over 250 Grand in their first 30 days
  • 00:07:07
    and more than 200 hit a million within
  • 00:07:10
    that same time span and that those
  • 00:07:12
    numbers people hitting those two
  • 00:07:13
    Milestones of 250k and a million are up
  • 00:07:16
    by 27 and 15% over 2023 which does look
  • 00:07:21
    like bloody good news more games are
  • 00:07:24
    succeeding than ever but there's another
  • 00:07:26
    way to read that and that is that well
  • 00:07:29
    even per those stats only 3% of games
  • 00:07:32
    hit 250k within 30 days which to many is
  • 00:07:36
    [ __ ] depressing but in a way it's
  • 00:07:38
    also not true so now it's time for
  • 00:07:40
    something that honestly blew my mind
  • 00:07:43
    when I first learned about it and I have
  • 00:07:44
    to start with a confession I kind of
  • 00:07:46
    knowingly pulled a fast one on you so
  • 00:07:48
    the 19,000 number that I opened with is
  • 00:07:51
    a true number but it's uh it's
  • 00:07:53
    misleading that's basically the point so
  • 00:07:55
    get this 79% of games released in Steam
  • 00:07:59
    may as well not count toward that number
  • 00:08:01
    this is where it gets real fascinating
  • 00:08:03
    because that 19,000 is eyeg grabbing
  • 00:08:06
    it's a really good headline but what
  • 00:08:09
    about the 79% it sounds wild but it's
  • 00:08:11
    not and actually credit to kitaku for
  • 00:08:13
    pointing this out in January as it turns
  • 00:08:15
    out 79% of games are what's called
  • 00:08:19
    limited this means that they don't have
  • 00:08:21
    trading cards Badges and can't have
  • 00:08:24
    achievements displayed on player
  • 00:08:25
    profiles and they won't until steam says
  • 00:08:28
    they achieve quote broad player
  • 00:08:30
    engagement and some Commercial Success
  • 00:08:33
    now these games can still be sold to
  • 00:08:35
    people they can be recommended to people
  • 00:08:37
    but steam basically does not acknowledge
  • 00:08:39
    them otherwise here's where it gets
  • 00:08:41
    interesting we've got some analysis from
  • 00:08:43
    Bill Young who's the head of games at
  • 00:08:45
    twitch so he found that of the
  • 00:08:49
    18,99 to games that launched in 2024
  • 00:08:54
    14,95 are still limited on Steam and
  • 00:08:59
    we're at actually seeing that as the
  • 00:09:00
    number of game launches increases the
  • 00:09:03
    portion of limited games is also
  • 00:09:05
    increasing that 79% is up from 2019 66%
  • 00:09:10
    number now I know that I have just
  • 00:09:14
    absolutely bared you with stats and I'm
  • 00:09:16
    sorry I know it it can be hard to follow
  • 00:09:19
    and kind of annoying but they are all
  • 00:09:21
    going towards somewhere and our first
  • 00:09:23
    order lesson of those numbers is
  • 00:09:25
    basically this our feeling of worry
  • 00:09:27
    disgust and fomo J nextfest is actually
  • 00:09:31
    Fair because it is a real problem that
  • 00:09:34
    we are
  • 00:09:34
    seeing but valve already thought about
  • 00:09:37
    it because the algorithm already deals
  • 00:09:40
    with it nextfest in fact had so much new
  • 00:09:43
    that for a very brief period we had a
  • 00:09:46
    glimpse into the true hell of raw
  • 00:09:49
    unfiltered steam but before long the
  • 00:09:52
    store algorithm learned and the sloth
  • 00:09:55
    was filtered out and to understand this
  • 00:09:58
    let's hit some of those numbers again
  • 00:10:01
    valve count new release revenue is
  • 00:10:03
    anything within 30 days of release so
  • 00:10:05
    what we can do is we can take a look at
  • 00:10:07
    the week starting February 18th okay
  • 00:10:10
    steamdb says the 385 games were released
  • 00:10:14
    that week 385 is obviously a lot of
  • 00:10:16
    games that comes out to 55 games a day
  • 00:10:18
    some are slop some are adult some are
  • 00:10:20
    clearly student projects but most fell
  • 00:10:23
    into steam's limited category now can
  • 00:10:26
    you imagine falling into that category
  • 00:10:28
    right um I I mean that slop is filtered
  • 00:10:30
    out by that category is really good what
  • 00:10:32
    about false positives what if you fall
  • 00:10:34
    into that well if the steam algorthm
  • 00:10:37
    feeds us a tailored personal reality
  • 00:10:41
    then what are we missing actually this
  • 00:10:43
    gets to some things that are [ __ ]
  • 00:10:45
    scary so to work it all out dug a bit
  • 00:10:48
    deeper as customers we've got a fear of
  • 00:10:50
    missing out in a great game and as devs
  • 00:10:52
    well we're afraid of being wrongly
  • 00:10:55
    limited so let's work the problem by
  • 00:10:57
    breaking our sample week down a bit more
  • 00:10:59
    more of the 385 games 20 were premium
  • 00:11:02
    games with over 1,000 followers which we
  • 00:11:05
    know because we highlighted them in our
  • 00:11:06
    members newsletter which will be linked
  • 00:11:08
    below anyway there's a mix of double a
  • 00:11:10
    AAA Indies a whole bunch and accepting
  • 00:11:13
    King of Fighters getting completely
  • 00:11:15
    wrecked over networking supp pretty
  • 00:11:17
    typical for a fighting game all of those
  • 00:11:19
    games have at least a 75% user rating in
  • 00:11:22
    fact half are above 90 yes half are
  • 00:11:25
    above 90 that seems absolutely insane
  • 00:11:28
    and amazing
  • 00:11:30
    until you think about it steam's job is
  • 00:11:32
    to show you things that you will like so
  • 00:11:35
    assuming it's got enough games to work
  • 00:11:37
    with and enough people to match those
  • 00:11:38
    games too steam will identify winners
  • 00:11:41
    and grow
  • 00:11:42
    them is because there's a little more to
  • 00:11:45
    this diving into those games only six
  • 00:11:49
    have got over 1,000 reviews three of
  • 00:11:51
    those are AAA games most have only got
  • 00:11:54
    300 to 600 reviews and that is a problem
  • 00:11:58
    the reason why it's fairly simple the
  • 00:12:00
    general belief is that the revenue that
  • 00:12:02
    corresponds to about 4 to 500 reviews is
  • 00:12:05
    what will typically pay a full year wage
  • 00:12:07
    for an American solo developer making
  • 00:12:09
    that in a month is absolutely awesome by
  • 00:12:11
    the way but we are talking about the
  • 00:12:13
    most successful games within our sample
  • 00:12:16
    and remember our sample is a selection
  • 00:12:18
    of the most successful games that's kind
  • 00:12:21
    of grim and when you look at most of the
  • 00:12:23
    other games even within our very
  • 00:12:25
    successful sample you see that most have
  • 00:12:28
    not increased their review count much at
  • 00:12:30
    all over the last few days and in a way
  • 00:12:34
    that's actually by Design now I could
  • 00:12:35
    give you some anecdotes based from well
  • 00:12:37
    our time releasing the pil Beyond and
  • 00:12:39
    steam but Chris zakowski has a lot more
  • 00:12:41
    experience than I do and a lot more
  • 00:12:43
    perspective aftermath talk to him and
  • 00:12:45
    here's how he explained what's going on
  • 00:12:47
    here steam's release process begins by
  • 00:12:49
    giving a relatively equal number of
  • 00:12:51
    Impressions to just about any game that
  • 00:12:53
    does not fall into the J AI slop bucket
  • 00:12:56
    this happens for the first two or so
  • 00:12:58
    days and in this period many steam users
  • 00:13:00
    can see a game if steam thinks the game
  • 00:13:03
    is particularly well targeted to you
  • 00:13:05
    it'll actually show it to you somewhere
  • 00:13:07
    and to get even more exposure and even
  • 00:13:10
    more data for the algorithm steam will
  • 00:13:12
    feed that game through the discovery Que
  • 00:13:14
    Now what then happens next is what makes
  • 00:13:18
    or breaks Studios if your game sells
  • 00:13:21
    well from those initial Impressions
  • 00:13:24
    steam will give you more visibility if
  • 00:13:26
    you do not sell well you will stay
  • 00:13:29
    firmly in your Niche now you will get
  • 00:13:32
    the odd algorithmic sale here or there
  • 00:13:34
    but by and large it will be on you to
  • 00:13:36
    sell your game and if this happens to
  • 00:13:39
    you the steam store will feel a lot more
  • 00:13:41
    like the epic game store because you're
  • 00:13:43
    just kind of in sad algorithm land
  • 00:13:46
    because as far as Steam knows when it
  • 00:13:48
    shows people your game they don't decide
  • 00:13:50
    to buy it and to be clear in this period
  • 00:13:52
    the thing that matters the most is
  • 00:13:54
    actually Revenue steam tracks loads of
  • 00:13:56
    Statistics but revenue is King
  • 00:13:59
    now Chris is not talking about Bad Games
  • 00:14:02
    staying in their Niche though that
  • 00:14:03
    absolutely is the case that does happen
  • 00:14:05
    with bad games what he's talking about
  • 00:14:07
    here though is gross revenue and he has
  • 00:14:09
    a number for him the number is
  • 00:14:12
    250k right 250k seems to be one of the
  • 00:14:16
    real thresholds where if you cross it
  • 00:14:19
    you will start to be shown far more
  • 00:14:21
    broadly and funny enough that
  • 00:14:23
    250k actually matches valve's use of
  • 00:14:26
    250k that we talked about earlier from
  • 00:14:29
    their 2024 year in review so most games
  • 00:14:32
    need to break 250k Revenue in Steam to
  • 00:14:35
    see major long-term success long-term
  • 00:14:38
    success generally is possible but not
  • 00:14:40
    major long-term success so with that in
  • 00:14:42
    mind we'll go back to our cohort of 20
  • 00:14:44
    games of them six hit the 250k Mark 14
  • 00:14:48
    did not and that's even though these 20
  • 00:14:50
    had ratings over 75% and half of them
  • 00:14:53
    had ratings over 90% most of our 14
  • 00:14:56
    again that's the games in this cohort
  • 00:14:58
    who did did not make 250 or more well
  • 00:15:02
    they are making between 10K and
  • 00:15:05
    35k which is not a lot of money if you
  • 00:15:08
    are supporting jobs and remember that
  • 00:15:11
    this 20 is not a representative sample
  • 00:15:13
    of the 385 games that launched in that
  • 00:15:16
    week it's the best 20 so uh yeah this is
  • 00:15:20
    even with selection bias cutting in our
  • 00:15:23
    favor now those cases that I talked
  • 00:15:25
    about are net revenue not gross but you
  • 00:15:27
    will often hear gross Revenue numbers be
  • 00:15:29
    talked about for games and when you do
  • 00:15:31
    there's something really important you
  • 00:15:32
    need to know a very common rule of thumb
  • 00:15:35
    is that you will see about 50% of the
  • 00:15:38
    gross revenue that is reported on your
  • 00:15:40
    steam dashboard basically 30% goes to
  • 00:15:43
    valve then you've got refunds taxes
  • 00:15:45
    Payment Processing just other stuff and
  • 00:15:47
    if you had a publisher well depending on
  • 00:15:50
    your publishing terms you may see
  • 00:15:52
    30% of that 55% until you've paid back
  • 00:15:56
    recoup some devs actually see no money
  • 00:16:00
    at all until they've hit recoup or maybe
  • 00:16:02
    even hit double their recoup because
  • 00:16:04
    some publishing deals in this industry
  • 00:16:06
    are
  • 00:16:07
    absolutely vicious anyway so far this
  • 00:16:10
    does look rather Doomer doesn't it but
  • 00:16:12
    in a way it's not in a way it's
  • 00:16:13
    competition so what I'm now going to do
  • 00:16:15
    is flip the script to make this hit
  • 00:16:18
    Let's Pretend We're devs and we're
  • 00:16:19
    talking shop so is the solution to say
  • 00:16:21
    that steam is bad and you should not
  • 00:16:22
    release in Steam obviously no it's not
  • 00:16:25
    yes there is slop and that slop is
  • 00:16:27
    worrying but what I've covered in this
  • 00:16:29
    video shows how steam systemically
  • 00:16:31
    quashes slot as soon as it is identified
  • 00:16:35
    if there's a problem then I think the
  • 00:16:37
    problem is basically this it is launch
  • 00:16:39
    day importance you live or you die by
  • 00:16:41
    your launch window and in some ways that
  • 00:16:44
    can feel bad in a sense it is valve's
  • 00:16:46
    fault but fault is maybe too loaded a
  • 00:16:49
    term launch is the time that a game
  • 00:16:52
    should be judged that's fair that makes
  • 00:16:54
    sense and steam's got a bit of a problem
  • 00:16:57
    it can only get data on a game
  • 00:16:59
    performance when the game is out there
  • 00:17:01
    generating data I.E when it's launched
  • 00:17:04
    and it's less that you are destined for
  • 00:17:06
    Success until steam murders you and it's
  • 00:17:09
    more that if you perform well on your
  • 00:17:10
    own merits valve will then expand your
  • 00:17:13
    reach until New cohorts of users begin
  • 00:17:15
    to stop buying as much and that's pretty
  • 00:17:18
    much as far as the algorithm will push
  • 00:17:20
    you it's on you to make a fun game that
  • 00:17:23
    is visually appealing with a broad
  • 00:17:25
    enough audience and a well selected
  • 00:17:27
    price point that releases at a good
  • 00:17:29
    level of quality for the best shot what
  • 00:17:30
    you have to do is nail that have a
  • 00:17:32
    quality launch and cluster all your
  • 00:17:34
    marketing efforts onto day one with
  • 00:17:36
    priority number one being 50 reviews
  • 00:17:39
    ASAP that tends to be the general advice
  • 00:17:44
    that does mean that it h we'll fix it
  • 00:17:45
    later attitude is obviously not
  • 00:17:47
    acceptable because that will hurt you
  • 00:17:48
    and in a way you could say This Is Us
  • 00:17:50
    jumping through valves Hoops but let's
  • 00:17:52
    again frame shift cuz it would be lovely
  • 00:17:55
    if steam just fed you impressions for
  • 00:17:57
    longer but think about it from From
  • 00:17:59
    steam's perspective there's a torrent of
  • 00:18:01
    new games absolutely all the bloody time
  • 00:18:04
    and that's not even counting the store
  • 00:18:06
    space taken up by events by sales DLC
  • 00:18:08
    and everything else so what's it going
  • 00:18:11
    to do how is it going to Dole up its
  • 00:18:13
    Impressions there's always going to be a
  • 00:18:16
    balance there so there will naturally
  • 00:18:17
    have to be some sort of limit around
  • 00:18:19
    your launch now what I've just said is
  • 00:18:21
    essentially how we should act when we
  • 00:18:23
    think about steam but that's not
  • 00:18:26
    necessarily because everything's perfect
  • 00:18:29
    that's how we should act to get good
  • 00:18:30
    results there is a deeper concern and
  • 00:18:32
    it's what actually Spooks me steam can
  • 00:18:34
    only act based on your past behavior
  • 00:18:37
    that means that by default it will
  • 00:18:38
    pigeon hole you and that means it can
  • 00:18:41
    actually make it hard to find truly new
  • 00:18:44
    games because on Steam on YouTube on
  • 00:18:47
    everything you live in a personalized
  • 00:18:49
    reality a developer may have a totally
  • 00:18:51
    new game that you had [ __ ] love that
  • 00:18:53
    you would 100% bu have given the chance
  • 00:18:56
    but steam just literally cannot show you
  • 00:18:59
    because it's only able to follow your
  • 00:19:02
    past actions in a way it's kind of not
  • 00:19:05
    steam's fault it's a natural problem
  • 00:19:08
    that emerges from all of this being
  • 00:19:09
    algorithmically driven yet it being
  • 00:19:12
    algorithmically driven is what saves us
  • 00:19:16
    from the Torrance of slob it's what made
  • 00:19:20
    the later days of steam nextfest
  • 00:19:22
    actually feel really good versus the
  • 00:19:24
    earlier days when the algorithm did not
  • 00:19:26
    have data and it is how valve justif if
  • 00:19:28
    I rightly in many ways their 30% cut
  • 00:19:31
    because their algorithm and their
  • 00:19:33
    traffic does generate sales it makes
  • 00:19:36
    successes it is absolutely awesome to
  • 00:19:38
    watch valve problem solve and come up
  • 00:19:41
    with ways to just deal with the slot
  • 00:19:43
    problem but doing it all with systems
  • 00:19:45
    and algorithms comes at the deeper cost
  • 00:19:48
    of personalized reality that makes
  • 00:19:52
    change hard that can make Innovation
  • 00:19:55
    hard it can mean that if you want to
  • 00:19:57
    make a game you need to make that game
  • 00:19:59
    based on what you know does well on
  • 00:20:02
    Steam because steam operates everything
  • 00:20:04
    based on the data that it has and if we
  • 00:20:07
    only follow lagging indicators how can
  • 00:20:10
    we be truly new and creative how can we
  • 00:20:13
    discover truly new things these are the
  • 00:20:15
    problems of our modern world you see
  • 00:20:17
    them in YouTube you see them in news and
  • 00:20:19
    here we see them in Steam both in the
  • 00:20:22
    good that they drive The Innovation that
  • 00:20:24
    they do actually help the games that
  • 00:20:27
    only exist and get funded because steam
  • 00:20:30
    can basically get you shitloads of sales
  • 00:20:32
    without a marketing department but it is
  • 00:20:34
    at a cost a cost you will feel and
  • 00:20:37
    reckon with because as this is happening
  • 00:20:39
    we've also got the crumbling of physical
  • 00:20:41
    games and Rising Hardware prices those
  • 00:20:44
    are going to precipitate quite a lot of
  • 00:20:46
    change in our industry and you can learn
  • 00:20:48
    about that in our next report
Tags
  • Steam
  • shovelware
  • Next Fest
  • algorithm
  • game development
  • limited games
  • revenue
  • AI
  • game discovery
  • gaming industry