Let's Be Realistic: A Deep Dive into How Games Are Selling on Steam
Video Statistics and Information
Channel: GDC
Views: 164,972
Rating: 4.5410147 out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design, no more robots, mike rose, steam, steam sales
Id: WycVOCbeKqQ
Channel Id: undefined
Length: 19min 20sec (1160 seconds)
Published: Mon Jul 02 2018
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
He has some good points behind the hyperbole. He is spot on about pricing being important, about planning, about not being optimistic about sales, about the sheer number of poorly selling games, etc. But he's wrong that it's depressing. It's also not possible to make a clear separation between trash and non-trash games. There are nuances, because some of the games that are not trash can still be incredibly uninspired and/or shallow. It's not possible to make that cutoff as cleanly as he claims.
Turn it around - 7% of all games released make enough money to fund another game (and that's arguably counting titles that are not "serious" attempts). That's PRETTY DARN GOOD for a creative industry! That's not the case in music, not the case in theatre, not the case in movies, possibly not even novellists have these kinds of stats.
It's risky business starting a game dev company. That's not surprising. Entrepreneurship in general is risky and often much less financially rewarding than a regular job. Many, many entrepreneurs in all kinds of business have trouble surviving on their primary business, and need to secure funding, have side jobs, etc. It's normal. I really don't understand this weird fixation on indie game dev not being automtically financially viable as something extremely horrible and depressing.
Anyone who is even contemplating financial security to a degree that they expect minimum wages should not be starting a business. Starting a business is highly likely to involve long periods of extremely low payoff, lots of work, and a low chance of success. Not to mention how important business acumen is when doing this.
Being an indie game dev is not a job, it's running a start-up, which is unforgiving, unpredictable and unlikely to succeed. It carries tons of benefits, but for some it may not be the right choice, and a salaried job is the better way to go. It's depressing when people don't realize this, and get bitter, resentful and angry about something that is a natural state of things.
I'm surprised we got to 18% above minimum wage, I would have figured closer to a 1% value.
Itβs not a dice roll. No 2 products are created equally.
ITT: People who didn't watch the video. He addressed a lot of points people here are trying to argue about.
I have done indie for 26 years. I made minimum wage one year, the rest nothing. I actually get a rush now programming since it is so easy to do big things with less code. I've gone from wanting to make money with my video games to,"This stokes me to game develop."
Not at all shocking.
I remember in the early days of app store dev, it was revealed that something like 95% of all app store apps never even made a single sale.
One of the major problems is that there's far more games being developed than there are people with time to play them. You have 1000 new games being released every day, and in order to compete for precious downloads, they all have to be free, because nobody is going to plonk down $5 for a game when there's 900 new free alternatives every day.
This speaks to a much greater problem with the economy in general. With the advent of AI taking over service jobs, we're going to be transitioning to creativity-based economy, but there's simply not enough people to consume the products. The same problem is happening with the music industry right now. There's so much new music, and it has to compete with every other piece of music that's ever been written before, that the price of new music is now essentially zero, because if you want someone to hear your song, you have to give it out for free now, or else nobody is ever going to hear it.
We should probably start to talk about this problem as a society. But I'm not sure we're mature enough to do that.
82 percent of games also probably sucked?
Listen I'm all for Indie game devs getting sales but if the product you put out looks like this you don't deserve a ton of money and sales. I'm sorry making a game doesn't entitle you to fabulous riches, if it did less studios would fold. Even making a playable game doesn't entitle you to it, and there's even great games that have failed such as Psychonauts and Jade Empire.
That's the thing. Making games is fucking hard. It's not a process. It's an art. If you're a designer or a small indie studio, you might make something good that no one likes, you might make something shitty that sells a lot (Rust) you might get beaten by Hannah Montana, and yet you'll try.
It's just a simple fact of life, sometimes you'll hit gold, but the fact is most of these people making games on steam currently are making their first games, finishing before it's unique publishing it and going "Why am I not a millionaire?" If it was that easy I would have gone indie a long time ago.
Steam is acting a lot like YouTube now... they don't care if they have a billion trash games selling one unit each or a hundred great games selling thousands of units each. For Steam, the profit is almost the same. That's why Steam needs a real competitor, one that will keep them in check and make them think twice about annoying their customers and devs.
Here are the same slides for Jan 2018 https://drive.google.com/file/d/1rp1UcpI_96IeiXAAMRwAFjPWw9O6dNFE/view