Now before you go onto "Defend Valve, everything they do turns into gold and can't be wrong!" mode. Let's do an objective compare and contrast between Steam Greenlight and other avenues of selling your game on competing stores.
IOS
Fee: $100 a Year for a license fee
Conditions for sale: Have an app in fully functioning order that passes Apple certification.
+ So long as your game functions technically, does not crash, and does not contain objectionable content such as porn, fart apps ect. You are allowed on the store regardless of subjective quality and usefulness of application. (The vast majority of applications get certified)
+ Allowed to launch free apps on the store for promotion and demo.
Apple Mac Store:
Fee: $100 a Year for a license fee
Conditions for sale: Have an app in fully functioning order that passes Apple certification.
+ So long as your game functions technically, does not crash, and does not contain objectionable content such as porn, fart apps ect. You are allowed on the store regardless of subjective quality and usefulness of application. (The vast majority of applications get certified)
+ Allowed to launch free apps on the store for promotion and demo.
Google Play Store:
Fee: One Time $25
Conditions for sale: Have an app in fully functioning order that passes Google certification.
+ So long as your game functions technically, does not crash, and does not contain objectionable content such as porn. You are allowed on the store regardless of subjective quality and usefulness of application. (The vast majority of applications get certified)
+ Allowed to launch free apps on the store for promotion and demo.
Xbox Indie Game Store (Yes Really)
Fee: $100 a Year
Conditions of Sale: Game must be peer reviewed by other indie developers, only tested for instability and objectionable content. Game is not evaluated on subjective enjoyment and quality of product.
+So long as your game functions technically, does not crash, and does not contain objectionable content such as porn. You are allowed on the store regardless of subjective quality and usefulness of application. (The vast majority of applications get certified).
+Developers must have an 8 minute demo
+Developers games must cost something at least $1
Steam Greenlight
Fee: $100 one time
Conditions of Sale: Game must have a seemingly unknown number of votes that they would purchase this game from other players. Games are not allowed to have demos launched on steam and must present themselves using text and video only.
+ No official number has been released but browsing around and supporting a personal friend's game on Greenlight. We have more than a 100 comments almost all positive, and assuming that everyone and more has voted to buy this game, we have yet to reach a single percent of the 100 to get on the store. So assuming that, we must have more than 10 000 people to approve of this game using only text and video presentation to sell this game. Seeing other games with comments of more than 5000 of mostly overwhelmingly positive and only getting 31% of required this seems consistent that the number is very high.
+ It maybe that a "no thanks not interested" will cancel out a "I would purchase this game" Not entirely sure, and Valve has not publicly set out what this button actually does. If it doesn't, why does it exist? And if it does, why should someone say "I wouldn't buy this" matter? enough to cancel out a "would buy the game?"
+ Not allowed a playable demo on steam until release
+ Did I mention you have to get an estimate of more than 15 000 people to vote on your game before you are even considered on the store?
So yeah, $100 isn't a lot, but Steam Greenlight is simply not competitive in the store market. It simply doesn't make any sense to spend $100 for the CHANCE to get on a store, and the requirement that you must convince more than 15 000 people to buy your game. Game's that would actually pass that metric are games that would be allowed on Steam through the regular channels like Braid, Minecraft, and Bastion. A game with already enough user interest that it wouldn't need something like this.
P.S: If any of you are arguing that this $100 would prevent hoodlums from turning it into the Xbox Indie Game store with full of garbage. The Xbox Indie Game Store has a higher cost of entry into the market and stuff like "Don't be nervous talking to Girls" Still gets on the store. So what makes you think a 1 time $100 fee is going to have less hoodlums than the Xbox Indie Game Store that has $100 a year, and requires that your game be actually functioning and compile to be on the store.
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