Collectibles (e.g. trading cards) are still a "cash is king" market. Some dealer only take cash, virtually all of them prefer it, and offer steep "discounts" (lack of markup) for cash.
You joke, but they can partition off a small space, rent it out, and claim they are renting the entire thing to someone. It can be a housekeeper who actually has access to the entire thing.
They can also split the property into multiple independently owned properties that just so happen to be right near each other, each just under the limit.
A 70% take would have blown the minds of developers pre-Steam. Retailers took 40% and were ruthless about shelf space and inventory. Distributors took 20%. Plus you had to actually make a box/CD/etc. They were lucky to keep 30% not pay it.
This doesn't mean Valve is perfect but if a developer is "suffering" because of a 30% cut they probably need to improve their pricing/game/community/etc.
Retailers and distributors had actual costs they needed to cover for the services they provided. Steam largely does not seeing how profitable they are.
It still is a damn good deal. Steam abstracts a whole lot of messes. In ye olde times you as a game developer had to acquire a publisher for each country you'd plan on selling your game to deal with local distribution structures and laws, taxes, payments, update distributions, DRM and anti-cheat, user management...
Steam conveniently abstracts all of that for you. One stop shop. No complex deals just to deal with getting paid for your game (or additional content), barely any chargeback fraud, you don't even have to deal with stuff such as Germany's highly complex age rating because Steam abstracts that with a questionnaire. Steam claimed to recognize and support 237 countries [1], although that list includes disputed countries, so take it with a grain of salt, but in general I'd say unless a country is affected by US sanctions (i.e. North Korea, Iran, Russia, Belarus) or has its own restrictions (i.e. China), chances are 99% you as a publisher can sell your game in this country with everything being taken care of.
And on top of that, gamers likely will already have a Steam account with payment already set up, which means far, far less friction than the likes of Epic Games impose.
The market rate for this is low single digit percents.
>update distributions
Bandwidth is not worth a percentage of game revenue. If it were it would be <1%.
>DRM
Steam's DRM is terrible.
>anti-cheat
Also terrible.
>user management...
This is not worth a percentage of revenue.
All of these together is not worth 30%. The only thing worth 30% is the ability for the Stram store to put your game in front of a random person. Being able to reach new customers.
> The market rate for this is low single digit percents.
We're talking about virtually every country on Earth. Good luck trying to replicate that, the taxes/legal entity part alone will cost you an arm and a leg in setup time, not to mention ongoing costs in accounting, filing reports and dealing with other bureaucracy BS.
> Bandwidth is not worth a percentage of game revenue.
I'm not talking about bandwidth or a CDN here. I'm talking about a reliable and easy mechanism to get updates distributed to end-users - consisting of a management backend, the CDN and finally a client side software that's actually doing the upgrades. And the latter is something many have tried and failed to do or ended up getting 0wned in the process (e.g. just recently notepad++ [1]).
> Steam's DRM is terrible.
Is it? Sure, for some AAA titles you'll see Denuvo slopped on top, but for the wide masses, Steam's DRM is more than enough.
> [user management] is not worth a percentage of revenue.
Managing user data is an utter PITA in the era of GDPR et al, and on top of that it creates a need for customer support resources - people forget their password, get hacked, god knows what else. As a game dev under any of the major storefronts, you don't have to deal with that at all.
Why would you need to? Notice that the comment you replied to used the phrasing "market rate". The service you're describing is commoditized today and none of the major players charge anywhere near 30%.
> The service you're describing is commoditized today
Payment, yes, that is effectively commoditized. But Stripe, Paypal or cryptocoins only solve the "collect and move money across the world" part, not the "deal with the BS around taxes and tariffs in an N-N matrix of countries for publishers and consumers".
As a publisher of a game or other piece of software, I either have to use one of the global storefronts (Apple's App Store, Google's Play Store, Steam, Epic, Microsoft Store) to abstract this problem away for me (and all of them but MS have a somewhat comparable revenue share), or I have to find publishers in each jurisdiction I want to sell and negotiate with them and have additional expenses and efforts in repatriating the income, or I have to go and create my own legal entity for each jurisdiction and deal with filing the proper taxes and other BS on my own. Oh and notably the latter case also applies to dealing with sanctions lists - can't imagine OFAC being happy when my, say, Swiss subsidiary has the sanctioned offspring of a Russian oligarch buy a game from them?
This regulatory moat of doing international business is what keeps revenue shares at ~30% across the global stores. It is extremely difficult to build a competitor for the messes I mentioned - otherwise, someone else would have stepped up long ago to capture this gigantic money spigot.
I'd argue that they're above average for the population, and below average for experts. Can they draw as well as an expert/professional illustrator? Probably not. Can they draw better than almost anyone who isn't a expert/professional illustrator? Probably.
I think the value we're losing is where people are bad at things, which is often where new ideas/approaches come from, but this is a macro metric, so it's a hard sell to the person struggling when there's an easy button available.
> I'd argue that they're above average for the population, and below average for experts. Can they draw as well as an expert/professional illustrator? Probably not. Can they draw better than almost anyone who isn't a expert/professional illustrator? Probably.
That's pretty much the definition of "average" (as most commonly used, to refer to "mean" rather than median or much less commonly mode), isn't it?
I don't think so, to put some made-up-but-illustrative numbers, I think AI is going to be worse than the 1% of people who do X professionally or at a high level, and better than the 99% who don't.
Can Suno make a better song than $YOUR_FAVORITE_ARTIST? Unlikely. Can it make a song better than 99% of a random selection of people? Probably.
I think this is actually a good thing in many ways. If I have a tool that elevates me on things I'm not very good at (like making songs) which far outnumbers the things I am good at, that's a big win for me personally, it's just a loss for the population since people who are going to push music further aren't going to be encouraged to struggle through the curve and find their own path.
I'd argue that they're above average for the population, and below average for experts. Can they draw as well as an expert/professional illustrator? Probably not. Can they draw better than almost anyone who isn't a expert/professional illustrator? Probably."
This has always been true for any new technology. However, what's bizarre here is, billions and potentially trillions are being dumped into learning this the hard way.
There's a reason why specialisation is a thing and has driven economies forward for the better part of the last century. This is not going away. 'Democractisation' is a pipe-dream and frankly it should be - equal opportunity not equal outcome.
Yes, QA and test engineers tend to have a better ability to specify the correct behavior of a system than anyone else. It's literally their job.
This is a big asset in the current paradigm where a LLM agent can effectively implement behavior only when given a robust test suite to iterate against.
Maybe, for current use cases. I'd argue that anyone who thinks they can do everything a 10kW server can do on their 10W device just isn't being creative enough :)
Yegge's list resonated a little more closely with my progression to a clumsy L8.
I think eventually 4-8 will be collapsed behind a more capable layer that can handle this stuff on its own, maybe I tinker with MCP settings and granular control to minmax the process, but for the most part I shouldn't have to worry about it any more than I worry about how many threads my compiler is using.
>"Yegge's list resonated a little more closely with my progression to a clumsy L8."
I thought level 8 was a joke until Claude Code agent teams. Now I can't even imagine being limited to working with a single agent. We will be coordinating teams of hundreds by years end.
Agreed a bit. I'm probably too paranoid for MCP, but also don't mind rolling my own CLI tools that do the exact minimum I need them to do. Will see where we're at in a year or so....
Those are all great things to do, but I don't think OP needs to do more things, they need to do different things. The biggest thing that jumped out was that they know they need to be with people but work remote and with a huge time shift.
My top advice would be to get an in-person job, even that means less money or moving, or just pivoting to a new industry. Even better find a job where people are your business so you're not pinning everything on socializing with co-workers. The people I know who are like this do jobs where they have to meet/find customers, coordinate people and teams, do on-site projects, etc. They are energized and fulfilled by these interactions even if the job itself isn't that important to them.
I think there should be an option to assume I'm a child and proceed from there. If I want access to any mature content or real identify related stuff, I'll verify, but if your service doesn't have or need that anyways then there's no reason to prove I'm an adult.
Collectibles (e.g. trading cards) are still a "cash is king" market. Some dealer only take cash, virtually all of them prefer it, and offer steep "discounts" (lack of markup) for cash.
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