When Valve announced removal of Steam Greenlight and a transition on to the Steam Direct model, one thing was alarming for independent game developers. It was said that,to publish a game. it would cost for up to five thousand dollars, although it was 90 euros as part of the Greenlight program, so you can see how it would be far too much.
But to the delight of all present and future developers, Steam is still not fenced off by raising the prices for access. In fact, Valve announced that the fee for publishing games on Steam will be 100$. The difference is that you will have to pay 100 bucks every time, for every published game, but Valve will return the 100 bucks to the developer if the game sells good.
Therefore, developers don't have to worry about their future, but Valve will definitely have more work because of this, they will still have to work on a better sorting of games. For this purpose they will work on the Curator system and making recommendations for games that deserve it.
We all know how many bad games came out on Steam since Greenlight came out. It seems like every child who has their parents credit card has his game on Steam - and the game obviously sucks. But, I must admit that many games I played and loved originated from Steam Greenlight : ClusterTruck, Superhot, Youtubers Life etc. So maybe, just maybe, this new system will allow more fun and unique games come to life.
cam0rra_June 20, 2017
"the gaben" only think how to get more and more money suka bljat
who f*cks the gamers
next year new rule:
to login on ur steam account u must pay 5€reply
You started off making some good points. I could see what your position was (even if it didn't change my mind; was good to read). This was all going nicely at first.
Unfortunately, your last sentences/blurb at the end just had to make a left turn into ad hominem territory.
These might have all be borderline valid points at one moment in time, but they're quickly becoming those VR myths you read about in forums made up be people who aren't interested in or do not have the funds for virtual reality.
The moment you suggested/implied that my lack of interest in VR was due to my income (or lack thereof), your entire point became worthless. You became nothing more than an exclusionary egotistical arrogant shill for whatever VR company/companies you work for to write this 'informational article'.
Maybe you are a legit VR enthusiast that wants others to enjoy the tech. However I don't see it that way. You might as well paint your face like a clown and put on a wig while using your hoity-toity sneering voice about how I'm not 'hardcore' enough.
If engaging in the VR community means dealing with the likes of you, then I'll gladly opt-out. I've got more than enough standard non-VR games to play. I've got more than enough single player games to play, most of them by awesome indies who deserve far more love than some overpriced trash that'll be relegated to the annals of gaming history as yet another 'failed peripheral'.
Please do tell me where you get that '5 million VR headsets' from. Barely 1% of total Steam users bother to use VR headsets on Steam, the largest and most prominent PC gaming storefront for the platform. Now if there are people who only play standalone non-Steam games that have VR then I can dig it, but I don't see many other stores having a significant selection of VR games. Now 1% of ~15 million ACTIVE Steam users is barely 150k who would have a VR headset that Steam detects. Far far south of the '5 million' that you've claimed. But let's even presume 5 million headsets; how many people actually buy games for em? ;)
The biggest problem was that the headset creators and hardware manufacturers don't care about games or experiences. They want to make as much money as possible as quickly as possible. They aren't in this for the long haul. They sell hardware to people with more money than sense (hello Microsoft Kinect, hello Playstation Eye, hello Nintendo Power Glove; they're all 'so bad').April 23, 2019
To respond to your points in order...
I'm not sure if you're talking just about tethered VR here or all VR in general, but either way 0.00001% of enthusiasts is way beyond exaggerating and with PSVR selling just shy of 5 million units alone it's a completely redundant point. It might not be in every home but it's far from a niche little toy that no one see's the value in.
While FOV isn't great on a lot of headsets, it's certainly not a major issue, and doesn't cap out at 105 either. There's a few contenders on the market that reach 120 on their devices and that will only increase as the technology does. There's a lot more that can be done to combat motion sickness besides just FOV and I see this being explored in various games and apps that I have experimented with, some that reduce it to comfortable amounts, others that completely remove it from the experience.
The price IS a legitimate issue, and one that is slowly being addressed but not as quickly as I'd hope for myself. Dev support is limited but again "not there" is an exaggeration as there are hundreds of mind blowing and incredibly involved games produced for gamers to get lost it.
As for your last point, very few headsets need a living room worth of space to be enjoyable. The HTC Vive feels like the headset you're targeting here, but even with that there's thousands of games and apps that provide excellent experiences from your computer desk or couch. I've only played a few open space VR games but I much prefer the titles that allow me to sit down and experience things at my own pace, the last thing I want to do after a long days work is put a headset on and dance around the house.
These might have all be borderline valid points at one moment in time, but they're quickly becoming those VR myths you read about in forums made up be people who aren't interested in or do not have the funds for virtual reality.April 21, 2019
Viktor_ReznovApril 20, 2019
I still feel that we don't have the talent/budget from developers to truly make VR worthwhile for anyone but that 0.00001% of enthusiasts who are into new tech.
The 'FOV' issue is a major one. I find it both amusing and laughably-bad that with as long as VR has been available to the public that nobody thought to offer one that has an adustable FOV...ideally anywhere from 75 to 155 would be a good range. Capping out at barely 105 is not going to help many people who are new to VR and suffer from simulation sickness.
Also the price point makes these pricy peripherals completely pointless. The dev support isn't there (mostly niche budget indie titles) and there are no 'killer apps' that aren't just ported from other systems.
Finally, on a purely practical level, not everyone has the living space required to enjoy these in the comfort of their home because their homes are either small apartments or otherwise have too many breakable items around to make it worthwhile.
Motion controls are far easier to sell because it doesn't require a complete loss of visual awareness of one's surroundings.April 19, 2019
Google Stadia will fail. It will fail because ISPs and the USA networking infrastructure cannot support fluid low-latency gameplay over the internet for action/twitch games that rely on that split-second response time. Imagine if you are playing an FPS, you press the 'fire' controller button, but the avatar on screen only fires the gun about a half-second later.
That's cloud gaming in a nutshell. If Google wants to try to sell this to the overseas market then they may have to make deals with local ISPs and give up a significant portion of their profits to do so. Net cafes are already entrenched in South Korea, Japan, and China. They won't give up their oligopoly that easily.
I'd say the EU is likely the best region to try this out, but there's a hostile political climate over there that prevents meaningful change.
Time for the USA govt to invoke 'eminent domain' and sieze the infrastructure, then sell it to any ISP willing to rent the lines from them. Do like the EU and you have hundreds (if not thousands) of regional providers.March 30, 2019
NetEase literally ripped off 'Stick Fight' videos on YT, threw in some multiplayer, and try to claim it as their own. How absurd.
In fact the videos on YT are literally called 'Stick Fight' as well. Wish they'd sue NetEase and win ;)March 30, 2019
Riddle me this, how does something both 'innovate the genre' while simultaneously being a shameless clone of another game (Enter the Gungeon)? It makes no sense to me.March 30, 2019