• =?UTF-8?Q?Steam_is_basically_a_PC_gaming_monopoly=2C_so_why_isn?==?UTF-8?Q?=E2=80=99t_anyone_mad=3F?=

    From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 17:25:55 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    I know Spalls posted about this recently. I hope I'm not just
    re-posting the same article he based his post on. If so, apologies.

    https://www.msn.com/en-us/news/technology/steam-is-basically-a-pc-gaming-monopoly-so-why-isn-t-anyone-mad/ar-AA21pUuM?ocid=entnewsntp&pc=U531&cvid=69e907968a0a43e59b24627951ebd9d9&ei=102

    Open any gaming PC, and chances are the blue icon of Steam is sitting
    right there on the desktop. Not hidden, not optional, but almost
    expected. Over time, Steam has gone from being just another launcher to becoming the default storefront for PC gaming, almost like a built-in
    part of the experience.

    The Monopoly Nobody Talks About

    By most estimates, such as QuantumRun and IconEra, Steam controls
    roughly 70 to 80% of the PC digital distribution market. That is not
    just a strong lead. It is near-total dominance. At the same time, it
    follows the familiar 30% revenue cut model, with reductions kicking in
    at higher sales milestones. It is the same structure used by companies
    like Apple and Google, and it has been a point of criticism from
    developers for years.

    In fact, in a previous GDC survey, it was revealed that just 6% of devs
    say Steam earns its 30% cut. On paper, all of this checks the boxes of a monopoly. High market share, a standard-setting fee, and a platform that
    is deeply embedded in user habits. In most industries, this would be
    where the backlash begins. But in PC gaming, something very different
    has happened.

    “Valve is the only major store still holding onto the payments tie
    and 30% junk fee” – Tim Sweeney, CEO, Epic Games

    The interesting part is that Steam is not alone. Epic Games Store made a
    very aggressive entry with a much lower 12% revenue cut and a steady
    stream of free games, including major titles that would normally cost a
    fair bit. Microsoft did something similar back in 2021, trimming the
    Windows Store fee from 30% to 12% for developers.

    On paper, that sounds like a winning formula. Then there is Microsoft
    with its Xbox app and Game Pass, which has carved out a strong position
    in subscriptions. Publishers like Ubisoft and Electronic Arts have also
    tried pulling users into their own launchers to control distribution and revenue.

    And yet, user behavior has barely shifted. Players claim their free
    games on Epic, install other launchers when required, and use Game Pass
    for specific titles. But when it comes to actually buying games and
    building a library, they almost always return to Steam. The competition exists, but it has not changed habits in a meaningful way.

    Steam has had its own struggles, though

    It would be unfair to say Steam has had a completely smooth ride. There
    have been moments where the community pushed back hard. Before 2015, the
    lack of a proper refund system was a major issue, eventually leading
    Valve to introduce the now-standard two-hour refund policy.

    Similarly, the paid mods experiment for “The Elder Scrolls V: Skyrim”
    also sparked a strong negative reaction, forcing a quick rollback.
    Developers have raised concerns about discoverability, visibility, and,
    of course, the 30 percent revenue cut, which remains a contentious topic
    even today.

    But here is the interesting pattern. These controversies create noise,
    Valve responds or adjusts, and then things settle down. There has never
    been a large-scale shift away from Steam because of these issues. People complain, but they stay. That cycle has repeated enough times to become
    part of the platform’s identity.

    The Reason Gamers Don’t Mind

    The simplest explanation is also the most important one. Steam works.
    Not just in the basic sense of launching games, but in the way it wraps
    the entire PC gaming experience into one cohesive ecosystem. Let’s start with performance and reliability.

    Steam’s servers are among the most consistent in the industry.

    Downloads are fast, updates are handled smoothly, and outages are rare.
    The client itself is not the lightest piece of software out there, but
    it is stable, predictable, and rarely gets in the way. That alone puts
    it ahead of several competing launchers that still struggle with basic usability.

    Then there is the feature set, which is where Steam quietly pulls ahead
    of everyone else. Cloud saves have been standard for years.
    Achievements, while simple, are deeply integrated. The Steam Workshop
    makes modding accessible even to casual players, turning complex
    installations into one-click processes.

    Remote Play allows users to stream games to other devices or even play
    co-op with friends who do not own the game. Controller support is
    another standout, letting players fine-tune inputs in ways that most
    platforms do not even attempt.

    Over time, these features stop feeling like extras and start feeling
    like essentials. Heck, even Steam Chat is once again gaining popularity
    as one of the strongest Discord alternatives, ever since the latter
    started requiring IDs for verification. And honestly, that’s where competitors struggle.

    The Epic Games Store may offer better revenue terms for developers, but
    it still lacks many of these ecosystem-level features. The Xbox app is
    great for subscriptions, but it does not provide the same sense of
    ownership or permanence.

    Other launchers feel like tools. Steam feels like a home.

    Sales play a huge role, too. Steam’s seasonal events have become a
    cultural moment in gaming. The Summer Sale and Winter Sale are not just discount periods. Instead, they are events that players actively look
    forward to. And they are treated with the same kind of excitement as Amazon’s own Prime Day sales fest, if not more so.

    Deep discounts, flash deals in the past, and wishlist notifications
    create a loop that keeps users constantly engaged. Over time, this has
    trained an entire generation of gamers to associate Steam with value.
    Even if a game launches at full price, many users instinctively wait for
    it to drop during a sale.

    The Ecosystem Effect Is Real

    Another factor that often gets overlooked is the community layer.
    Reviews on Steam are not just a formality. They actively shape buying decisions. User tags, forums, guides, and discussion hubs turn each game
    into a living space rather than a static product page. This creates a
    feedback loop where players help other players, which in turn
    strengthens the platform.

    There is also the matter of library lock-in, although it is less
    sinister than it sounds. Many players have spent years building their
    Steam libraries, sometimes owning hundreds of games. Switching platforms
    is not difficult technically, but it feels inconvenient. Everything is
    already organized, updated, and accessible in one place.

    That kind of convenience is hard to walk away from.

    The arrival of the Steam Deck has only reinforced this. By turning the
    Steam library into a portable experience, Valve has extended its
    ecosystem beyond the desktop. Features like Proton compatibility have
    also made it easier to run games across different systems, adding
    another layer of flexibility. It’s the same reason why gamers are
    actively looking forward to the Steam Machine, with console makers also understanding the threat that looms once Steam enters the home console
    space.

    The Better Image?

    It is also worth noting that Valve, as a company, operates differently
    from most of its competitors. Valve Corporation is privately owned and
    does not have the same pressure to chase quarterly results. That allows
    it to take risks, experiment with new ideas, and occasionally fail
    without turning those failures into aggressive monetization strategies.

    An equally important aspect of the discourse around the leadership. Public-facing figures like Gabe Newell have also built a reputation for
    being relatively grounded, which indirectly adds to the platform’s
    goodwill. Broadly, Newell is perceived as “the good guy of gaming.”

    And this is also where the comparison with Nintendo becomes interesting. Nintendo is beloved for its games, but often criticized for its pricing, online services, and hardware decisions. It is a love-hate relationship
    where players tolerate the flaws because the core experience is unique.

    Steam sits on the other end of that spectrum.

    It is not driven by emotional attachment in the same way, but it earns
    trust through consistency. It avoids friction instead of asking users to
    work around it. And it definitely helps that leaders like Newell often
    talk about games less like a cash-grab, and more like a good experience
    that should be a pursuit for all stakeholders — developers, publishers,
    and above all, the players.

    The Good Monopoly

    For gamers, Steam just makes sense. It’s fast, familiar, packed with features, and almost always the best place to grab a deal. For
    developers, though, it’s a bit more complicated, with over 50% devs believing Steam operates as a monopoly, as per Atomik Research’s survey. That split is what makes Steam such a weird case. It can feel
    frustrating from one side and incredibly convenient from the other. And somehow both can be true at the same time.

    That’s the enigma here. Steam has all the signs of a monopoly, and yet,
    it doesn’t feel like one where it matters most. Gamers keep going back,
    not out of habit, but because nothing else feels as complete. Valve Corporation didn’t win by locking people in. It won by making sure they never really wanted to leave. And in a space where players are quick to complain about literally everything, that might be the most impressive part.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

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  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 20:58:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    Sometimes what happens, in any industry, is someone who is on the ball
    (as Gabe and Valve were in the outset) recognizes a future need before
    anyone else does, and benefits from timing....being in the right place
    at the right time, drawing in early talent where the innovation farm
    is fresh and so forth, and that gives them the early mover advantage
    and brand recognition that's hard to knock off the hill. Everyone
    that comes after is trying to dethrone them, but has the shackle
    burden of having to do it differently for fear of loss of goodwill due
    to an audience that doesn't appreciate knockoffs, potential trademark infringement lawsuits (whether perceived threat or real), and the
    like.

    So in some cases it becomes really difficult to build a better
    mousetrap. And when existing library and friends list on an existing
    store is a compelling reason to keep coming back to that platform, it
    just reinforces the bond that's hard to break, regardless of any
    "technological improvements" that a new store might offer.

    Steam has done a lot of things very, very well.

    It's funny to think back on some of the opponents of it that used to
    post here, their predictions versus mine, etc.

    To be honest when the early HL2/Counterstrike games started requiring
    Steam, I thought it was kind of an extra pain in the ass I didn't
    need, but very quickly the benefits (at least as it applied to
    multiplayer gaming at the time) became evident that outweighed the
    negatives. And look where we are today, how simple it is to buy/try
    and refund games if we don't like them. We're spoiled.


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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Apr 23 11:48:29 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 22 Apr 2026 17:25:55 -0700, Dimensional Traveler
    <[email protected]> said this thing:

    I know Spalls posted about this recently. I hope I'm not just
    re-posting the same article he based his post on. If so, apologies.

    https://www.msn.com/en-us/news/technology/steam-is-basically-a-pc-gaming-monopoly-so-why-isn-t-anyone-mad/ar-AA21pUuM?ocid=entnewsntp&pc=U531&cvid=69e907968a0a43e59b24627951ebd9d9&ei=102


    Nope, not an article I posted about. Same basic conceit, albeit a bit
    more negative. But I've written a lot about the issue so I get the
    confusion. Unfortunately, you just gave me another reason to expound
    on the topic. ;-)

    The idea that people should be mad, though, does reek of
    Epic-influenced bias (Epic has been pumping out a lot of propaganda
    against Steam the past few years, and some of the negative takes
    against Steam smells of their talking points). There is a concern with
    Steam's dominance, albeit more in potential than actual, current harm.

    Epic makes a lot of fuss about Valve's 30% take, but considering how
    much Valve offers --both to the developer and to the end-user-- it's
    not that outrageous. Back when Steam was first created, that 30% cut
    was seen as GENEROUS compared to what brick-n-mortar store-fronts
    charged, and all that got you was some shelf-space. Steam offers a lot
    more in return. Epic et al. might charge less, but you get less from
    them in return.

    I've often expressed concern with Steam's dominance. Valve is not
    saintly. Their rules about how you can't undercut a game's price on
    Steam by offering it for less on other platforms is anti-competitive.
    Their involvement in the online gambling that targets children is a
    real problem. I detest their online DRM (and the fact that, through
    it, they force people with older operating systems to lose access to
    their games). The way MTX has come to dominate the market is in part
    due to Valve's pushing the idea (because they get a cut of every sale,
    Valve is incentivized to make every cosmetic a separate purchase). The
    glut of awful games on the storefront is a major issue for gamers and developers. There's a lot to dislike about the company and its
    policies.

    And yet, none of its competitors have offered anything better, and
    often their solutions are actively worse for the customer (for
    instance, any subscription-based streaming service). I would LOVE for
    there to be a real competitor to Steam. I was hoping, back around 2019
    when Epic was spooling up its storefront, that they might be the one.
    But they didn't make the effort, then acted surprised when nobody
    migrated over to their platform.

    Because for all of Valve's sins, they do at least do one thing that
    earns them loyalty. They actual update and change to reflect what
    their market wants. The quoted MSN article even remarks on this: at
    one point, the lack of a decent refund policy was a major sticking
    point for gamers. Valve added one. The pay-for-mods experiment got
    rolled back (and replaced with the free mods on Steam Workshop). A
    major complaint I had when Steam first released was that you had
    little control over the patch-level of your game (you could either
    refuse all patch levels, or patch your game to the newest version; no
    in between). Now, you can pick your patches. Valve listens.

    Which isn't the only reason Valve has had success, of course. Their
    longevity helps. The glut of features helps. The huge library
    everybody has on Steam helps. The community-focused client (chat,
    streaming, forums, reviews) helps.

    It's not that gamers (at least the ones who ever think about it)
    aren't concerned about Valve's dominance; it's that nobody else has
    offered up anything close to the same as Steam in capability. And in
    the meantime, Valve has proven itself to be --at least so far-- a good
    curator of the PC games industry. I dread what will happen when Gabe
    Newell inevitably strokes out after eating one cheeseburger too many
    but in the meantime? I don't feel entirely unsafe spending my money on
    another Steam game. I can't say the same about UPlay or Luna or any of
    the rest.



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