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Court rules Gabe Newell must appear in person to testify in Steam anti-trust lawsuit
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I'm so worried about what will happen to Steam when Gabe dies. I really hope he has a successor picked out who is as ideologically stringent. Otherwise I'm going to lose a huge library.
I was under the impression that the policy required a game's price to be the same on all marketplaces, even if it's not a steam key being purchased. I.e. a $60 game on steam must sell for $60 off-platform, including on the publisher's own launcher.
I just went to double check my interpretation, but the case brief by Mason LLP's site doesn't really specify.
If it only applies to steam keys, as you say, then I agree they don't really have a case since it's Steam that must supply distribution and other services.
But, if the policy applies to independent marketplaces, then it should be obvious that it is anticompetitive. The price on every platform is driven up to compensate for Steam's 30% fees, even if that particular platform doesn't attempt to provide services equivalent to Steam.
According to a Valve quote from the complaint (p. 55), it applies to everything:
Thanks, that clears it up. So yeah, I think Wolfire has a case to make, then.
What right does valve have to discriminate against devs and publishers who are selling their game on other platforms? They have to compete for their business, not punish them for having a game that is more successful on another store that gives a higher revenue cut to the dev and a lower price to the customer.
I think the reason why valve is doing this is because people might buy a game at a higher price, either on Steam or another storefront, and then complain that it was cheaper on Steam or another storefront and start demanding refunds or demand that Valve reduce the game's price on steam.
What do you do then?
If you don't address it, you're automatically seen as the asshole even if it was the developer's choice.
You can give out refunds, which makes you look like the good guy, but that also looks bad to companies like Visa or PayPal (my understanding is that large numbers of refunds tend to look bad to payment processors, even if the refund was initiated from the company and not the consumer). Granted, Valve is a big enough company that they shouldn't have issues with that kinda thing, especially since they already offer refunds, but my understanding is that it still doesn't look good to payment processors and can make them upset.
You can ask the developer to reduce the price on steam, but what if the dev says no?
You can force the dev to reduce the price, but now you're even more of an asshole.
You can lower the cost on your storefront and cover the difference yourself, but now you're potentially losing money. That, if I'm not mistaken, is actually anti-competative from a legal standpoint.
You're kinda screwed if you're trying to be the good guy.
That's not even getting into how bad it looks if it's cheaper on steam than somewhere else when you have a marketshare as large as Valve's.
So what? Who cares if it "looks bad"? They have to compete on service. They need to find out why devs want to sell on steam at a higher price.
If other platforms want to compete in ways that make prices lower for customers lower for customers, so be it.
They usually sign an exclusivity deal in exchange for funding the development of the game. David is alleging that steam pressured him in ways not covered by steam ToS. It's not like valve funded development of receiver.
Yes, that is problematic. Not by itself, but coupled with a large captive userbase it is. As an example:
Let's say you want to start a game marketplace, which simply runs a storefront and content distribution—you specifically don't want to run a workshop, friends network, video streaming, or peer multiplayer. Because you don't offer these other services, you keep costs down, and can charge a 5% fee instead of a 30%.
With Steam's policy, publishers may choose to:
Obviously, pricing is much more sophisticated than this. You'd have to account for change in sales volume and all. Point is, though, that publishers (and consumers!) cannot take advantage of alternative marketplaces that offer fewer services at lower cost.
The question the court has to answer is whether the userbase/market share captured by Steam causes choice (2) to be de-facto necessary for a game to succeed commercially. If so, then the policy would be the misuse of market dominance to stifle competition.
And I think Wolfire might be able to successfully argue that.
Steam runs weekly deals and daily sales all the time. I doubt they have to check with gog.
This... misses the point? Of course the can not sell on Steam. That's always an option.
The antitrust aspect of all of this is that Steam is the de-facto marketplace, consumers are stubborn and habitual and aren't as likely purchase games less-known platforms, and that a publisher opting not to sell on Steam might have a negative influence on the games success.
If that consumer inertia gives Steam an undue advantage that wouldn't be present in a properly competitive market, then it there is an antitrust case to be made, full stop. At this point, the court will decide if the advantage is significant enough to warrant any action, so there's really no need for us to argue further.
But I really don't like seeing Wolfire—which is a great pro-consumer and pro-open-source studio—having their reputation tarnished just because Lemmyites have a knee-jerk reaction to bend over and take it from Valve just because Steam is a good platform.
As I said, no need for us to argue further. The lawsuit has grounds, even if you don't understand why. Read articles and legal briefs on the matter if you would like to learn more.
Oh ok
This is kind of necessary. You could open a store just selling Steam keys. You get Steam's software distribution, installed user base, networking for free and pay nothing to them. Steam is selling all of those services for a 30% cut. Since your overhead is $0, you can take just a 1% fee and still turn a profit because Valve is covering 99% of your costs.
Steam could disable keys or start charging fees for them. As long as they're being this ridiculously generous and permitting publishers to have them for free, some limitation makes sense.
I'm dubious, though. There must be a provision for promotional pricing. I've definitely bought keys for less than Steam prices.
As I said, Steam would be in their rights to enforce that pricing policy for Steam keys, because they provide distribution and platform services for that product after it sells.
But as @Rose clarified, it applies to not just Steam keys, but any game copy sold and distributed by an independent platform. Steam should not have any legitimate claim to determining the pricing within another platform.
David said in a blog post that the suit is specifically alleging price fixing tactics for other platforms that aren't key sellers, but sell the whole game. Whether that holds up in court - we will see.
In one sentence, you've already demonstrated that you don't understand artists at all.
In one sentence, you’ve already demonstrated that you don’t understand how artists subsist at all. You’ve also confused the word “incentive” with “motivation”.
Guess what I do for a living. You have 1 guess.
Look, I understand that money isn’t the primary incentive for (hopefully all) artists. But I don’t think a system where you effectively cannot make a living as a full-time artist is beneficial for society either. Since you’re an artist, can I ask how you subsist without an alternative source of income?
Commissions don't give a damn about copyright. The end product is made specifically to please one person and reproductions are already worthless, since only Jimbo wants an impressionist picture of Blue Eyes White Dragon wearing a tutu. Jimbo ends up happy, since he got his picture, I end up happy, as Jimbo pays me for the time it took to paint it, and anyone else that manages to copy it can be happy as well.
I’m happy that you’re able to work on commission, but with all due respect, your logic is somewhat specific to your chosen medium. Various other forms of art—novels come to mind—would not be so unaffected.
Not only would they, they already are - that's what crowd funding like Patreon is for, and it's also how it gets used. There are hundreds of thousands of sites sharing "copyrighted" material produced for supporters, and yet no artist bothers going after them, because it's irrelevant. The people who want that content enough to pay for it do so, anyone else is just tagging along for the ride.
The vast majority of books are not crowdfunded lmao
The real advantage of copyright to authors is not to prevent any and all unauthorized reproduction of their works, but rather to distinguish genuine reproductions in the marketplace. Authors don’t give a fuck about free online “libraries”, but you best believe shit goes down the second bootleg copies appear on shelves at B&N or on the Kindle Store. Consumers expect purchases made in legal markets to benefit the owner (ideally the creator) of the work.
For the record, I don’t particularly like the concept of copyright, and I really don’t like current copyright laws. My only concern regarding the complete destruction of copyright is the immense difficulty in determining the creator of the work that it would obviously create. There is absolutely no obligation to provide attribution for public domain works. You can even claim to be the creator yourself, if you wish.
I think probably the obligation, or rather, advantage, of attributing original creators for public domain works, is: how else will I find more of this work that I like? It would probably also still be frowned upon to just take a work wholesale and post it without crediting the creator, on the basis that it makes the creator harder to find, and makes work that you like harder to find. Whenever somebody ends up trying to pass off something without the author's name, there's usually someone close behind asking who did this, tracing the lineages of the media.
Agreed, there are clear advantages to giving credit when both parties are acting in good faith. There is nothing stopping me from claiming that I wrote Macbeth and asking for donations on my Patreon so that I can write Macbeth 2, save for maybe Patreon’s ToS (I haven’t read it). In the absence of all copyright law, I could do that with any work, including ones published this morning by an artist struggling to get by.
well yeah, my point is more that with macbeth, nobody would believe you, you'd obviously be full of shit. that might not be the case with artists struggling to get by, but I don't really see that as being fixed by the current system, or really, by any legal mechanism, unfortunately. in the current system, struggling artists get sacked by that shit all the time when people steal their art and paste it to merch on redbubble, and can make money basically for free. bigger corps can just steal shit basically full throttle, if not in actuality, than in likeness, and, through monopolization of the mechanisms of distribution, like with music. the struggling artist becomes the exploited artist. streaming services become competitors on the basis of content rather than the features of their platform.
I appreciate the sentiment, and small-time artists do get way too much shit, but you are somewhat underrepresenting the mechanisms we have in place. YouTube holds the ad revenue generated by disputed content in escrow until the dispute is resolved. DMCA requests, as much as I don’t like them, are rather effective in this day and age.
In this particular context big corporations have to be the most careful because they have the most to lose. Remember the Obama “HOPE” ad? This thing? All of these were serious Ws for relatively unknown photographers.
No, he understands just fine
Artists might create out of love, but they’re not going to share it for free so someone else can make a profit
We literally do it all the time...
Not all artists do
I’m glad your line of work allows you to make a living, but the same model doesn’t work for everyone.
It's not a good system to have it be 50 years past the death of the creator. Having access to content in public domain has historically caused art to flourish by serving as a base for creators to build off of. But for the past few decades companies have been plundering from public domain while not contributing anything back.
Our original copyright system in the US gave a baseline 17 years of copyright, with an additional 17 years extension that you could apply to. 34 years is a perfectly fair span of time to get value out of your creation because nobody is going to wait that long to get access to art they want. But it also ensured that the public domain continually had new content added that wasn't completely antiquated. This is the system we should be pushing to return to.
It wouldn't be a problem if you didn't need to sell the things you make and could just give them away.
So copyright is only useful to protect your profits. There are many people who put effort into many things not because they expect to make money but because of the act of doing it.
Just something to think about, not really sure what point im trying to make