The Steam algorithm effectively blocks those games that were a problem in 2015, but its introduction also brought negative consequences.
Steam is known for being one of the most accessible platforms for small game developers. Selling apps through it is relatively easy compared to other similar organizations. However, due to the introduction of an algorithm, it has become very difficult, in many cases even impossible, for games that are less known to break through.
The following organizations and individuals were most affected:
Game studios that base their earnings on selling games that are less expensive to produce are created much faster and are based on many parts. Due to the short promotion period, games do not get a so-called headstart on the platform, which is why they can be unnoticeable for a long time. Promoting games on Steam becomes completely unprofitable for them, so the entire advertising campaign is transferred to other marketing channels.
Developers working in a small team. Such people very often bangladesh whatsapp lead create various items resulting only and exclusively from passion. These can be very valuable proposals, but they are often very different from previous applications that were chosen by players. That is why such games often have trouble breaking through.
People who work independently or are just starting their work with game development. Such projects very often become brilliant games that are remembered by those who choose them.
Proposed Models for Smaller Game Development Organizations
Suggested models:
Releasing the game on Steam long before the development is finished or even before production begins. Thanks to this, we can gather a large fan base even before the game is released. In the first case, if we decide to "create a game" on Steam before we start working on it, we can easily determine how many people will be initially interested in the game. If it is a small number, we can not waste money on creating an application. It is also possible to start working on the game only when people start adding it to their lists.
Releasing the game in parts. Recently, the game Poppy Playtime chapter 1 was created, the game was very well received, thanks to which the developers can devote a larger budget to chapter 2. This method of promotion is also associated with risk, because during the long waiting time for the next parts, players can get discouraged and only fans of the series will buy the next parts. If the developers decide to abandon the game then, it can be poorly received by the fans. Despite this, games released in this way cost more, because buying, for example, 5 parts of the game (at a price higher than 1/5 of the standard game) generates higher profits.
Releasing the game in early access and sending it to e.g. famous YouTubers, thanks to which more people will add the game to their wishlist and the game will be exposed to the market faster.
Who lost from the introduction of the Steam algorithm?
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