2.
Speaking as somebody who's had to make builds for pc/mac/linux and bundle them up into each special back-end for each store and then test each one for every single patch, multiplying the process by adding more platforms is a hard sell. Why bother with Desura or whatever when 95% of your sales are gonna come through Steam?
Especially for the model of early access & building community gradually instead of risking it all on a big release --- since you're sometimes putting out new builds weekly the update pipeline becomes a real time factor.
3.
If it was a numerically advantageous proposition to scout & invest in indies, we'd see more people doing that. Try for a month going through new releases on Steam and predicting which ones are gonna be successes. It's a near-impossible game, much less if each bet cost you tens of thousands of dollars.
Plus, if somebody offered me such a contract, I'd be deeply skeptical that 100% of their revenue share (plus a straight-up cash bonus even) would beat out what I could get by going with established avenues --- especially if I had something I had good reason to believe was the next Cuphead.
> If it was a numerically advantageous proposition to scout & invest in indies, we'd see more people doing that. Try for a month going through new releases on Steam and predicting which ones are gonna be successes. It's a near-impossible game, much less if each bet cost you tens of thousands of dollars.
I think you forget you're posting on YC's forum. YC literally does this (with much higher stakes, by the way). Obviously, the great majority of YC companies don't end up being unicorns, but every now and then you get a Dropbox.
And to address your first point, Steam's SDK (for anyone that's worked with it) obviously sucks. But Valve can afford to release a crappy SDK because they're the big player and they don't care. Obviously, if I made a game distribution platform, the back-end would be minimal and packaging would be programmatic. E.g.: upload your binary, we'll package it and deploy. You don't need half the crap Valve peddles anyway (Steam overlay, chat, etc.)
Especially for the model of early access & building community gradually instead of risking it all on a big release --- since you're sometimes putting out new builds weekly the update pipeline becomes a real time factor.
3. If it was a numerically advantageous proposition to scout & invest in indies, we'd see more people doing that. Try for a month going through new releases on Steam and predicting which ones are gonna be successes. It's a near-impossible game, much less if each bet cost you tens of thousands of dollars.
Plus, if somebody offered me such a contract, I'd be deeply skeptical that 100% of their revenue share (plus a straight-up cash bonus even) would beat out what I could get by going with established avenues --- especially if I had something I had good reason to believe was the next Cuphead.