Let's Be Realistic: A Deep Dive into How Games Are Selling on Steam

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  • čas přidán 1. 07. 2018
  • In this 2018 GDC session, No More Robots' Mike Rose helps developers get realistic about how well PC games are truly selling by using deep sales data and an understanding of the Steam Marketplace.
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Komentáře • 696

  • @xerkules2851
    @xerkules2851 Před 5 lety +209

    Nice to see someone using the numbers but there's a lot of questionable reasoning here. A correlation alone does not establish cause and effect. For example, the fact that games with a publisher sell better doesn't mean you should take your current game to a publisher - it probably means that games with publishers are already higher quality. The same goes for games with higher prices.

    • @TheZenytram
      @TheZenytram Před 2 lety +19

      And those game have more marketing or any marketing at all.
      Which solo devs completely gloss over thinking they are to small for it or dont wanna invest the money they dont have on a thing it is not for making the game itself.

    • @ApiolJoe
      @ApiolJoe Před 2 lety +21

      Yeah that's what was striking me during the talk. Maybe, just maybe, games that are priced higher are better games, which translate to more sells.
      The whole talk looked like amateur statistics form someone who never studied statistics...

    • @AdamHarte
      @AdamHarte Před 3 měsíci +1

      You are just doing the opposite though. Thinking the effect does not mean the effect

    • @Legit_SuperFall
      @Legit_SuperFall Před měsícem

      So make a good game lol

  • @asmosisyup2557
    @asmosisyup2557 Před 5 lety +340

    "75% off" is where the magic happens. I have many games in my library that I'm quite confident i'll never play, that got purchased due to that.

    • @nemtudom5074
      @nemtudom5074 Před 4 lety +28

      Pretty much. The amount of games i bought because '75% is much higher than 50' is ridiculous.

    • @starter_4008
      @starter_4008 Před 2 lety +1

      @@nemtudom5074 can you tell me what prices they were with 75% off when you brought them?

    • @nemtudom5074
      @nemtudom5074 Před 2 lety +1

      @@starter_4008 I have over a thousand games, sorry, no. lol

    • @trifilosgr
      @trifilosgr Před 2 lety +1

      nothing under 90-99% in my library or in a 90-95% discount bundle from other sites, also got a lot free as well from streamers with free ticket or discount codes which are also stackable on the current discount price on steam. Its an online cloud platform with most games being non-free DRM and only playable on steam. Today steam is tomorrow its not so heck yea im not paying more that i should since i can crack it and have it for free on my pc.

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 Před rokem +1

      I will never understand just buying games for no reason.

  • @BungieStudios
    @BungieStudios Před 3 lety +34

    I was ready to sell a game for $5-$10.
    Yeah, never mind now.
    This is described in Paradoxical Warfare as an example. A Jade jeweler couldn't sell her inventory. She discounted and discounted but no one bought. She accidentally posted the wrong price when listing a discount. So instead of $30. She put $300 or something like that. She had a line of customers checking out her stock. They even bought from her.
    The lesson being that a higher price indicates a higher product value in the customer's mind. The paradox being that a higher price brought a sale versus a discount.
    Before you ask why not charge $200 for a game, the balancer is economics. No one is going to pay more than they think something is worth.

  • @axelprino
    @axelprino Před 6 lety +577

    Many people (me included) just add interesting games to their wishlist and wait a year or two for them to hit the 66% - 75% off on a sale and buy them then, so increasing the price might be beneficial when you do the numbers. Tho I think I should point out that I'm in the, rather large but not particularly heavy, minority that has a decade or more worth of backlog in their steam library so I'm always catching up with games a few years after they release.

    • @1kvolt1978
      @1kvolt1978 Před 6 lety +29

      Not only you get it for half-price at maximum (my own max is 50% sale :)), but also patched up! (Rome 2 TW, I'm looking at you!)

    • @1kvolt1978
      @1kvolt1978 Před 6 lety +4

      That's why I enjoyed R2:TW for half-price a year later while those who payed full price on release whined for entire year. ;)

    • @OmenFilm
      @OmenFilm Před 5 lety +5

      This is where it hurts dev like me, when we want to give games for a very few $ but end up not selling at all unless we give huge rebate

    • @1kvolt1978
      @1kvolt1978 Před 5 lety +48

      Not really. People with this strategy are ready to pay a little or to not pay at all. We are not your target audience, we are just a little bonus to your profit, which comes to life when main sales are off. We may happen or may not. Usually we are those who already have enough games for entire life or/and lost passion to play CG. But sometimes we cannot hold on and buy a new game for dirty cheap price "just in case". We will never pay full price and if the game isn't on sale or isn't dirty cheap we just skip.
      I personally have more than 200 games, around 100 of which are installed, around 20 of which I play time to time and around 20 of which I haven't even launched yet. I have no reason to buy new games at all. But sometimes, quite rare, like two-three times per year I may buy a game from my whishlist. Not because I really want to play it, but "just in case". Obviously, I will not pay full price or even on-sale price, if I feel it's too high, for something I don't really need.
      Sorry for the text wall, hopefully it will clear a bit this point of view.

    • @1kvolt1978
      @1kvolt1978 Před 5 lety +16

      I think 10-15% of my shit load are AAA. I actually look more into idie game dev rather than big publishers. My point is I already have more games than I will ever need and for me there is no reason to buy *any* new games, AAA or not. But sale can become such a reason. The other reason is that usually by the sale time games are patched up enough for comfort play. It's very serious reason, because programming quality this days is incredibly low and no one cares about at least basic testing. If I will be convinced somehow to buy a new game I'd rather pay half price year later and get patched playable game than pay full price on release and get unplayable piece of -sh- garbage.

  • @Ultracity6060
    @Ultracity6060 Před 6 lety +789

    15:05 So I should rethink the turn-based multiplayer robot dating arena I've been working on?

    • @Lucky-lt7lz
      @Lucky-lt7lz Před 6 lety +26

      you mind if i steal that idea there

    • @sqeaky8190
      @sqeaky8190 Před 6 lety +29

      If it is a labor of love then make it. Who cares if it sells if you deeply enjoy it. You will learn things. You will make something. You might make some money, if this is not a priority it will be like icing if it happens.

    • @Lucky-lt7lz
      @Lucky-lt7lz Před 6 lety +13

      r/woosh

    • @Ultracity6060
      @Ultracity6060 Před 6 lety +32

      Actually, some of the best games were made based on silly, arbitrary constraints. Steal away, Lucky.

    • @Lucky-lt7lz
      @Lucky-lt7lz Před 6 lety

      unfortunately I'm currently working on a small project, so this idea will just go into a list

  • @Malus1531
    @Malus1531 Před 5 lety +271

    Come on audience, give the guy a few laughs when he jokes, they weren't that bad.

    • @peteypablo09
      @peteypablo09 Před 3 lety +36

      Maybe you were listening on bad speakers or something. They laughed at pretty much every joke the guy made

    • @Kevintendo
      @Kevintendo Před 2 lety +26

      @@peteypablo09 it’s cuz there isn’t a mic to pick up the audience which is why they have to go up to a mic to do the Q&A

    • @peteypablo09
      @peteypablo09 Před 2 lety +1

      @@Kevintendo That’s true. You can hear the audience on headphones though or with good speakers.

    • @YoutubeAccountMan
      @YoutubeAccountMan Před 2 lety +2

      Nah, he's a bit of an insufferable prick

    • @hjhjkhfkfkd
      @hjhjkhfkfkd Před 2 lety +2

      If we all laugh loud enough he might hear it.

  • @mmikael281
    @mmikael281 Před 6 lety +104

    As a customer viewpoint, finding new games on Steam is hard. The start page is bad and includes random staff. The platform is cluttered and it does not help to sort titles anyway. I would like to see a separated part from small and big games at least.

    • @lionfire3359
      @lionfire3359 Před 4 lety +1

      Yeah, sort all the 2d crap from the 3d goods.

    • @soul0360
      @soul0360 Před 3 lety +1

      A simple rating system for others to point out asset flip games. Would be a great start.
      The amount of crap on steam is amazing, and has been for years. I guess I'm just reiterating this talk here. So don't mind me.

    • @jakemartinez6894
      @jakemartinez6894 Před 3 lety +19

      @@lionfire3359
      Honestly there is probably more 3D shovel ware made than 2D.

    • @anima94
      @anima94 Před 3 lety +5

      @@jakemartinez6894 it's easier to get 3D assets than 2D and Unity&Unreal make 3D easy, so it makes sense

    • @hiddenlotusgames6453
      @hiddenlotusgames6453 Před 2 lety +2

      you can use the tag 'indie' ;)

  • @howmuchbeforechamp
    @howmuchbeforechamp Před 4 lety +65

    7percent survival , that is litteraly the best odds i have ever had in my life

    • @davecarsley8773
      @davecarsley8773 Před 4 lety +9

      You literally need to look up literally in the dictionary.

    • @guru_laghima
      @guru_laghima Před 3 lety +9

      @@davecarsley8773 he is using it figuratively. you can do that you know :)

    • @einsteinx2
      @einsteinx2 Před rokem

      @@guru_laghima in fact it’s even an official definition in the dictionary

  • @proskub5039
    @proskub5039 Před 6 lety +143

    clearly what we need is for devs to make more open world crafting finger family games

    • @OmenFilm
      @OmenFilm Před 5 lety +2

      On it!

    • @Malus1531
      @Malus1531 Před 5 lety +3

      Finger family games? Better turn off your adults only filter for that one. I don't think "finger" was in the word cloud, that's just you.

    • @Narblo
      @Narblo Před 4 lety

      This is sarcasm right?

    • @LunarLaker
      @LunarLaker Před 2 lety +6

      pregnant elsa survival and shooter unboxings also come to mind - although I guess the latter is pretty common with loot crates

  • @iycgtptyarvg
    @iycgtptyarvg Před 5 lety +200

    I think that you left out an important point. Namely, even good games are terrible at release nowadays:
    1. Uncertainty about which of the 100s of games is actually good
    2. Full of bugs
    3. Expensive
    4. DLC packs
    So, I simply always wait for at least a year because:
    1. Good games will still be talked about, have good reviews and CZcams Let's plays
    2. Bugs are patched as much as they will ever be for the game
    3. Price is very very low compared to the original price
    4. You can get the complete package (game+DLC)

    • @TheCybercoco
      @TheCybercoco Před 5 lety +9

      Yep, this is why it's not worth it to be an early adopter anymore. And with large backlogs, it's even less necessary to be an early adopter.

    • @Bambim8
      @Bambim8 Před 4 lety +3

      Buy Pathologic 2 to save actually great game devs.

    • @n8tehgr8est
      @n8tehgr8est Před 4 lety +3

      If this was true wouldn't devs see big bumps in their sales a year later?

    • @GameFuMaster
      @GameFuMaster Před 4 lety +1

      my biggest issue, is that most games like either genuine fun or are way overpriced for their one shot (looking at you Doom Eternal).

    • @AdamGaskins
      @AdamGaskins Před 3 lety +1

      that’s true, and I tend to do this too, but that’s just not how 95% of people buy games! it’s weird, because I agree with you, but the numbers show that most people buy games launch week

  • @c0mpaq342
    @c0mpaq342 Před 4 lety +60

    2020: Devs pay money so that people play their games.

    • @maythesciencebewithyou
      @maythesciencebewithyou Před 3 lety +7

      I'm sure many succssful Games buy their first thousand or more downloads.
      There is a psychological effect. People tend to klick on the thing that already has the most likes.

    • @leonardoraele
      @leonardoraele Před 2 lety

      @C0MPAQ Context?

  • @kjaamor2057
    @kjaamor2057 Před rokem +5

    For a talk based around numbers, that had some of the wooliest data collection and statistics that I have ever seen.

  • @AN-ou6qu
    @AN-ou6qu Před 3 lety +13

    I never look at the steam store. I just search titles I’m already interested in lol. If you have no marketing out of steam, I’m not gonna know about it.

  • @rocksfire4390
    @rocksfire4390 Před 5 lety +90

    the problem with the numbers is that they do not reflect marketing in anyway. if you where to compare marketing of all of the games you will see a VERY clear difference in the amount of money a game makes. publishers will go out of their way to market the game, this is the reason they sell so many more copies. this whole video could be summed up to "market your game and charge more!".
    edit: also paying streamers big bucks to play your game helps even more, but no one talks about that.

    • @lejeffe1663
      @lejeffe1663 Před 4 lety +2

      Hes also forgetting the 30% steam takes

    • @rocksfire4390
      @rocksfire4390 Před 4 lety +7

      @CommandoDude
      nearly all lets plays are all paid for. only time they would do it for free is if they actually like the game, which is rather rare.
      most of the big streamers get paid to play for a duration, some keep playing because they enjoy it some will stop and move onto the next paid promotional offering.
      yes you don't need a publisher but it can help if they know what they are doing.
      still you lose money by working with them, so it's kinda a tossup. it's easier today then it was 10 years ago for sure with twitch/YT.

    • @GamingBuzz1
      @GamingBuzz1 Před 3 lety +2

      @CommandoDude yes and no....ill give you an example...my game has been on itchio for about a week and the money Ive made has been solely due to direct contact with players ... If I waited for my game to pick up steam on youtube then I would be waiting a while to make any kind of money.....Also itch relies on your marketing to sell games ...if you just throw up it on itch with no marketing there's like a 90% chance that it will get no purchases. Although steam will get you tons of views I think...more than itchio will for sure....Im convinced that steam will market the games themselves

    • @Leto_0
      @Leto_0 Před 2 lety

      This was a clickbait talk

  • @tomerbarkan1
    @tomerbarkan1 Před 6 lety +98

    Thanks for the video, good talk. One comment though, publisher stats are a bit problematic to compare to the overall stats. Publishers don't just publish a random selection of games from the general population, they have their own filtering, and it is likely that publisher games are of higher quality than the general population to start with, and it's possible that that is the main cause for the increased numbers, not the publisher itself.

    • @GameFuMaster
      @GameFuMaster Před 4 lety +7

      publishers are probably also more experienced or knowledgeable about marketing, which is one of the most important factors in an oversaturated market.

    • @danspurlock1
      @danspurlock1 Před 3 lety +3

      Similar point, but also that smaller, indie type games are less likely to seek out a publisher. So publisher games are going to be from more established studios making games for bigger audiences. All of the speaker's stats were skewed.
      His minimum wage stat also made no sense, because it would need to be based on how many hours someone spent making the game, which he can't know. If my game only makes $1k in a month, but I threw it together in an hour, that ain't minimum wage.

    • @brandonkellner4053
      @brandonkellner4053 Před 2 lety

      @@danspurlock1 He's talking about the first month of sales in most of the talk, so I believe he's comparing it to working 1 month at a minimum wage job, full time.

  • @nuevoproducciones7578
    @nuevoproducciones7578 Před 3 lety +10

    I think this is why marketing is super important in this instance you don’t want your game to get lost in the sea of forgotten games make sure to put trailers on CZcams tweet about the game to the community it fits best and then release the game.

  • @cole1714
    @cole1714 Před 6 lety +167

    Yeah, I think the “race to the bottom” mentality of pricing, when it comes to indie games at least, is more harmful than helpful. If you price it low, it probably won’t make someone more likely to buy it than if you price it higher (within a certain range), and, as an added effect, will mean that you get less overall money for your work.
    A part of this mentality, I think, is influenced by how players talk about some sort of ratio between price and the amount of content in a game/the amount playtime you’ll get out of a game, which is kind of a terrible way to think about games, IMO, because of how incredibly subjective it is. It also de-incentivizes Indies from being able to sell games at what they actually need to make in order to continue to make games/keep a studio open/feed yourself/whatever.

    • @Microbex
      @Microbex Před 6 lety +1

      Cole w

    • @oklol496
      @oklol496 Před 5 lety +14

      i dont think anyone making games, like anyone starting out in any sort of media, should rely on sales of that game or other games to keep afloat, always have a back up plan and unless it gets serious dont quit your day job. it should start out as a hobby not a business.

    • @MsSomeonenew
      @MsSomeonenew Před 5 lety +17

      Human psychology is a weird one, put a 2 buck wine into a fancy bottle and they will enjoy it 10x more then normal.

    • @gamer-sama7769
      @gamer-sama7769 Před 4 lety +2

      Not really sure how you else you would go about pricing a game if isn’t based on content or playtime though, because you we need some form of objective measurement to sell media I think. Yes, the enjoyment level is on a subjective level, but obviously people should pay more if the quality of the media is higher. I agree with the second point though.

    • @davidmiller9485
      @davidmiller9485 Před 4 lety

      yeah cause that 90 percent of shit on steam has no bearing on the value of the games.

  • @JaimeWarlock
    @JaimeWarlock Před 5 lety +9

    He says that 93% of PC Developers don't make enough money to survive, but he also says the average PC game makes $30k in its first year. Even if it took a year to make your game, that would be $30k - 40% that steam keeps, leaving $18k or about $1500/month. I am lucky to make even half of that panhandling. I would love to make $1500/month. Just saying.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p Před 2 lety

      Not excluding "the crap", the median was 250 first month, so probably less than 1k lifetime - and includes games made by more than a single person as well as possibly paying other fees (for assets, etc)

  • @Ali-Britco
    @Ali-Britco Před 6 lety +7

    @No More Robots - what was the backup plan? I think that's a really important aspect that got skipped over.

  • @The_gaming_archaeologist
    @The_gaming_archaeologist Před 6 lety +19

    I think the reason Survival/Crafting games are so high is the large number of asset kits out there and as it's a popular genre, people think it's a easy road to becoming a millionaire.

  • @yosanmelese2094
    @yosanmelese2094 Před 5 lety

    where can i find his talks that he mention at the end of the video?(how to be in the top 7%...)

  • @lejeffe1663
    @lejeffe1663 Před 4 lety +24

    Awsome report but you forgot one major factor! The 30% steam takes off your sale

    • @maythesciencebewithyou
      @maythesciencebewithyou Před 3 lety +7

      It's the new gold rush, with bunch of fools hoping to get rich quick. Steam is one of those who is selling shovels and making it rich.

    • @TucoBenedicto
      @TucoBenedicto Před 3 lety +8

      Maybe because it's not particularly relevant to the point nor unique of Steam, since virtually any other platform/service (that actually moves copies) does the same.

    • @anima94
      @anima94 Před 3 lety

      @@maythesciencebewithyou I don't think any dev is in it for the money apart from the shitty shovelware people that pump out 100 games per year

  • @brianpangburn5573
    @brianpangburn5573 Před 6 lety +1

    Are there links to his other two talks. Very interested in what he has to say

  • @Leto_0
    @Leto_0 Před 2 lety +3

    In addition to the published games having higher quality, he is saying average but using the median numbers

  • @MonhooGameDevlogs
    @MonhooGameDevlogs Před 2 lety +2

    Wow, I was wondering about selling my game on steam too.
    It's a very interesting subject for me. Thank you

  • @andyxbox123
    @andyxbox123 Před rokem +4

    Would like to see this updated

  • @NewLife973
    @NewLife973 Před 4 měsíci

    Is there any similar study about mobile market (App Store and Google Play)?

  • @Protonwar
    @Protonwar Před 6 lety +6

    Please upload his other talks too if you can!
    Great content, thank you GDC :)

  • @GrumpSkull
    @GrumpSkull Před 5 lety +12

    Most games on steam fail because they are competing for the share of mediocrity.

  • @HumanOddity69
    @HumanOddity69 Před 6 lety +109

    The market has become oversaturated with spam games because of the ease of development. A decade ago it was seriously challenging to learn C+ from scratch and build a game with it. It took enough effort that it kind of was it's own quality control. Now that people can just put garbage together with the ease of assembling a lego house we kind of have the industry that we deserve. What we really need are playtesters and a quality control standard because right now there is no filter and games are not even criticized at all most of the time before they are uploaded. Steam and other virtual consoles have become as bad as flash game websites. As a creator you just can't see everything by yourself, you have to let people play it, poke around for problems and offer suggestions. This anything goes kind of thing is going to collapse on itself eventually because entities like Steam are actually losing money by supporting it. Microsoft realized this way back when they started the Indie Arcade on the 360. It began strong and then quickly turned into "Pay 1 dollar to see a boob after you solve the puzzle."

    • @justsomeguy8385
      @justsomeguy8385 Před 5 lety +12

      Even if you removed all of spam games, it would still be over-saturated. As you said, game development has become much easier. That doesn't necessarily mean all of those easier to make games coming out are spam. The mobile ports, visual novels, and early access unity asset flips are definitely spam though.

    • @Malus1531
      @Malus1531 Před 5 lety +22

      We've seen oversaturation of crap games before though. It's part of what caused the Game Crash of 1983, floods of crap Atari games and the like.

    • @ZLogick
      @ZLogick Před 5 lety

      What we need are more/better independent raters that sink/swim on their own merits. Then filter them together into meta-raters until people can find the consensus they desire.

    • @Kie-7077
      @Kie-7077 Před 5 lety

      Indeed, but hopefully people will learn to sort the wheat from the chaff and not buy the terrible cheap asset flips. And also I'm hoping that the asset flippers all in competition with each other will make no money and quit throwing their trash on to steam. And Steam has kicked a few developers off of Steam recently but that seems more like a token effort to clean the place up.

    • @matthewlemon4208
      @matthewlemon4208 Před 5 lety +3

      exactly, the first game industry crash not a single one of the dev's remember that or mention it. I mobile game and for every 5 i download....4 get deleted in minutes. They are there broke and or just crappy.

  • @mortenbrodersen8664
    @mortenbrodersen8664 Před 6 lety +4

    Great talk. The resource limit for most people when playing games is time. Not money. So having a higher price point signals that the game is better value (for hours spent) than the competing lower priced games.

    • @irllcd13
      @irllcd13 Před 5 lety

      Exactly. There's a point where making something inexpensive hurts you because people will, probably correctly, assume that it's cheaply *made.* There's a reason why a BMW costs more than a Toyota. They're simply, objectively better. Everyone knows that a $10,000 car is going to be a piece of crap compared to a $50,000 car. To quote Jeff Foxworthy, if you're getting Lasik surgery, you don't go to the cheapest one you can find.
      That absolutely doesn't mean every $60 game is good, because they're not, it just means that it's almost unheard a good $4 game being as good as a good $60 game. You get what you pay for. When people see something inexpensive, the first thing through their mind is "How good can it be if it's only $xxx?"
      I bought the shitty Fallout: Brotherhood of Steel game on original Xbox for $4. I knew it was bad. I knew it had terrible reviews, and I knew it had to be bad if it was only $3, but I bought it anyway. And that's the thing, you don't want your customers assuming your product sucks and buying it anyway because it's "only" $4. There's not really any way a $4 game could be good because people who are talented going to work for slave wages that a $3 price tag can support.
      On the other hand, if you reduce the price a little bit, that can generate sales, and will gain you very supportive fans and good word-of-mouth if it actually turns out to be good. Good $20 games exist. Good $4 games usually do not. $4 games are like the bargin bin of shitty straight to DVD movies. Nothing in that bin is going to secretly be a brilliant movie.

  • @Johan-rm6ec
    @Johan-rm6ec Před 5 lety +48

    The way he speaks makes me curious how his code looks like.

    • @sarerusoldone
      @sarerusoldone Před 4 lety +21

      Probably empty cuz he doesn't make games, he just sells them lol

    • @milanstevic8424
      @milanstevic8424 Před 4 lety +2

      maybe dress code lol

    • @donerman6843
      @donerman6843 Před 4 lety +1

      Looks like, eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeh

    • @nierautomata9654
      @nierautomata9654 Před 3 lety +3

      Expect to see
      #include “uuuhhhmm.h”
      In the beginning haha 😆

  • @kryptocake
    @kryptocake Před 5 lety +45

    So in conclusion...
    Don't go into indie game dev for the money.
    I think this has been fairly standard knowledge for a long time.

    • @lionfire3359
      @lionfire3359 Před 4 lety

      Yeah do it as a side job to your main. You know a couple if hours after work at your leisure.

  • @CaCriGuz
    @CaCriGuz Před 6 lety

    thank you, I would have loved to know about new or different places to sell you games.
    Good talk though, thank you again .

  • @benjoe1993
    @benjoe1993 Před 6 lety +6

    Is Mike reading these? If so then there's one statistic that I would be very interested in from a marketing standpoint. Wishlists. How many percent of the pre-sale wishlist adds can we usually count as buys on estimating sales numbers?

    • @NoMoreRobots
      @NoMoreRobots Před 6 lety +8

      BenJoe72 hey BenJoe! The very rough number is that around 10% of your pre launch wishlists convert to sales :)

    • @benjoe1993
      @benjoe1993 Před 6 lety +1

      Cool, thanks for the number. :) Wouldn't have guessed it would be so low. I was thinking 25%...guess I'm too optimistic :D

    • @gamesthatiplay9083
      @gamesthatiplay9083 Před 6 lety +1

      My friends have told me a lot and the consensus seems to be 5 - 10% of wishlists before a game is sold get turned into sales in the first week. Then again... bigger and better games would sell more copies.

    • @1kvolt1978
      @1kvolt1978 Před 6 lety +4

      Wishlist is made mostly for those who wait for sales, not those who would by for full price on release. This is why persentage is so low.

  • @zackkelly8174
    @zackkelly8174 Před 5 lety +37

    Maybe.. just maybe there are TOO many games? There are plenty I see and think "that looks ok" but its just "ok" and there are more games than I have hours in my life to give a proper look at.

    • @ShinigamiKristak
      @ShinigamiKristak Před 5 lety +16

      I don't think it's "Too many games" but rather "Too many Improperly Categorised games" and that's a completely different situation. Because there is indeed a lot of games that I would have played if only I was able to see them when they came out but it still not possible to look for them because Steam is unable to tell what style of games really interest me and instead goes into mass-wildly guess like recommanding me shit tons of cheap erotic games just because I like "Hunie Pop". And that's disastreous.

    • @todesziege
      @todesziege Před 4 lety

      @@ShinigamiKristak Steams tagging system really is a mess.

  • @lakuronekobaka3951
    @lakuronekobaka3951 Před 4 lety +11

    i really love how one of the main point was "put a higher price to your game"
    it's something i really have heard about in the context of art comission, because you are selling time and effort, it's natural that the price you have reflect that

    • @NihongoWakannai
      @NihongoWakannai Před 4 lety +8

      You're not selling time and effort, you're selling a product. The consumer is not buying your time, they are buying your product.
      The reason to price higher is because when a consumer looks at your product and sees an unusually low price, they will presume that the low price means that it must be a lesser quality product.

  • @koffiegast
    @koffiegast Před 6 lety

    Well, how about per category? Can you predict based on the look of a game or mechanics whether it will sell well? Just gross means over the whole population or even simple snippets won't clarify what you can make.

  • @SC4211
    @SC4211 Před 6 lety +358

    Steam really needs quality control. If you don't set standards, everyone suffers in the end. And indie devs need higher standards for their art.

    • @Tumbolisu
      @Tumbolisu Před 6 lety +67

      Steam used to have a "standard" which just meant that steam employees removed games they didn't like enough. Some really good stuff was just thrown out the window for no reason.

    • @SC4211
      @SC4211 Před 6 lety +29

      Tumbolisu Okay, well, you can't replace shit with more shit. We need a different system.

    • @habitable4116
      @habitable4116 Před 6 lety

      lol

    • @Aipe97
      @Aipe97 Před 6 lety +38

      I say allow absolutely everything on steam, just that they should improve the systems for promoting the games that aren't crap

    • @SC4211
      @SC4211 Před 6 lety +30

      Aipe97 I disagree. There needs to be some quality control. If you go to a publisher and/or a game dev company and try to sell a slightly altered Unity Asset minigame, you get shown the fucking door and told to not come back until you have something with some effort. Steam should do the same.

  • @ThrottleKitty
    @ThrottleKitty Před 6 lety +4

    This was one of the most useful videos I've seen from this channel. Or in general.
    Thanks so much!

  • @moritzkorsch9029
    @moritzkorsch9029 Před 5 lety +11

    He says "being on steam does nothing now" multiple times, but I would argue that NOT having your game on Steam will hurt your sales in the most cases, because people now often use it as a centralised "game folder" or because the purchase is streamlined and so on.

    • @davecarsley8773
      @davecarsley8773 Před 4 lety +4

      "I would argue" means you're arguing. The point you made isn't contrary to anything he said. You're talking about what not being on Steam can cost you. He's talking about what _being_ on Steam does _not_ guarantee you. These are two wildly different things. He never suggests that not being on Steam is a good idea

  • @damiangonzalez_esp
    @damiangonzalez_esp Před 3 lety +8

    I'd love an update of this talk with new numbers!

    • @denimchicken104
      @denimchicken104 Před 3 lety +2

      Yeah really. He stressed how much things changed in just a year. It’s been 3 now. This stuff is ancient history.

    • @filippocucina7001
      @filippocucina7001 Před 2 lety +1

      Absolutely. Especially with COVID

  • @travismason2811
    @travismason2811 Před 4 lety +1

    Could I interest you in my Adventure Anime Survival Crafting Shooter Sim I've been working on?

  • @noobiusd9013
    @noobiusd9013 Před 5 lety

    Can you do one version of that video on todays games?

  • @jopearson6321
    @jopearson6321 Před 3 lety +2

    Gonna be honest, I don't know how useful this set of data is given that any aspiring devs taking the effort to watch GDC videos presumably already have higher quality standards than > 95% of Steam releases. Will the avalanche of cack out there negatively affect your game's sales? Probably. Will it be the determining factor in whether your game gets buried? Almost certainly not.

  • @chazlewis8114
    @chazlewis8114 Před rokem +3

    I'd love to see this topic revisited now.

  • @soshspotgames4380
    @soshspotgames4380 Před 5 lety +2

    this was a really interesting talk. it's something that interests me as a gamer because i'm so picky and selective with games I buy and I often wonder what made a developer or publisher go down a certain route, or choose a certain price.
    I have alot of friends and family that are gamers, but since I'm the only female I don't have any way to compare if the way I buy games is somehow different because of that. My dad and brother won't spend money on a new game ever, period, unless someone else they know has gotten quite far in the game and can show what the end-game looks like. I, on the other hand, am the only person I know that will buy games at full price, after only reading/watching a few reviews. I won't usually buy games under $20, since I just assume they must be crappy cheap games to be priced so cheap, and I also won't buy a game that doesn't have footage of gameplay available for me to look at and some kind of reddit or youtube review where I can get a feel for what others think of the game and what the complaints or praises are.
    It was interesting to see some of the steam numbers. On that note though, I don't ever buy games from Steam, and in fact don't even have a Steam account lol.
    After watching this video I went and did some checking and I have 27 games, most of which are PC games, a small handful are for PS3. On average, the games I own cost $40 when I bought them (ranging from $15 in rare cases, going up to $60 in most cases). I'm also more likely to spend more money a game I already own, like buying DLC's and expansions, than I am to buy new games.
    I feel the guys I know that are games are all complete opposite. They tend to only buy games when they're dirt cheap, and as result have 100s of games, and also as a result have loads of games they haven't ever played just lying around collecting dust lol.
    I'm also 34 and make decent money while alot of the guy gamers I know are in their 20s, so not sure if that matters. Also, I tend to only play mmorpgs or other mmos, so that, I think, affects the price quite alot. I wouldn't touch a free to play mmo with a 10 foot pole lol. : /
    If a new mmorpg came out tomorrow and i had never heard of it before (no alpha or early access, etc) but they were charging $50 for it, I would be immediately interested and try to dig up info on it.

  • @ca3ca377
    @ca3ca377 Před 5 lety +5

    250 per month is basically minimal wage where i live. Lmao.

  • @SpeCarmi
    @SpeCarmi Před 5 lety +77

    Really bad talk. The entire point of the talk is the stats but he doesn’t once explain how he arrived at them.
    He says that he removed games that never had a chance, and admits this is subjective, but doesn’t even offer his subjective criteria for determining if a game had no chance.
    He also states: the average games makes X amount a year and can therefore not sustain someone. He then admits that he doesn’t know if people made their games while concurrently working full time. He also makes no indication that he took development time into consideration. If I release a game each week and make $30k each then I’ll do great!
    His numbers might be meaningful, but he hasn’t convinced me.

    • @SpeCarmi
      @SpeCarmi Před 3 lety

      hasith mayanga I wasn’t trying to give a realistic example, the point is that he’s made a large assumption without properly justifying it

  • @helium73
    @helium73 Před 5 lety

    When I click on a genre I like I only find a few games. It's like where are all the games you speak of? From the search results there are only a few games on steam.

  • @desireisfundamental
    @desireisfundamental Před 5 lety +2

    It should be mandatory to have demos for first time publishers on steam. So that people can give feedback and reviews atleast on the demo and then maby buy the full game.

  • @Morpheuos2010
    @Morpheuos2010 Před 5 lety

    your gonna laugh but I just removed steam from my dock haha so any advice on where I should sell my games that I put passion into and should I make it free with in app purchases instead

    • @davecarsley8773
      @davecarsley8773 Před 4 lety +5

      You should learn to use grammar, spelling, and punctuation to properly communicate before you try to sell anything to anyone.

  • @user-tf6ch1oj2m
    @user-tf6ch1oj2m Před 4 lety

    Thank you! Amazing information

  • @Outplayedqt
    @Outplayedqt Před 6 lety +15

    Love the new haircut, Yong

  • @Morpheuos2010
    @Morpheuos2010 Před 5 lety +10

    maybe I should just focus on virtual reality games instead since no one really makes good vr games yet

  • @JCSpringBourne
    @JCSpringBourne Před 6 lety +7

    Where is the "Marketing on a Zero Budget" video.?
    I'm a sole Game Dev, and could need some ideas.

  • @heilong79
    @heilong79 Před 5 lety +1

    I think a lot of games get buried in the pile and lost, just judging a game by its picture or title is all a lot of us have to go on and there has to be a better way to find what is good.

  • @scotshabalam2432
    @scotshabalam2432 Před 5 lety +6

    How is it not hard to believe that 93% of the indie games on Steam are shit and don't sell well?
    That question was rhetorical! I use steam I see all these TERRIBLE indie games that come out all the time, lol.
    I mean this is like complaining about how nobody wants to buy dog-shit cookies. They taste like dog shit! That's why nobody wants them.

    • @killzone110ad
      @killzone110ad Před 5 lety +4

      People complained about the shit because they flood the steam market. 6,000+ games are put on steam a month. Its like finding a diamond in 5 mile wide moutain of shit.

  • @advertslaxxor
    @advertslaxxor Před 6 lety +11

    And I find less than 5 games a month interesting enough to buy.
    A lot of the games released are total garbage. Usually low effort unity marketplace soup. No one should be surprised that those don't sell.

    • @GameFuMaster
      @GameFuMaster Před 4 lety

      wow that's really high. I generally don't find anything interesting in most months.

  • @NickLandry
    @NickLandry Před 5 lety

    15:06 Interesting that RPGs are not showing up at all in the word cloud. I know RPGs require a lot more effort to build compared to most games, so I wonder if that means that new RPGs will get more attention due to the relative rarity.

  • @wipeoutmax
    @wipeoutmax Před 2 lety +4

    Nice talk! Would like to see some updated figures from 2021/2022 and maybe going some more in depth. Maybe an hour or so...
    :)

  • @DisfigurmentOfUs
    @DisfigurmentOfUs Před 2 lety +1

    Exactly the same thing happened to the music industry. It's so easy and cheap these days to write music that supply outweighs the demand.

  • @nikiibarbaro
    @nikiibarbaro Před 6 lety +2

    Games done quick looks different this year?

  • @oopsy444
    @oopsy444 Před 6 lety

    Anyone know of any good marketing companies for pc and console games?

    • @SebastianHaban
      @SebastianHaban Před 6 lety

      oopsy444 Google

    • @oopsy444
      @oopsy444 Před 6 lety +1

      Sebastian Haban
      I know what Google is. Why do think I'm asking here? You know asking people who may have experience with one? I even tried reddit, stack exchange, and other sites. If you don't have something actually useful don't bother saying anything

    • @oopsy444
      @oopsy444 Před 6 lety

      Aluminum Chicken never heard of that marketing company what have they published so far

    • @oopsy444
      @oopsy444 Před 6 lety

      RyanTron coop?

  • @Nauct
    @Nauct Před 6 lety

    Old news, I remember TB talking about this years ago. I do enjoy all the numbers though

    • @davecarsley8773
      @davecarsley8773 Před 4 lety

      TB definitely didn't talk about this years ago-- he couldn't have. That's obvious. Stop being dumb.

  • @jorgeignaciogutierrezdiaz1455

    How I buy games:
    -The game seems interesting, I see the first part of a firstplay or stream
    -The game seems fun, has cool music and ambience
    -The game has something different, something that engages me....unless is aprt of a franchise I do like, then I hope is an evolution and not something completely different
    -I check every platform it is on, where its cheaper and if where its cheaper (usually pc) it has issues
    -I WILL buy almost blindly games that are too good of a deal for their content, I have no issue with 15-20 dollar indies like Shovel knight (first relase), Hollow knight, Celeste, but I do think a lot when a game is 30+ dollars, like a hat in time on switch, I only bought it for the positive reviews and it ended being shit, not even horse shit, the most useless shit, Fish shit.

  • @unleashthedog
    @unleashthedog Před 6 lety

    Not succumb to the race to the bottom in price is something others have tested, I remember an article about App Store where the dev developed a super shitty game with the purpose of ramp the price every time he reached a certain threshold of sales. And worked

  • @dfghj241
    @dfghj241 Před 2 lety +1

    first: what qualified a good game? second is that even taken into account here? by numbers alone we see nothing but an apocalyptic state for indie development, but we must remember that a huge percentage, much higher than only 50%, of these games released every year are unfinished, unpolished and unwanted. thats not to say polished and finished games have a 100% guarantee of seeling minimally, but its not possible that a finished, polished looking game will not sell at all you know. i've found from my own amateur analytics that games with high replayability tend to sell more over time than on release week, and also are easier to sell DLC to.

  • @corriedotdev
    @corriedotdev Před 6 lety

    When you're working on a turn based Apocalypse survival game like age of empires but turned based... And Apocalypse ... Kms

  • @Drecon84
    @Drecon84 Před 6 lety +21

    If the mean and the median are so far apart you probably need a better metric, like categories of games. These numbers are meaningless unless you know what kind of game you're selling I think.

  • @Neceros
    @Neceros Před 5 lety +6

    $30 is the sweet spot for full title releases. I've thought this for 20 years, even when I was paying $90 for a new game on NES.

    • @AN-ou6qu
      @AN-ou6qu Před 3 lety

      Eh, depends on the game. 18-25 is more reasonable if you’re indie.

  • @harney-barrow2036
    @harney-barrow2036 Před 4 lety

    funny thing is that the 'indiepocalypse' annual is still more money than what the OpenSSL developers/maintainers were getting paid for

  • @pulserato5922
    @pulserato5922 Před 4 lety

    I have so much games in my different libraries that i havent even opened since i bought them a few years back for basically nothing. I think im not going to get any more free games now tho.

  • @geniusnextd00r
    @geniusnextd00r Před 5 lety +35

    The amount of uh's and uhm's in this video tho........

    • @captainmcpants
      @captainmcpants Před 5 lety

      01000101 01101011 00100000 01100100 01101001 01101110 01101011 00100000 01110011 01111001 00100000 01110110 01100101 01110010 01110100 01101111 01101110 01101001 01101110 01100111 00100000 01101001 01110011 00100000 00100111 01101110 00100000 01101101 01100101 01110100 01100001 01100110 01101111 01101111 01110010 00100000 01110110 01101001 01110010 00100000 01101000 01101111 01100101 00100000 01101101 01101111 01100101 01101001 01101100 01101001 01101011 00100000 01100100 01101001 01110100 00100000 01101001 01110011 00100000 01101111 01101101 00100000 01110011 01110000 01100101 01101100 01100101 01110100 01101010 01101001 01100101 01110011 00100000 01110100 01100101 00100000 01110110 01101001 01101110 01100100 00100000 01110111 01100001 01110100 00100000 01100100 01101001 01100101 00100000 01101101 01101111 01100101 01101001 01110100 01100101 00100000 01110111 01100101 01110010 01100100 00100000 01101001 01110011 00100000 01110110 01101001 01110010 00100000 01101111 01101110 01110011 00100000 01110100 01111001 01100100 00100000 01101001 01101110 00100000 01100100 01101001 01100101 00100000 01010011 01110100 01100101 01100001 01101101 00100000 01101000 01101111 01101111 01101001 01100010 01100101 01110010 01100111 00101110

    • @tiskolin
      @tiskolin Před 4 lety +2

      @@captainmcpants In normal text: "Ek dink sy vertoning is 'n metafoor vir hoe moeilik dit is om speletjies te vind wat die moeite werd is vir ons tyd in die Steam hooiberg."

    • @iloveturtles9832
      @iloveturtles9832 Před 4 lety

      That sounds like a great idea for a video thanks.

  • @temwangwira3717
    @temwangwira3717 Před 2 lety

    What year is he talking about when he says a year ago

  • @Tentacl
    @Tentacl Před 5 lety +10

    I think devs shy away from gore way too much. I understand this means a game is not for everyone, but cmon, no indie game is mainstream. Also, a lot of shit games use gore as their only draw, but it can really increase the experience of a game if used right and with very good animations. Imagine the original Fallout trilogy without those amazing kill animations. Not the same.

    • @Malus1531
      @Malus1531 Před 5 lety +1

      Yeah like the game Jim Sterling reviewed recently where you dismember yourself and use the parts to solve puzzles. Looked cool.

  • @mischake
    @mischake Před 6 lety

    Love your weird sense of humor

  • @danielduncan6806
    @danielduncan6806 Před 5 lety +4

    I search for the game, I click add to cart, I go to cart, I select purchase and whip out my credit card. That is how we purchase games on Steam.

  • @jma3038
    @jma3038 Před 2 lety

    17:38 Is it me or did he unleash the inner Gru

  • @thabhambhu
    @thabhambhu Před 6 lety +8

    The fullstop is not pronounced as "aaaaaa"

  • @yarden-zamir
    @yarden-zamir Před 3 lety +1

    Am i the only one who thinks there weren't enough numbers?

  • @rvv27
    @rvv27 Před 6 lety +4

    Game industry is a big pile of shit. The only success Mantra. Make the most entertaining game you can.

  • @Yeet42069
    @Yeet42069 Před 6 lety +3

    As a aspiring to be game dev and someone who has been living all his life with games and the market ecosystem behind him I can tell you that its generally not the wisest thing to put all your efforts at joining a indie and trying to develop the next million dollar hit without any funds whatsoever. Obviously you are bound to fail especially when you start out, what you need is a plan B, the best one by far is becoming adept in programming and getting some experience in software development first. You can always pick up modeling/working with ue4 or any other engine as a hobby but if you tried to become a game dev and failed at making your game a hit you can always learn from the experience and resort to plan B for bread on the table.
    You can say what you want but gamers are the best consumers for the type of product you are trying to sell, they actively try to find the right product and generally don't have to much bias for one over the other. If your game is not selling well, its not the platforms or consumerbases's fault, you can either give up and stop or keep going on and learn from the experience while resorting to whatever plan B you have to survive.

    • @itech40
      @itech40 Před 6 lety

      deari900 wdym

    • @Yeet42069
      @Yeet42069 Před 6 lety

      ?? What I just said, don't put all your hopes in a single basket when you aspire to be great in a unstable market. Learn something usefull for other markets so you can always fall back when you need to do so.

    • @itech40
      @itech40 Před 6 lety

      Oh so you mean like be a frontend and a game dev? That's what I'm trying to do :D!

    • @Yeet42069
      @Yeet42069 Před 6 lety

      Oh nice :p, was actually talking about backend to learn some c++ while also being able to program games, but whatever works really. As long as you're not stuck to being a game dev. Gonna start software development myself in a month, will pick up environmental design/modeling as a hobby in ue4/blender/houdini while i'm at it. Rip most of my social life but oh well, gotta make some sacrifices to do the things you love.

    • @itech40
      @itech40 Před 6 lety

      +Deari Good luck and don't forget to spend time with God (if you're religious) and family as well as friends :p!

  • @sirravixfourhorn7681
    @sirravixfourhorn7681 Před 2 lety +2

    x1.25 speed is recommended.

  • @321seb
    @321seb Před 4 lety

    great sense of humour

  • @Levelworm
    @Levelworm Před 4 lety

    I wonder what's the numbers nowadays...

  • @Bizorke
    @Bizorke Před 6 lety +1

    I cried.

  • @joaovmlsilva3509
    @joaovmlsilva3509 Před 2 lety

    " *surprised* visual novels do pretty well"
    Sir, I have bad news for you

  • @gamedino6339
    @gamedino6339 Před 5 lety

    He didn't mention this : does early access make a difference ? and when what, etc.

    • @NoMoreRobots
      @NoMoreRobots Před 5 lety +2

      Hey Game Dino -- I actually did cover this! Jump to 11:11

    • @gamedino6339
      @gamedino6339 Před 5 lety

      @@NoMoreRobots Thank you ! no clue how I missed it. Wish there was more info though.

  • @gamesthatiplay9083
    @gamesthatiplay9083 Před 6 lety +51

    There are plenty of games 3 - 4 years ago with less than 10 reviews. Games that look good and even had money grants to support them, but well utter failures when it came to selling. You have always needed to promote your games.
    As for Early Access, just make the game look good and worth money so people will pay money for it. Early Access is a great way to cultivate reviews too before the launch.
    As someone that digs through games, I assume the $3 and under games are garbage eager to take your money. My friends have argued with me that any game under $10 is garbage. Plus people buy games on sale anyway.

    • @Guru_1092
      @Guru_1092 Před 6 lety +1

      You get what you pay for after all.

    • @ThePC007
      @ThePC007 Před 6 lety +8

      Do you include games that go below $3 during sales when declaring them as garbage? There are a lot of utter masterpieces like Trine, Hotline Miami, Super Meat Boy, Gothic, King's Bounty, The Witcher and Portal that are below the $3 mark right now just to name a few.
      Also, Super Hexagon is $3 and it's amazing if you are into simple hardcore games.
      Also, your friend is missing out on King's Bounty and Hotline Miami. Both are below $10 by default and they are both great.

    • @gamesthatiplay9083
      @gamesthatiplay9083 Před 6 lety

      I didn't know we were talking about "on sale." I assume everything sells when its on sale, so its best to charge higher and know people wait for sales. I don't think my friends would play either King's Bounty or Hotline Miami. They're really into FPS. I'm into a slew of things. You're also right that decade old masterpieces are competing with today's indies.

    • @Dhalin
      @Dhalin Před 6 lety +4

      Terraria is $9.99 and it is usually regarded as a ridiculously awesome game by millions of people. Frequently goes down to $5 or sometimes even less. I myself have put 1,200 hours and people talk about 3k, 5k hours being put into this one game. I mean, 97% of 172,184 people thought it was good enough to recommend. In the last 30 days, 91% of 3,178 people recommended it.

    • @gamesthatiplay9083
      @gamesthatiplay9083 Před 6 lety

      I never cared much for Terraria. It was one of the last games I bought at full price on day 1. Towns was the last game I bought full price on day 1. I was more the Towns target audience than the Terraria target audience.

  • @jerryoverton7037
    @jerryoverton7037 Před 5 lety +7

    The content was interesting and well thought out, but the presenter's "umms" and "ahhhs" were distracting.

  • @averageintelligence6822
    @averageintelligence6822 Před 5 lety +1

    Not trying to be mean to this man or anything but honestly I don't think he's very good at selling games. People don't give a crap when a game came out unless there is hype a game is becoming an asset like videos on youtube that will continually build revenue and need to be continually sold and pushed for two to three years a good example of this is skyrim their sales department knows how to sell a product. We see this kind of stuff alot in the retail business people don't really want the newest thing they want an experience that's for them on their time and their needs.

  • @Bozothcow
    @Bozothcow Před 5 lety +2

    9:00 Subjective :3

  • @enkiimuto1041
    @enkiimuto1041 Před 6 lety

    You gotta trust the numbers from a guy that looks like the guy from the Iron Bank

  • @konseyy
    @konseyy Před 5 lety +1

    i love incredibly objective things

  • @Cabedoce112
    @Cabedoce112 Před 5 lety

    Great content just need to be more confident when delivering it !

  • @Zorro9129
    @Zorro9129 Před 9 měsíci

    Those figures about the percentage of game failures is interesting. It fits in perfectly with Sturgeon's Law. I'm of the mind that games are an art form and the art market is extremely fickle. Other art genres tend to be affected much more extremely, but generally speaking a few artists do extremely well, a few more find niche or cult followings, and the vast majority go completely unknown. Some of this is down to quality but a lot is sheer luck. There are also fads which affect sale figures; see for example how "survival crafting" was the biggest genre at the time of the talk. There are generally a few trend-setters that take most of the market and a ton of copycats trying to gobble up what's left.

  • @Xeinok
    @Xeinok Před 6 lety +89

    The huge huge majority of these games are achievement spam made by Russian/Eastern European 1-man and small teams hoping to score a quick buck off of an asset flip really. It's kinda polluting the data.

    • @casinowilhelm
      @casinowilhelm Před 6 lety +12

      he did mention that

    • @Luxalpa
      @Luxalpa Před 5 lety +9

      did you even watch the video?

    • @Najebanski
      @Najebanski Před 5 lety +4

      blame the Slav... smh

    • @username-wu3rk2aj4n
      @username-wu3rk2aj4n Před 5 lety +5

      klnpd except he's not wrong.

    • @ZarkowsWorld
      @ZarkowsWorld Před 5 lety +3

      klnpd >> The majority if the 'studios' banned by Steam the past year is out of Eastern Europe, with the absolute biggest slice from Russia.

  • @robinhorst706
    @robinhorst706 Před 4 lety

    This guy is the Taika Waititi of game development.

  • @georgelacny8833
    @georgelacny8833 Před 2 lety +2

    He says "uhhhh" sooooooo much