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本帖最后由 kirassss 于 2017-2-11 05:18 PM 编辑
Valve Ending Steam Greenlight, Replacing It With Steam Direct
取消Steam绿光系统 并公布旗下取代系统Steam Direct!
V社在2012年推出的Steam绿光系统(Greenlight)是一个可以帮助小型游戏开发者在Steam平台上正式发售游戏的玩家推举系统。游戏开发者可以把自己的游戏作品通过相关页面展示给玩家,让玩家自己投票选择是否支持这款游戏。游戏一旦获得相应玩家的支持,V社就会联系游戏开发者并开始准备相关的正式登陆及发售计划。
但在近期V社宣布其将取消绿光计划,并在今年春天推出替代系统Steam Direct。绿光计划在推出的4年之间已经帮助了大量游戏在Steam平台正式发售,这也极大促进了独立游戏在PC平台的发展。据国外媒体Polygon报道,单单在去年就有超过4000款游戏通过绿光正式在Steam平台发售。
据相关消息,新推出的Steam Direct将不再有之前绿光上的受欢迎度投票系统。游戏开发者现在只需要填写相应的表格、提交游戏的兼容性测试并在支付相关的费用之后就可以让游戏登陆Steam平台了。
但新系统相关的费用可能还是存在争议的。在原本的绿光系统下,开发者只要一次性支付100美元就可以在绿光中不论数量地推出游戏作品。但是即将新上线的Steam Direct将按照开发者推出的项目数量收费。同时V社表示相关的费用可能将高于100美元。
推出Steam Direct是为了让努力且有天赋的开发者推出他们很棒的游戏和消除大量有质量问题的游戏。新制度将在两者之间取得平衡。同时V社也表示目前玩家参与绿光系统的投票在近几年正在减少,特别是现在发现一款游戏的渠道正在变得越来越多。同时之前的绿光系统也让很多优秀游戏面临很大的不确定性。
另外Steam上的抢先体验游戏(Early Access,即开发者可以在Steam上发售还没有完全制作完成的游戏)相关的上线规则不会受到这项计划的影响。
最后V社将在近期与独有游戏开发者就相关问题进行讨论,特别是相关的收费问题。同时近期G胖也将在近期接受外媒的采访。
Evolving Steam
When we consider any new features or changes for Steam, our primary goal is to make customers happy. We measure that happiness by how well we are able to connect customers with great content. We’ve come to realize that in order to serve this goal we needed to move away from a small group of people here at Valve trying to predict which games would appeal to vastly different groups of customers.
Thus, over Steam’s 13-year history, we have gradually moved from a tightly curated store to a more direct distribution model. In the coming months, we are planning to take the next step in this process by removing the largest remaining obstacle to having a direct path, Greenlight. Our goal is to provide developers and publishers with a more direct publishing path and ultimately connect gamers with even more great content.
What we learned from Greenlight
After the launch of Steam Greenlight, we realized that it was a useful stepping stone for moving to a more direct distribution system, but it still left us short of that goal. Along the way, it helped us lower the barrier to publishing for many developers while delivering many great new games to Steam. There are now over 100 Greenlight titles that have made at least $1 Million each, and many of those would likely not have been published in the old, heavily curated Steam store.
These unforeseen successes made it abundantly clear that there are many different audiences on Steam, each looking for a different experience. For example, we see some people that sink thousands of hours into one or two games, while others purchase dozens of titles each year and play portions of each. Some customers are really excited about 4X strategy games, while others just buy visual novels.
Greenlight also exposed two key problems we still needed to address: improving the entire pipeline for bringing new content to Steam and finding more ways to connect customers with the types of content they wanted.
To solve these problems a lot of work was done behind the scenes, where we overhauled the developer publishing tools in Steamworks to help developers get closer to their customers. Other work has been much more visible, such as the Discovery Updates and the introduction of features like user reviews, discovery queues, user tags, streamlined refunds, and Steam Curators.
These improvements have allowed more developers to publish their games and connect with relevant gamers on Steam. One of the clearest metrics is that the average time customers spend playing games on Steam has steadily increased since the first Discovery Update. Over the same time period, the average number of titles purchased on Steam by individual customers has doubled. Both of these data points suggest that we’re achieving our goal of helping users find more games that they enjoy playing. (You can read a more detailed analysis of our recent updates here.
A better path for digital distribution
The next step in these improvements is to establish a new direct sign-up system for developers to put their games on Steam. This new path, which we’re calling “Steam Direct,” is targeted for Spring 2017 and will replace Steam Greenlight. We will ask new developers to complete a set of digital paperwork, personal or company verification, and tax documents similar to the process of applying for a bank account. Once set up, developers will pay a recoupable application fee for each new title they wish to distribute, which is intended to decrease the noise in the submission pipeline.
While we have invested heavily in our content pipeline and personalized store, we’re still debating the publishing fee for Steam Direct. We talked to several developers and studios about an appropriate fee, and they gave us a range of responses from as low as $100 to as high as $5,000. There are pros and cons at either end of the spectrum, so we’d like to gather more feedback before settling on a number.
Just the beginning
We want to make sure Steam is a welcoming environment for all developers who are serious about treating customers fairly and making quality gaming experiences. The updates we’ve made over the past few years have been paving the way for improvements to how new titles get on to Steam, and Steam Direct represents just one more step in our ongoing process of making Steam better.
We intend to keep iterating on Steam’s shopping experience, the content pipeline and everything in between.
As we prepare to make these changes, we welcome your feedback and input on this and any other Steam issues. As always, we'll continue to read the community's discussions throughout the Steam forums and the web at large, and we look forward to hearing your thoughts.
steamcommunity.com |
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