Fw: [新闻] Steam 8成游戏发售头2周收入不到五千美金

楼主: wizardfizban (疯法师)   2020-04-09 11:29:09
Ars analysis: ~80% of Steam games earn under $5K in first two weeks
https://tinyurl.com/thehvlt
It has been roughly two years now since Valve shut off the source of Steam
Spy's huge, randomly sampled sales estimates and promised a "more accurate
and more useful" replacement to come. We got our first glimpse of what that
replacement might entail today, as Valve gave a rare glimpse into its
treasure trove of aggregate sales data across thousands of PC games.
The blog post sharing that data correctly points out that the raw number of
games finding some minimum level of sales success on Steam has increased
vastly since 2012 (when Valve launched Steam Greenlight and loosened its
tight control of what games could appear on the storefront). But Valve's
selective view of the data leaves out a huge mass of games that make less
than $5,000 in their first two weeks on Steam's virtual shelves. An Ars
analysis finds those titles have made up the vast majority of Steam releases
for the last five years.
Filling in the holes
To get at that data for the charts above, we started with the graphs Valve
itself provided in its blog post today. These lay out the number of games
making over $5,000, $10,000, $50,000, $100,000, and $250,000 in their first
two weeks, respectively, by release year. I used photo editing software to
measure and convert the bars in those graphs into raw numbers, but the actual
numbers may be off by a fraction of a percentage point from Valve's internal
benchmarks (we didn't decipher the graphs for 2005 and 2006, when the total
number of Steam releases was too small to draw much meaningful data).
We then compared those numbers to the total number of Steam releases for each
year, as collected by Steam Spy (I removed non-game software and free-to-play
games from consideration, as Valve did in its data). Using that, we were able
to figure out the one number that Valve pointedly failed to mention for all
of these years: the games making less than $5,000 in that two-week launch
period.
As you can see in Fig. 3, this lowest tier of sales made up well under half
of all Steam releases through 2014, a year when Steam still saw less than
1,400 total games hit the storefront. By 2015, though, the raw number of
releases had ballooned to over 2,300, and our data shows that increase came
almost entirely from games that were struggling to make any significant sales
impact at launch.
Aurich Lawson
Since 2015, both the annual growth rate in Steam releases and the proportion
of those releases that struggled at launch continued to increase
exponentially, before leveling off in 2019. At this point, though, the ratio
of Steam releases that can't hit $5,000 in initial sales has hovered around
80 percent for the last three years.
As Valve acknowledges in its blog post, these launch window revenue cutoffs
are somewhat arbitrary. A game that makes $4,000 in a couple of weeks could
be considered a huge success for a hobbyist programmer just getting their
solo start. Initial sales also don't always capture the full picture for
games that may find success long after launch, as well.
But Valve also points out that "most recent games earning around $10,000 in
the first two weeks earned between $20,000 and $60,000 over the course of 12
months following release." Convert that to an annual revenue number for a
struggling indie developer, and you can see how launch window sales of under
$5,000 can easily be considered a commercial failure (though the calculus
changes if a developer can crank out multiple games per year or keep sales
steady for a multi-year period).
What does it mean?
There are two ways to look at these numbers. The first, which Valve focuses
on in its blog post, is the raw number of games in those "high initial
revenue" groupings (i.e. above $5,000). As you can see in Fig. 2 (and below),
the number of such titles generally rose slowly after Steam launched,
absolutely exploded in 2014 amid looser Steam Greenlight standards, and
continued to rise from that expanded number since then. Many more total games
are quickly finding a significant audience on Steam than ever before, and
Valve can rightly feel good about that.
But even as the number of successes on Steam has increased, the number of
failures has increased even more, both on an absolute and relative basis. For
developers, that means just getting a game on Steam isn't anything close to a
guarantee of being able to find a significant audience these days. For
players, that means sifting through Steam storefront listings full of a lot
of crap that apparently very few people want to buy.
Valve is constantly tinkering with its "discovery" algorithms to help with
both sides of this equation, and those algorithms do the best they can to
direct deserving games to their deserving audiences. But on a platform with
increasingly hands-off submission guidelines and dozens of games launching
every day, there are inevitably going to be a lot of losers in Steam's sales
lottery.
There are signs that things are improving, though. As Valve points out in its
blog post, the proportion of games reaching that $10,000 initial sales
milestone ticked up 11 percent from 2018 to 2019, slightly reducing the
"failure rate" for a generic Steam release in the last year. And the average
initial earnings for Steam games increased from 2018 to 2019 at all but the
lowest percentile levels.
Those numbers suggest that quality games are starting to find even larger
audiences on Steam these days, while weaker titles are proving even less
lucrative. That doesn't mean we'll be getting back to the relative "all
killer no filler" world of early Steam any time soon, but maybe we're
starting to get a little closer with each passing year.
Listing image by Getty / Aurich Lawson
====
这数据说真的完全不让人意外。
这只是再次证明了以前有人讨论过的几个论点。
一、Steam的主要收入来自3A级大作的抽成,其它的能给Steam的收益不高。
二、游戏业的竞争越来越激烈,而Steam能给于的帮助也很有限。游戏数量越来越多,不可
能每个都能被玩家注意到,Steam的广告位也就那些。
另外这新闻其实也忽视了一件事。
那就是Steam上其实不少低成本的简单游戏,这些游戏能卖到五千美金都能回本了。
作者: mercuries2 (chi)   2020-04-09 11:32:00
就是独立游戏太多了,不是每款都能得到关爱的眼光独立游戏普遍又单价低
作者: Korsechi (laus)   2020-04-09 11:36:00
以前一堆烂制小游戏上架 现在有条件管制有好一点
作者: hduek153 (专业打酱油)   2020-04-09 11:46:00
有一堆跟以前网页游戏87%像的 正常吧
作者: symeng (阿咩咩)   2020-04-09 12:09:00
不少独立游戏要靠口耳相传或网络评价,像overcooked也不是一上市立刻热卖
作者: horard (诚)   2020-04-09 12:21:00
太多游戏基本上没有名气都很难卖
作者: AricFeng (AricFeng)   2020-04-09 12:24:00
一堆随便做做放上去的game,这数量很正常吧
作者: yuehxian (弦来无事)   2020-04-09 12:39:00
有些还没完成就拿出来卖
作者: ab4daa (nooooooooooooooooooo)   2020-04-09 12:43:00
正常 现在门槛低了 我隔壁阿妈的狗都在做游戏只是最后的产品品质还是要靠真功夫 or $$$$$
作者: WuDhar (was eliminated)   2020-04-09 12:51:00
大家时间都嘛有限,没人推荐谁这么无聊去踩雷
作者: tindy (tindy)   2020-04-09 12:58:00
太多粪game也会压缩到普作
作者: leo19981 (sleepless in vancouver)   2020-04-09 13:06:00
大家都在等特价再买
作者: CW4 (i like webber)   2020-04-09 13:08:00
艺术品跟音乐还不是这样
作者: katana89 (月月火水木金金)   2020-04-09 13:19:00
没steam 那些游戏也只能做成网页游戏给平台去赚广告流量87%只会赚更少
作者: Allenk (Haozhen)   2020-04-09 13:39:00
正常啊 像我这种没打折就不买的 他发售前两周怎赚钱
作者: MEVIUS (七星)   2020-04-09 13:52:00
独立游戏粗制滥造的太多
作者: bearching (Pandora`s Box)   2020-04-09 13:52:00
虽然说大家在等特价,但像是只狼没有太多特价的游戏,已经全破的人也不在少数
作者: cul287 (希悠)   2020-04-09 14:06:00
粪game太多....
作者: becausemusic (亮黑色)   2020-04-09 14:11:00
帕累托法则 2成的人掌控世界8成的财富 8成的收入来自2成的消费者 8成的总销量来自2成的商品
作者: enthpzd (DDTY)   2020-04-09 14:32:00
还敢讲,一堆3A结果推出半成品缩水品玩家还是照买,真香
作者: bestpika (飞影‧忌子)   2020-04-09 14:41:00
然后 Steam 上面超过八成都是低成本的便宜游戏便宜游戏要卖到 5000 镁难度很高啊 XD他还不如去算每款游戏在首两周可以卖出多少然后这也没计有在其他平台卖的吧
作者: r85270607 (DooMguy)   2020-04-09 14:43:00
数量变多了 首两周就容易被分掉加上不少游走争议的操作手法 比如以前常有一直霸占近期上市但 玩家社群之间口耳相传 好的独立作品依然有出头的机会
作者: chenpfu0394 (monkey)   2020-04-09 14:47:00
平常看到那些本来就是冰山一角啊 不过连那些比较知名的买了都不一定会想玩了..
作者: THKLuga (流河涛)   2020-04-09 16:03:00
这不废话,我自己做的APP上架,两周才11人安装,不是什么游戏都是大作广告打很多的
作者: SecondRun (雨夜琴声)   2020-04-09 16:09:00
拿来送都不想装的粪G那么多 不意外吧
作者: wow1991512 (卡比兽也太可爱了)   2020-04-09 16:17:00
太多半成品 就丢出来 让买的人抓漏洞 工作室再去修改
作者: cress0128 (普渡慈航)   2020-04-09 16:26:00
.............拼图是能赚多少
作者: haseo00 (GU)   2020-04-09 18:20:00
一堆粪G,能卖出去就偷笑了
作者: felixr0123 (felixr0123)   2020-04-09 18:42:00
太多云玩家啊
作者: tindy (tindy)   2020-04-09 19:39:00
手游有统计,9成以上的资金掌握在前5%的公司粪game太多应该就不符合82了
作者: ddavid (谎言接线生)   2020-04-10 09:41:00
目前有不少跟电脑相关的数据会偏离80/20 rule,变成90/10甚至95/5,像Youtube影片前3%频道就占有90%左右的观看数量,以影片为单位则是前5%就占有95%观看数量因为牵扯到电脑科技,快速传播、复制跟低成本仿造都比实体世界简单,分母很容易就冲高而脱离80/20 rule一堆低成本小游戏(未必不好玩或没价值,只论制作成本)换套图片就当作一个低价新游戏又上架,总游戏量就冲高了
作者: lpdpCossette (科赛特)   2020-04-10 12:24:00
那些游戏就没有想要大卖的意图啊 加减作爽的而已xd然后独立本来就拼长销要拼短销要付出很大的宣传成本

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