Because investors/VC can't buy in on it, so no trying to inflate the valuation.
I'm not much of a video game player, but Valve seems to have millions of loyal, paying customers. Given that and their history of direct financial success (i.e., not just popularity with developers), $7.7B really doesn't seem so bad.
That's pretty much the point. It doesn't matter whether it's a GOOD plan. In a sense it matters much more that it's an evil plan, because that would hurt everybody else more and lead to more capital accumulation and return on investment.
Sometimes these things aren't that complicated. Whether the company's beneficial in other ways is a much more difficult question. Valuation isn't: valuation is more or less a gamble on how much the company can crush everybody else.
Given the size of the PC gaming market and the ubiquity of Steam you would think they have >>$1B in revenue though, which makes $7.7B a pretty conservative multiple.
This source says PC gaming is ~$30B, so $1-5B in revenue seems reasonable for Steam: https://www.globenewswire.com/en/news-release/2022/05/23/244...
There are all kinds of factors at play here, none of which I have any concrete data on.
First up, there are probably way more console users than pc users. However, a percentage (not a majority, but certainly significant) of those would be kids whose parents buy them one or two games a year.
OTOH, PC gamers tend to have more disposable income (based on the fact that they have at least a pretty decent PC). Plus, steam sales come up all the time and lots of PC gamers have massive libraries of games they bought cheap and never played.
All of these (sometimes conflicting) factors make it hard to tell who spends more.
Especially once we take into account that the "1060" is actually a merging of multiple 1060 SKUs (including mobile) with pretty different performance
I'm not talking about the people buying i7s and 4090s. 100% agree they are a tiny minority. I'm talking about the same modest setups you are.
Even a 1060 (or it's modern equivalent) with an i3 and a 24 inch 1080p panel is more expensive than a PS5/Xbox. And I think it's becoming increasing rare for a family to have a desktop pc unless it's for gaming.
> OTOH, PC gamers tend to have more disposable income (based on the fact that they have at least a pretty decent PC).
If we're talking about on average it's probably the exact reverse of this. I'd be surprised if more than 25% of Steam users were in North America. Not because Steam isn't huge in NA, but because getting a console and games is way harder in most other countries than running what you can on the family PC.
For example (at least before the sanctions) Russia makes up the largest portion of CS:GO and DOTA2 players. At least for DOTA2 it's more then double the number of American players.
i bet without cs and dota steams revenue per user has been in decline over the past 5 years as money moves from paid libraries to paid addons in free games
From the link I posted above.
It says a lot about how large valves market share is that they can take such a large cut and publishers will still sell there. Plenty have tried to release alternative clients without mixed success
Why then install an alternative client?
Source: I tried to compete with steam once. Tech was better. Nobody cared.
Remote Play is fun on games that support it.
And it runs on osx, linux and windows.
And then theres Broadcasting, chat. Its a heavily featured launcher, and offers way more than some of the alternatives out there.
I had all the same gripes you do, believe me. I face similar issues with Steam. Nonetheless, people don't care. It works well enough.
Activision was just bought for nearly 10x as much, IIRC.
Of Valve's 8~ billion revenue they gross only 15-30% of that while Epic has far higher margins on their ~6 billion revenue.
So four games like Fortnite make more. There are a lot of games on Steam.