1/3/2024 0 Comments Kerbal space program ps4 buyThere are also a lot of people out there who will be hesitant about putting in their payment details with your web site. That kind of exposure honestly is worth the cut that Steam will take. If you put a game like KSP2 on Steam, it will be on the front page for a couple of weeks. In general, marketing costs start at half of your total publishing costs and go up from there. No, I would say it's all about visibility, marketing, and ease of access. It's not free, but for a large title, can be had for way less than 30% of revenue. A game dev team might not have internal experts on this sort of stuff, but like I said, it's easy to outsource. I'm glossing over some details like taxes and having end points for launcher to check for updates, but it's a solved problem in web development. Store like that is cheap to maintain and wouldn't be expensive to outsource the development on. If you go with almost any sort of canned DRM solution, it will have an option for verifying license via a token, so you just need to set up a simple database for licenses and a store front that can take cc payments, say, via Stripe. I don't think they even need to go through Steam Direct.Īs for setting up your own distribution, it's not that expensive anymore, even if you pay for cloud hosting. With Steam Direct none of that is needed and, even putting aside the visibility Steam brings, I don't know if a small studio would gain anything in distributing their game digitally directly, costs for servers and customer support are not low and I suspect they could even be higher than that "30% Steam tax". I think, that's the most reasonable way to handle all of this. I just hope T2/PD are transparent about the fact that the game will not play as well on PS4/XB1 and make sure people get free upgrade whenever they do jump consoles. It's a question of whether you release for current gen or not, and financially, it makes sense to release. Some of the optimizations they basically have to get in to make KSP2 work across the board will also help mitigate these problems on current generation of consoles.īottom line, yeah, performance on current gen will suck, but you aren't going to help that without completely rebuilding the core of the game, and Intercept doesn't have enough resources for that. Really, the only limitation is going to be that threshold for ship size and number of ships your system can handle before losing frames is going to be a lot lower. The other part is that, again, because it's Unity and because current gen has more than enough horse power to handle rendering in KSP2, you don't have to worry about the console release being full of bugs and glitches. It's Unity, so the game will either do fine on consoles or it won't. Thing is, though, that they aren't shipping on bespoke engine that they have to somehow squeeze onto current gen. And all you have to do to not muck up that launch is basically have a good UI team. Yeah, performance won't match up to high end PCs, but it will be better than what some people are intending to play KSP2 on PCs. (I'll keep calling it next gen until you can actually go to a store and buy a PS5/XBSX.) There's no reason not to release on these. Not by a long shot.Ĭonsole release is in the same category. Yes, you'll get to keep more of your revenue with direct sales, but it's not going to make up for lost volume. Especially when your game runs on Unity and platform you're talking about is Steam. You don't want to waste a good release hype by not having the game available on a platform where most people will expect to find it. That's like leaving piles of money on the floor. First direct download then on STEAM download.
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