• Spedwell@lemmy.world
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    7 months ago

    I was under the impression that the policy required a game’s price to be the same on all marketplaces, even if it’s not a steam key being purchased. I.e. a $60 game on steam must sell for $60 off-platform, including on the publisher’s own launcher.

    I just went to double check my interpretation, but the case brief by Mason LLP’s site doesn’t really specify.

    If it only applies to steam keys, as you say, then I agree they don’t really have a case since it’s Steam that must supply distribution and other services.

    But, if the policy applies to independent marketplaces, then it should be obvious that it is anticompetitive. The price on every platform is driven up to compensate for Steam’s 30% fees, even if that particular platform doesn’t attempt to provide services equivalent to Steam.

    • Rose@lemmy.world
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      7 months ago

      According to a Valve quote from the complaint (p. 55), it applies to everything:

      In response to one inquiry from a game publisher, in another example, Valve explained: “We basically see any selling of the game on PC, Steam key or not, as a part of the same shared PC market- so even if you weren’t using Steam keys, we’d just choose to stop selling a game if it was always running discounts of 75% off on one store but 50% off on ours. . . .”

        • Maalus@lemmy.world
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          7 months ago

          Does it though? It seems like Valve is targetting the fact, that you can’t run the same game on a different platform for different amounts. So if Valve gets 30%, and some other store gets less, then they ask you to not run it cheaper. I.e. you can’t sell on both stores for $40, and then set a permanent -30% sale there.

          • Sparking@lemm.ee
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            7 months ago

            What right does valve have to discriminate against devs and publishers who are selling their game on other platforms? They have to compete for their business, not punish them for having a game that is more successful on another store that gives a higher revenue cut to the dev and a lower price to the customer.