This will probably shock and surprise nobody. But for games that are sold as products (instead of as services, like an MMO), Steamís pretty much the 800 lb gorilla. If submitting and selling games via Steam was as simple as selling a game via Google Play or the App Store, thatíd be one thing. You just do it. So long as your title adheres to some minimal standards, no problem. But instead, thereís the massive high-school student council election popularity contest where your game has to compete with vaporware marvels that promise the world.
But hey, after spending all that time and money generating support to get the Greenlight votes, who has anything left to actually finish a game?
As it currently existsÖ Steam is simultaneously enabling PC gaming on one hand, and choking the life out of it on the other. If I want to make a PC game, but I canít guarantee a spot on Steam, itís getting to the point where I would be very reluctant (as an actual business trying to survive making games) to do anything without some kind of prior blessing from the gods of Steam. This puts us in EXACTLY the same place we were in the bad olí days of the publishers dominating the landscape. This is exactly what the indie movement was trying to avoid. We didnít intend to sacrifice a consortium of overlords for one big (if usually benevolent) overlord.