Otherwise he's doing an obviously bad read of the Steamworks Documentation and promoting "what if" scenarios that don't exist. If he truly knows about a parity clause, he should speak more definitively about it. Granted this is a comparison between games on PC and mobile, but they're still the same games. But if it is truly as unclear as he says, just ask Steam for more clarity?Īnd in case he's talking about games selling on other platforms. This is the easiest conclusion to reach from reading the documentations, yet it's somehow painted as something difficult to understand. Otherwise everyone would just buy elsewhere while we still carry the burden of hosting the game on our servers, downloads, reviews, communities, etc. If you frequently discount at 80% elsewhere while the steepest discount is only 50% on our store, that's the same thing. If you generate keys to sell on your own, don't permanently price them $10 at your own store or other stores while selling them for $15 on Steam. If I didn't know any better, basically what Steam wants is: We allow you to generate keys for free. Big price difference yet this difference is fairly standard for newly released games on Steam. Just take a look at /r/gamedeals or to look at sales from legitimate stores.įor example, according to isthereanydeal, the lowest key price for Resident Evil 2 is $44.88 at 25% off. > - It's OK to run a discount on different stores at different times as long as you plan to give a comparable offer to Steam customers within a reasonable amount of time.Īnyone who spends the smallest of efforts to look for Steam key deals are most likely aware of the multitude of storefronts who frequently price Steam keys lower than those sold on Steam. It is important that you don't give Steam customers a worse deal. > - You should use keys to sell your game on other stores in a similar way to how you sell your game on Steam. Maybe he should try asking someone working on Steam? Simple thing to do, no?Īnd according to the Steamworks Documentation, for Steam keys, it says: It's even stranger since Epic sells games on Steam, so they should at least know something from their Steam agreement about this. What each private Steam agreement with developers require is not generally know.įrom that statement, I'm not sure if he has actually heard from developers about Steam forcing them to maintain price parity across stores. Valve’s public docs say temporary sales elsewhere are fine but they expect overall price parity on Steam keys. >The situation with price parity expectations on Steam is not transparent. For example, you can play the popular indie game Mini Metro on a virtual big screen, so you have more space to view and plan your own intricate public transit system. Finally, we're introducing the capability to open any smartphone Android app on your Daydream device, so you can use your favorite games, tools and more in VR.Imagine, for example, an interior designer being able to plan a new layout for a room by adding virtual chairs, tables and decorations on top of the actual space. The combination of see-through mode and the Mirage Solo's tracking technology also opens up the door for developers to blend the digital and physical worlds in new ways by building Augmented Reality (AR) prototypes.We're excited about this approach because it can reduce the need for expensive hardware and make 6DoF experiences more accessible to more people. ![]() Instead of using expensive external cameras and sensors that have to be carefully calibrated, our system uses machine learning and off-the-shelf parts to accurately estimate the 3D position and orientation of the controllers. We've also created experimental 6DoF controllers that use a unique optical tracking system to help developers start building with 6DoF features on the Mirage Solo.But this definitely makes Daydream a much more appealing platform and opens up AR experiences. ![]() I hope OEMs can make some cheaper standalone headsets cause 400 for the Mirage Solo is just crazy when you can get an Oculus Rift for that much.
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