• 5 Posts
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Joined 1 year ago
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Cake day: June 9th, 2023

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  • Yeah, they claim it’s because of ‘local distributors’ to that region not giving them the subtitles, but I know, for example, that Korean movies are 99.5% always released on DVD, even in Korea with English subtitles. Yet in Korea, half the Korean content wouldn’t have English subtitles, yet in other markets it did. Ironic that my spouse and I find it easier to consume Korean content outside of Korea than inside Korea.

    You see this on youtube as well. Inside Korea a lot of movies are available through youtube with Korean subtitles embedded on them. They’re cheap too, Often you can get new movies for under $5 (purchased, not rented), older ones can often be around $1. Same movie in another country, no subtitle, or certainly not Korean subtitles. Youtube has native subtitle support and they don’t use it. At least we can VPN into Korean youtube and purchase things.

    Amazon is bad for it. If you go into a show and look at the subtitles some of them are clickable. Meaning it searches by that subtitle language to show you more content that has that language as a subtitle. Problem is their subtitles are regional and they don’t filter based on region. So when you search for Korean you might get 100 results with less than 30% actually having Korean subtitles. But they return the result because they have Korean subtitles in another region. My guess is in the US or Japan as Korea does not have it’s own Amazon region since they don’t operate there.

    Disney plays its own games. Extraordinary season 2 is missing most of the Asian subtitles that were available for season 1. So we can’t pick that up even though we enjoyed season 1.

    Being a multicultural family and trying to consume content legitimately is exhausting to be honest.


  • The worst part is when they geo-block accessibility. Netflix likes to make subtitles regional. In their mind no one ever moves to another part of the world to a country where they aren’t 100% fluent in the language. Doesn’t happen. I’m assuming their execs don’t hire any staff in their mansions that aren’t completely bilingual. You compare this to something like Disney and Apple who have a subtitle list a mile long on every show, Netflix will just heavily region restrict and even restrict subtitle availability by profile language. Lived in Korea, on my english profile Korean subtitles were available. A month after moving to an English speaking country, Korean subtitles disappeared from my profile (on the android TV app, they’re still there in Desktop view, sometimes). A korean profile on the same android TV app? Korean is a choice. Their android TV app just cuts off several subtitle options for no reason.


  • Nothing stops a private company from becoming shitty. They still enjoy profit. Valve isn’t your friend, despite whatever image they try to project.

    Approaching this from a developer point of view, let’s talk about how Valve has changed and what they do.

    Many people will point to how Steam removed Greenlight and made it easy for indie developer to just put out whatever they wanted. The problem is Valve tends to treat indie developers like the dirt on their shoe and let well known devs skate on their requirements and policies. A lot of people don’t know that one of Valve’s requirements for screenshots is that they be of actual gameplay. I can’t count the number of store pages I’ve seen for unreleased games from well known studios that contain screenshots, or are entirely made up of screenshots, that clearly aren’t gameplay. Things that are either cinematic shots, or simply from angles that wouldn’t allow any gameplay at all, etc.

    Meanwhile indie devs get their pages and games rejected for absolutely trivial reasons. A couple of great things I can highlight is them rejecting some library assets because ‘the UI can be seen’. The library assets were generated from screenshots using Unreal’s Hires screenshot tool. It’s incapable of capturing the UI. That’s kind of its thing. Another rejection came from them saying ‘You claimed the game has full gamepad support, but when we tried it in local multiplayer the first player had to use the keyboard and mouse while the second player used a gamepad’. I sent them back a screenshot of the start button which had a checkbox beside it which said: “First player uses keyboard and mouse”, because I wanted people to be able to play local multiplayer even if they only had a single gamepad. I could give a dozen more examples of absolute nonsense from Steam support in getting that game released, but it was was all of that type. Their support is inconsistent and abysmal.

    Most recently trying to get taxes figured out with them because I moved from one country to another. I went back and forth with them went through a bunch of steps only to be finally told ‘oh we can’t actually update your account fully to the new country, you’ll have to make a new account for the new country with the new business information’. So I did that, but oh… the only way to do that was to buy an app credit. And I’d already bought the app credit on the original account because it was supposed to work. Took 2 more days of back and forth before they’d let me transfer that to the other account.

    Steams in-game purchase support is laughable. Yes they technically have it. But as a developer, it makes no sense to use it. They take 30% to do nothing more than maintain a transaction record. You still need to keep a server on your own that matches that transaction to unlocked content the user has. Looking at that, we questioned why even use Steam for that? We now have a system set up on our own website where players can purchase things, we use a payment processor that only costs like 3%, and now players have a completely portable DLC account. When we release on other platforms later, players can just use the same content they’ve already bought.

    From a consumer point of view. There are things they do, that I don’t particularly like. The trashy meme ‘curators’ they tried to shove down our throat for the longest time. Trying to label any concentrated negative reviews a ‘review bomb’ regardless of whether or not it was related to legitimate criticism of the game, the march towards mediocrity with the sales.

    But they gave us refunds! Only because it started as a legal issue in one place and it was just easier for them to just roll that out worldwide with the absolute bare minimum of effort.

    There is no way you could look at the state of Valve sales in the early 2010s, compare them to now and think that they haven’t gotten shittier. They used to be an event. The flash sales kept people coming back all the time, they had things going on on the website, the scavenger hunts, the mini games, etc. But they can’t have refunds and flash sales at the same time! Sure they can. You’re entitled to a refund. There is no law requiring they sell you a game over and over again. Absolutely nothing prevents them from saying ‘If you refund a game during this sale, you can’t buy it again until the sale is over’.

    People were engaged. now the Steam sale is just ‘meh’. This hurts developers as well. Especially smaller developers. People flood the website the first hour of the sale, check what’s on sale, and then put the sale out of their mind for the next 2 weeks until its over. Because it never changes. Smaller devs greatly benefited from the high engagement and the ‘event’ of the sale. Users kept coming back. The more they come back the greater the chance there was that some of them might come across your game.




  • This is what Steam takes 30% for. Legitimate indie companies submit games and some jobsworth continually rejects it because of incredibly asinine trivial stuff like a word being out of place or literally made up stuff that isn’t even real meanwhile companies like this just carry on.

    Steam literally has a policy in place that once you pass approval, you can do whatever you want. Why even make them pass approval if they can immediately change it to something that violates their ‘standards’?











  • If you sell steam keys through your site you can’t charge less than the steam price. In order to sell it cheaper on their site, it would have to be a non-steam version and they’d have to serve up the files themselves. If it’s a multiplayer game it wouldn’t be compatible, they’d need to switch to EOS or something else. realistically speak, developers could probably charge a bit less by providing that their own. it doesn’t cost 30% to serve up the files and process some payments.


  • Steams cut off that, at just the $3 million mark, is $450 million. This is $900,000 per game.

    People wonder why other companies wanted to make their own launchers. They leave millions on the table by having steam ‘handle’ things.

    This is also why Valve isn’t that inclined to pump out tons of new games.

    A game like Palworld, which as of 3 weeks ago, has sold 12 million copies would end up making Valve somewhere in the neighbourhood of $72 million as of the end of January.




  • No it doesn’t. Social media sites that have moderators really need to take a stand about clickbait garbage headlines like this. It’s like getting a free t-shirt with a car purchase and claiming that T-shirt costs $40,000. You’re buying coins which already cost that much, the coins with or without the mount cost that much. Currently you can buy those coins and get a free mount. Lots to be upset with Diablo and Blizzard, but this is just garbage.