Steam cancels favored light new system "direct release" will be launched
Steam official website released blog, announced that it will cancel the "Light of Light | Greenlight", the next step will be to create a "Steam Direct Distribution" to replace the light of favor, the new system requires the developer to pay an application fee to reduce the application pipeline may appear Boring people. The direct release of Steam is expected to be launched in the spring of 2017. The following is the full text of the official blog: Steam degeneration February 10 - ALDEN Whenever we develop the next new feature of Steam or introduce changes, how to make customers happy is always our most important consideration; and the standard of measurement is how smooth we are to match customers with excellent content. In the process, however, we learned that if we are to continue to move toward this goal, we cannot allow Valve's small staff to continue to predict which games will appeal to these customers. Since its establishment 13 years ago, Steam has gradually shifted from a strictly controlled store to a nearly direct distribution. Our goal is to provide a more direct distribution channel for developers and distributors, so that customers can directly bridge the gap between more excellent content. Therefore, in the coming months, we will take another step toward this goal and clear the last and biggest obstacle on the road - the light of favor. What have we learned from the favored light? After the launch of Steam's favored light, we found that this is a good stepping stone in the future transformation and becoming a more direct distribution system, but that is not enough. Along the way, we relied on the light of favor for many developers to lower the release threshold, allowing a large number of outstanding new games to be on Steam. As of today, there are more than a hundred favored games that have exceeded one million dollars in sales; if Steam remains to rely heavily on hand-selected stores in the past, many of these games will not be available for distribution. These unexpected success stories show that the Steam platform is full of all kinds of players, and everyone is looking for different experiences. For example, there are players who spend thousands of hours in one or two games, but at the same time, there are also players who buy a lot of games every year, but each plays for a short time. Some people heard that 4X strategy games (exploration, extension, development, and conquest) were particularly exciting, and some people only bought visual novels. The light of interest also points out two important issues that we still need to study: to improve the new content of Steam as a whole, and to find more ways to link customers with the types of content they want. In order to solve these problems, we have done a lot of work under the counter, such as greatly improving the developers' distribution tools in Steamworks, so that developers can get closer to customers. Other efforts are much more obvious, including new features such as exploring updates and introducing user reviews, exploration queues, user tags, simplified refund procedures, and Steam reviewers. These evolutions described above enable more developers to publish their own games and create relationships with relevant players on Steam. One of the most obvious indicators is that after the launch of the first exploration update, the customer's game time on Steam has grown longer. During the same period, the average number of games purchased by individual customers on Steam has also tripled. These two data show that we have taken a successful step toward helping customers find the games they like to play. More excellent digital distribution pipeline The next step we will take is a new distribution channel called “Steam Direct Release.†It will replace the light of interest for developers to register their own games on Steam. It is expected to be launched in the spring of 2017. . We will ask new developers to fill out the necessary digital documents, individual or company verification documents, and tax documents. The procedure is very similar to applying for a bank account. After the application is successful, the developer pays an application fee that can be easily recovered based on the number of games that they intend to issue. The purpose of setting up the application fee is to reduce the boring people who might appear in the application pipeline. While we spend a lot of resources on the content path and personalization store, it is also one of the topics to measure the issuance cost of Steam direct issue. We benefit from many developers and studios, and the answers are as low as $100 and as high as $5,000. These two extremes have their own advantages and disadvantages, so we want to brainstorm before we decide on the final number and listen to more people. Everything is just beginning We want to ensure that Steam is a friendly and enthusiastic environment for developers who really want to treat their customers fairly and produce high quality games. On the road to improving Steam, at the foot of the update is the launch of the past few years, and the next milestone is the direct release of Steam. We intend to continuously improve the consumer experience provided by the Steam platform, the ways in which content is distributed, and all the size matters involved. As we plan for these changes, we welcome your comments and reactions to the above topics or any other questions about Steam. We usually pay attention to the discussions in the Steam discussion forum and most of the networks. 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