this post was submitted on 25 Oct 2024
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Steam Deck

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A place to discuss and support all things Steam Deck.

Replacement for r/steamdeck_linux.

As Lemmy doesn't have flairs yet, you can use these prefixes to indicate what type of post you have made, eg:
[Flair] My post title

The following is a list of suggested flairs:
[Discussion] - General discussion.
[Help] - A request for help or support.
[News] - News about the deck.
[PSA] - Sharing important information.
[Game] - News / info about a game on the deck.
[Update] - An update to a previous post.
[Meta] - Discussion about this community.

Some more Steam Deck specific flairs:
[Boot Screen] - Custom boot screens/videos.
[Selling] - If you are selling your deck.

These are not enforced, but they are encouraged.

Rules:

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[–] sp3tr4l@lemmy.zip 47 points 4 weeks ago* (last edited 4 weeks ago) (1 children)

Seems highly unlikely Valve was dedicating valuable dev/engineer time and money to make a toy they had no intention of ever producing...

This actually is basically how Valve works.

They have a pretty small team, and Steam is a fucking money printer.

They are a private company, not public.

That means no shareholders. No need to jam out a product to keep stock prices up, no boards of directors that also sit on 12 other boards that are all scheming to figure out how to push the whole industry toward stupid bullshit like NFT game items or 'replace all our employees with AI' or 'every game is actually just a marketing tool for MTX or battlepasses.'

(The entire idea of loot boxes and in game microtransactions was basically just another 'i wonder what would happen if, or if it would even be possible to...' and then the steam marketplace of ingame items was born, and then basically every one else copied them, poorly.)

(Fuck, its basically the same with modern in game achievements as well.)

...

They could do nothing other than maintain their existing products and basically just coast on that forever, remaining profitable.

Because they have essentially no hard deadlines to put out some new product... this enables them to have a very loose, very voluntary, workplace culture which emphasizes quality over quantity, creativity over 'its the same game in a new setting', as well as not rushing anything.

A whole lot of their projects in the last decade are just people saying 'I'm gonna do this' and then if anyone else thinks its cool or neat, they work on it too.

People are allowed and encouraged to contribute to any project, at any time, as opposed to basically all other corporate software studios that have very rigid and defined roles.