Another great example of Valve finally doing something, but without thinking of the consequences. Though, we really did need some sort of Steam refund system, and I hope they fix this without completely pulling the plug on refunds.
Setting the two hour limit for all games was stupid. Games with some complexity to running them and those that have length before you get into the "meat of the game" do need longer limits, while these short indie titles need smaller limits (and maybe some disclaimer that they can easily be finished in 1 hour or whatever amount).
Another thing that has me thinking is what the sales numbers were for these hyper short indie games before and after Valve implemented their new policy. While we've read at least one comparison of the refund rate before and after the change, how has their total revenue been affected? Maybe some devs are getting hit hard, while others are doing about the same financially (except for knowing someone played their game for free). This issue does need fixing (or their asking price also needs dropping, as comments above imply), but I can imagine someone might be twisting statistics around to help their argument.
Some people probably are deciding partway through a game that they would try to get their money back, even if they enjoyed their time with it. Some others would never have played it at all, if there was no way to get it for free, kind like the one of the (worse) reasons why people pirate games. Abuse is definitely happening.
Setting the two hour limit for all games was stupid. Games with some complexity to running them and those that have length before you get into the "meat of the game" do need longer limits, while these short indie titles need smaller limits (and maybe some disclaimer that they can easily be finished in 1 hour or whatever amount).
Another thing that has me thinking is what the sales numbers were for these hyper short indie games before and after Valve implemented their new policy. While we've read at least one comparison of the refund rate before and after the change, how has their total revenue been affected? Maybe some devs are getting hit hard, while others are doing about the same financially (except for knowing someone played their game for free). This issue does need fixing (or their asking price also needs dropping, as comments above imply), but I can imagine someone might be twisting statistics around to help their argument.
Some people probably are deciding partway through a game that they would try to get their money back, even if they enjoyed their time with it. Some others would never have played it at all, if there was no way to get it for free, kind like the one of the (worse) reasons why people pirate games. Abuse is definitely happening.