That's not true. You're telling me people won't be tempted to get a refund on a $60 game after they've finished it? People absolutely do that and did that back with EB games had a one week return policy. It was practically issuing a challenge for people to finish a game in that time frame to be able to get the money back to buy another one. That's why the policy ended.Strazdas said:Absolutely not. Two hours is too small as it is. You can spend 2 hours trying to launch a broken game easily. What needs to happen is developers stop making shit games that people want to refund instantly. it does not matter how long the game is, if its good people wont be refunding.Lightknight said:Steam definitely needs to reduce the time frame on smaller games. Something that is only two hours long should have something like a 30 minute refundable window, not two hours. That just makes sense.
I'm not talking about reducing two hours for larger/longer games. I'm talking about reducing the time for smaller games that can be finished in less than the two hours.
No, the indie market wasn't. It was nothing like it is today. Perhaps you could make the argument for relatively small studios but nothing like the incredibly small teams that produced games like Super Meat Boy, Braid, FTL and all the big indie titles now.Nonsense. Indie market was alive and well before steam even existed. It just didnt try to sell asset swap crap everywhere because it knew it wont fly.
Not only that, but there really hasn't been an iOS market for that long either. So where do you believe the indie games market was thriving before Steam created a unified platform for PC? Some backwoods site that you found and enjoyed but no one else knew about?
Indie in the 90's-00's was just a small studio that still had a publisher (aka, not an Indie study by today's standards).
It's only with steam where getting their work on Steam is all the "publisher" they need.