F5F Stay Refreshed Software PC Gaming No, we do not ship games on physical media.

No, we do not ship games on physical media.

No, we do not ship games on physical media.

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Goltex_
Junior Member
16
07-12-2018, 02:51 PM
#21
Back in the day, 15 to 20 years ago, the internet was far less advanced than it is now. For most people—except a few exceptions—I could hardly imagine downloading an entire game. Multiplayer options existed, but they were mostly confined to private LAN setups, often run by ISPs to boost single-player play. Almost all games catered to solo players, with multiplayer being a rare addition. Over 99% of titles were designed for one player, and multiplayer was simply an afterthought.

In the late '90s, games didn’t even have SNES compatibility; you just needed the disc, and sometimes developers would let you copy data onto your hard drive during installation. Nowadays, nearly all games prioritize multiplayer, making digital distribution the preferred method for reaching customers. It’s easier to verify authenticity online—like registering a game on a platform so that only registered users can access it.

Shipping costs were another major hurdle. For small businesses, sending products from manufacturer to store could swallow up profits long before the pandemic. If you’re running a small shop or retailer, those expenses can be overwhelming. The convenience of selling online is clear, especially when compared to the hassle and expense of physical distribution.
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Goltex_
07-12-2018, 02:51 PM #21

Back in the day, 15 to 20 years ago, the internet was far less advanced than it is now. For most people—except a few exceptions—I could hardly imagine downloading an entire game. Multiplayer options existed, but they were mostly confined to private LAN setups, often run by ISPs to boost single-player play. Almost all games catered to solo players, with multiplayer being a rare addition. Over 99% of titles were designed for one player, and multiplayer was simply an afterthought.

In the late '90s, games didn’t even have SNES compatibility; you just needed the disc, and sometimes developers would let you copy data onto your hard drive during installation. Nowadays, nearly all games prioritize multiplayer, making digital distribution the preferred method for reaching customers. It’s easier to verify authenticity online—like registering a game on a platform so that only registered users can access it.

Shipping costs were another major hurdle. For small businesses, sending products from manufacturer to store could swallow up profits long before the pandemic. If you’re running a small shop or retailer, those expenses can be overwhelming. The convenience of selling online is clear, especially when compared to the hassle and expense of physical distribution.

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NaiROolF
Senior Member
685
07-12-2018, 02:51 PM
#22
15 to 20 years back, cybers collapsed in 2005 after a long struggle. I used to download games and play them back then with a 56k modem. Warcraft 2 was mainly played online, Starcraft too, Quake, Red Alert, Meridian, Everquest, Ultima Online... You’d log into a cyber to join the game, not connect through the local network. No one wants audio right now because of hardware limits and lack of knowledge. Those who care about sound will try to buy better gear, which can be improved or taught. Games are still broken and always will be, hacked and modified. It’s never been easy. User/copy registration was simple, stop it. It wasn’t a big issue—it created a false problem that somehow solved things. We deliver fresh produce and even fresh fish daily across the mainland. It’s not a big deal or costly. If you run a small shop, you should consider sharing the 30% cut with the studio instead of letting them take all the share and leaving you with nothing. Common sense. This is just waste—what about the environmental impact of digital distribution? How many jobs it destroys? How wealth isn’t shared fairly on a larger scale? It’s all just unnecessary trash. Steam needs to be phased out.
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NaiROolF
07-12-2018, 02:51 PM #22

15 to 20 years back, cybers collapsed in 2005 after a long struggle. I used to download games and play them back then with a 56k modem. Warcraft 2 was mainly played online, Starcraft too, Quake, Red Alert, Meridian, Everquest, Ultima Online... You’d log into a cyber to join the game, not connect through the local network. No one wants audio right now because of hardware limits and lack of knowledge. Those who care about sound will try to buy better gear, which can be improved or taught. Games are still broken and always will be, hacked and modified. It’s never been easy. User/copy registration was simple, stop it. It wasn’t a big issue—it created a false problem that somehow solved things. We deliver fresh produce and even fresh fish daily across the mainland. It’s not a big deal or costly. If you run a small shop, you should consider sharing the 30% cut with the studio instead of letting them take all the share and leaving you with nothing. Common sense. This is just waste—what about the environmental impact of digital distribution? How many jobs it destroys? How wealth isn’t shared fairly on a larger scale? It’s all just unnecessary trash. Steam needs to be phased out.

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meru1210
Junior Member
5
07-12-2018, 02:51 PM
#23
Have you looked into the expenses for your regular grocery items? Delivery fees are certainly high, and just because it occurs doesn’t mean it’s affordable. For instance, a pack of strawberries might cost four times more during winter compared to summer. The variation comes from transportation distance. In winter they’re shipped from warmer regions, whereas in summer they’re sourced locally.
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meru1210
07-12-2018, 02:51 PM #23

Have you looked into the expenses for your regular grocery items? Delivery fees are certainly high, and just because it occurs doesn’t mean it’s affordable. For instance, a pack of strawberries might cost four times more during winter compared to summer. The variation comes from transportation distance. In winter they’re shipped from warmer regions, whereas in summer they’re sourced locally.

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Daniel_Coolwin
Junior Member
17
07-12-2018, 02:51 PM
#24
Online retail is rapidly expanding beyond digital content into the realm of tangible goods. Each day I observe retailers shutting their brick-and-mortar locations and shifting entirely online, handling shipments from centralized warehouses. My sister's husband runs an air conditioner shop online, but he avoids opening a physical outlet due to the high overhead—rent, staff salaries, display setups, security, all managed by a single individual. These expenses are mirrored when distributing games or other digital products; you need someone to sell, store, and deliver each unit. What seems small to most people actually consumes a significant portion of your profit margin. As this trend continues, consider the scenario where you create an exceptional game with no external support. You build everything yourself, avoiding licensing fees. Once released, you can sell it freely.

If you choose Option 1—building a physical presence—you face two paths. The first is a daunting one: self-managed. You’d handle printing, public relations, logistics, and distribution, which is nearly impossible for a single person, especially if you aim for international reach. You might approach a major publisher like Blizzard or EA, who would likely offer you a modest share—say 30% of your game’s profits over five years. If you refuse, they’ll walk away, leaving you with nothing.

Option 2 is simpler: publish your game on Steam. It gets released globally instantly, earning you only 30% of each sale. You retain full ownership of your intellectual property and can decide how to market it. Most people opt for this route because it’s less risky. Those who hesitate often struggle with the complexity or lack of resources.
D
Daniel_Coolwin
07-12-2018, 02:51 PM #24

Online retail is rapidly expanding beyond digital content into the realm of tangible goods. Each day I observe retailers shutting their brick-and-mortar locations and shifting entirely online, handling shipments from centralized warehouses. My sister's husband runs an air conditioner shop online, but he avoids opening a physical outlet due to the high overhead—rent, staff salaries, display setups, security, all managed by a single individual. These expenses are mirrored when distributing games or other digital products; you need someone to sell, store, and deliver each unit. What seems small to most people actually consumes a significant portion of your profit margin. As this trend continues, consider the scenario where you create an exceptional game with no external support. You build everything yourself, avoiding licensing fees. Once released, you can sell it freely.

If you choose Option 1—building a physical presence—you face two paths. The first is a daunting one: self-managed. You’d handle printing, public relations, logistics, and distribution, which is nearly impossible for a single person, especially if you aim for international reach. You might approach a major publisher like Blizzard or EA, who would likely offer you a modest share—say 30% of your game’s profits over five years. If you refuse, they’ll walk away, leaving you with nothing.

Option 2 is simpler: publish your game on Steam. It gets released globally instantly, earning you only 30% of each sale. You retain full ownership of your intellectual property and can decide how to market it. Most people opt for this route because it’s less risky. Those who hesitate often struggle with the complexity or lack of resources.

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