[Pool deleted because simple votes were not helping, here is a manual count from the posts]
Yes: M@yeulC, ExeterDad, MineYoshi
No: Linuxdirk
[Original message]
Hello there,
I am new on these forums, and I will admit that being a newcomer isn't in my best interest when starting a topic such as this one.
First of all, I would like to say that I researched if the subject was brought up on GitHub, the wiki, the forum or the web. While I had multiple matches for "steam" in the forums (none of the one I looked were directly related to this topic), this wasn't the case with the other. So, I apologize if the subject was brought up before, and we should write a wiki page to document the current position on this "feature", either from this discussion I have missed, or from the one that will follow this post.
Short introduction to Steam for the ones that do not know the platform, or as a reminder to put things into perspective:
Steam is the leading gaming platform and online retailer. I do not even need to look up figures to know this. It is growing very quickly, and with time has come to a point where it has an extremely wide diversity of games to offer, and gamers on it. Developped by Valve, it grew from a digital platform associated with the Half-Life series to a digital storefront of 10000+ games and growing fast. Indeed, Valve progressively switched its role to a mere launcher/updater for its own games, to a highly curated digital store, to a self-publishing platform.
Would Valve allow Minetest to be published on Steam?
Certainly. I do not think it violates any of Valve's guidelines on games that I know, and there are already some open source, completely free games on Steam. It doesn't require DRM, and any client integration is optional.
Why would Minetest ever want to be on Steam?
I see two reasons. Exposure and convenience. Let's detail them here; that's the main motivation behind this post.
Exposure.
As the leading gaming platform, Steam has millions of players. Most gamers have a library of games on Steam, as well as a list of friends they like to play with, and are subscribed to gaming groups. Having Minetest on Steam would allow gamers to discover Minetest, either via the store itself, or with the social media features: When I see a friend playing a game I don't know, I'm intrigued; when I see them all playing the same game, I want to join them.
Convenience.
This is the most important reason. If you've grown accustomed to the ease of use of distribution platforms like Steam, it's quite difficult to go back to the installer/make; make install way of doing things (same for app stores and package managers). But, that's just for installing and updating. There are a lot of features that could prove interesting for a Multiplayer, mod-oriented game such as Minetest.
Firstly, social integration (need support from the client): when a friend is playing, just click on a dropdown arrow near their name, and select "join game". You're in. You can also send invitations for joining a game, publish direct hyperlinks to a game server (a great feature, together with the steam groups: publish an event, directly with the game server address).
Lastly (I saved it for the end); there is the workshop. I don't know where to start with this one. I don't know if this game was designed with the workshop in mind, or the other way around, but they seem to be made for each other ;)
The workshop allows users to subscribe to some user-generated content for the game (which this game is all about). Maps, game modes, rules, total conversions, texture packs/graphics mods, items, vehicles, weapons... everything that can be modded in games that support it can be added to the workshop. It has its own rating system, user comment, collections, etc; thus making it a great place to find and share mods. I think I could elaborate for hours, but I think that will do for now.
To give an example of a game that is similar to Minetest, Garry's Mod (workshop link) is huge, and benefits from the workshop system a lot. At least one other user seems to think the same way about Steam, Garry's Mod, Minetest and the workshop (the only thing I found so far on the topic).
What is the process of getting on Steam?
If you choose to go along with this, the newly introduced publishing process is Steam direct (incidentally available starting today). A recoupable fee of $100 is required.
If the Minetest team is open to this, but is not interested in doing it itself, I could have a go at it, with its blessing. If it wants to have a go at it, I would be glad to offer my help (or they are free to go on independently if they want to, of course). In any case, I have no doubts the $100 fee won't be an issue.
Of course, the game can remain on Steam, but not listed, for development purposes, for a while, so the floodgates could be kept shut until decided otherwise.
What needs to be decided beforehand?
Firstly, let's get this out of the way: the pricing. The game could be free, or it could be paid. Some free games have a paid Steam version to help raising funds, this is generally regarded positively by the users as a "donation" to the project, with the added convenience of Steam functionalities. Some other free games have a few "premium" DLCs to the same effect. It can also be completely free, of course. (I would personally advocate for a paid game, with a ~5€ price point, and frequent sales up to 80% to help Minetest be more awesome, and cover the usual costs)
Secondly, the game needs to be associated with a Steam account. It needs to be decided which one should be used (maybe create a new one), and who should have access to it. Now, I am getting on the border of my knowledge on this topic (which is one of the reasons I am interested in doing this).
What are the downsides to this; or what are the reasons this could be rejected by the Minetest team?
Here is what I can think of:
- The swath of new users is for the best as it is for the worst (kiddies that usually rage on DOTA, for example)
- We can expect a lot of support requests (especially if the game is paid, but we can always refund it)
- Minetest might get bad reviews from people complaining about its lack of content, it being a "Minecraft ripoff", and other comment directed at it not being Minecraft.
What is my motivation for doing/writing this?
I would like to play Minetest with my friends, have an easy way to give them the installation directives, browse mods, join their games or have them joining mines, etc...
I would also really be interested in learning more about the Steam publishing process, and publishing a game would be a great opportunity!
Let me state this very clearly: although I might be a newcomer to you, I am not in any way seeking personal financial gain for this, and I am just volunteering for the job. The rest is up to you!!!
Thank you for reading this far, I tried to be as detailed as possible in this post, I hope I will receive some positive criticism :)
So, what does the team think?
Edit: I also support the idea of putting it on other content distribution platforms as well, such as GOG or itch.io. However, the workshop functionality is only available on Steam as far as I know, and it is the main reason I would like to put it there.