How Steam Became The Only Good Monopoly In Existence
This video makes some fair observations about Valve’s dominance and consumer-friendly features. Steam revolutionized PC gaming by tackling piracy, providing seamless updates, anti-cheat, community tools, and a reliable storefront that “just works.”
HOWEVER…
…it criticizes Valve’s 30% cut and practices like exclusivity as signs of shady monopoly behavior. I’m a dev… I’d love a bigger cut. But let’s slow our roll and be careful what we wish for here.
The Four Entities in Game Distribution
Think of PC game sales as involving four key players:
- The Developer — creates the game, often using an engine.
- The Audience — customers who buy and play.
- The Engine Provider — e.g., Unity, Unreal Engine — tools for building the game.
- The Distribution Platform — Steam, Epic Games Store, etc. — handles storefront, payments, discovery, DRM, etc.
These roles have different costs and value adds. The distributor invests in infrastructure, marketing reach, user base, refunds, workshops, etc. The engine provider supplies foundational tech.
The Confusion: Epic’s Engine Royalty vs. Distribution Fees
A common mix-up (present in discussions around these topics) is blending Epic’s Unreal Engine royalties (historically 5%, recently adjusted, often waived or reduced for EGS sales) with distribution platform cuts.
- Valve’s 30% distro fee on Steam is for the platform services.
- Epic offers 0% distribution cut on the Epic Games Store for many cases (or 12% standard, with recent promos like 100% to devs on the first $1M annual revenue per product). This is a loss leader to build market share.
Epic can afford aggressive terms because Fortnite subsidizes it. They’re not “generous” out of pure altruism — it’s strategic, akin to Standard Oil using low prices or loss-leading to gain dominance and squeeze competitors later. Anything above 0% can technically be framed as “taking more from devs,” but that ignores the massive value (and costs) platforms provide. Epic’s approach highlights competition, not that Valve’s model is inherently predatory.
The Two Main “Shady” Accusations
The video (and similar critiques) focuses on:
- The 30% cut — Industry standard for decades across retail, consoles, and other platforms. Apple, Google, and others have taken similar shares. Valve has tiered it down for big earners (25% after $10M lifetime, 20% after $50M). Steam delivers unmatched discovery, sales events, refunds, and features that benefit devs and players.
- Exclusivity deals — These aren’t unique to Valve. Sony, Microsoft, and Nintendo built console empires on them. The entire modern streaming industry (Netflix, Disney+, Paramount+, etc.) thrives on content exclusivity to drive subscriptions and competition. Exclusives create more options and investment in platforms, not less. They incentivize rivals to improve.
Valve doesn’t block competitors from existing or innovating. Epic, itch.io, GOG, Xbox, direct sales, and others are all viable. The real “monopoly” power comes from customer preference — audiences “vote with their dollars” for Steam’s superior experience, network effects, and library. Devs follow the audience. If enough people switched to Epic (or elsewhere), the dynamics would shift. Customers often say they want lower cuts and more competition but stick with Steam for convenience, sales, and community — much like preferring Netflix over juggling 10 fragmented services.
Audience Responsibility and Market Reality
Valve isn’t preventing competition; to my knowledge, they’re not lobbying the government to shut Epic down. They’ve never executed a hostile takeover of a competing distro service to prevent a large Pepsi-to-their-Coke platform from rising. The audience sustains their status quo by choosing Steam.
As a dev, I’d love a 15% cut — more money in my pocket. But Valve knows (and data shows) customers largely won’t abandon the platform en masse for marginal savings elsewhere. Valve has the same natural digital monopoly lock-in on PC gaming as Google has on search. When the customers CHOOSE monopoly, it’s not the company’s fault. That’s capitalism: platforms earn their margin by delivering what the customer wants. Monopolies are destructive when they PREVENT customers from getting what they want.
True shady behavior would be blocking rivals outright or degrading service — neither fits Steam’s track record. For example, both OpenAI and Anthropic have been pounding the pavement in DC for a long time trying to “create safety regulations,” A.K.A. kick the ladder out behind them to prevent the rise of other AI platform creators. THAT is shady. THAT prevents the market from fanning out from 2 AI giants into 12 smaller entities.
Bottom Line
Steam’s 30% isn’t shady; it’s a fair price (though higher than I’d like) for an exceptional service. The video rightly praises Valve’s consumer focus, but I find it frustrating when people insist on finding a way to make it “shady” in their minds as soon as Gabe Newell buys a big yacht.
The dude did something incredible and made a butt-ton of money for it fair-and-square. He can spend that money on a yacht if he wants, and that has absolutely nothing to do with whether his company is “shady.” I see more and more anger over rich people simply having riches. When the gains are ill-gotten, the anger is justified, but I pray humanity doesn’t rip itself apart by failing to be discerning. We need to direct the anger at the root cause: ACTUAL shady business practices… if there ARE any.
If the gains are gotten through pure 100% fair capitalism, just leave the dude alone and let him enjoy his yacht. I think a lot of the anger comes from jealousy, which people twist themselves into pretzels to justify by seeking “shady”-ness where none exists.
Audiences hold the real power — if players truly demanded change by switching platforms, it would happen. Until then, Valve earns its position by being the best option for most.
AJ Campbell,
Tech Lead/Senior XR Programmer Guy
GitHub: https://github.com/scifiuiguy
Portfolio: https://ajcampbell.info