this post was submitted on 24 Sep 2023
746 points (90.5% liked)
Games
16800 readers
838 users here now
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
- News oriented content (general reviews, previews or retrospectives allowed).
- Broad discussion posts (preferably not only about a specific game).
- No humor/memes etc..
- No affiliate links
- No advertising.
- No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
- No self promotion.
- No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
- No politics.
Comments.
- No personal attacks.
- Obey instance rules.
- No low effort comments(one or two words, emoji etc..)
- Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
Other communities:
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Valve's goal isn't to sell a lot of headsets, but to show what's possible with high quality VR and encourage more VR games and headsets. Valve's ultimate goal here is to sell more VR games.
Oculus wants to sell a lot of headsets so they can push some kind of SM interaction and profit from having lots of ads. The priority there is adoption, not quality or compatibility.
No, it was well made, it just wasn't popular. And again, it wasn't their goal to sell a ton of them.
The goal was to design a flexible controller to build out their controller API and give an option for a decent desktop mouse replacement for a PC "console" format (i.e. Steam Machine). I think they succeeded at that, but the market wasn't interested, probably because Steam Machines didn't go anywhere. It was never intended to replace existing controllers, but to complement them.
It's $400, which is really competitive. Direct competitors like the AYANEO cost ~$1k twice as much, or even more. The Switch cost $300 at launch (OLED is $350, even today) and wasn't even competitive with current console hardware at launch, while the Steam Deck is competitive with both price and hardware.
And it's not cable tethered. I get a few hours of battery life as long as I'm not playing the most heavy games. Most of what I play are older AAA games and newer indie titles, and I get 3-5 hours of battery life, which is longer than my play sessions anyway. If I switch to a modern AAA titles, it's like 1-2 hours, which is still enough for most play sessions.
Their goal, again, isn't to sell a ton and corner the PC handheld market, it's to make PC handhelds popular so there's more demand, thus more competition, and thus more game sales. They also want to show what's possible with a Linux-based PC, so there's a credible alternative to Microsoft (and most games seem to be playable, check out ProtonDB for a larger picture than just Steam's official stamp; look at Proton DB medals, 77% are Gold or Platinum, which usually refers to "playable" and "verified" accordingly).
You claim it's worse, but you don't give examples of services that are better. Here are some examples of worse customer service:
And Steam's policy is 14 days and <2 hours playtime (so the same or better than above), yet there are countless examples of refunds being issued being both the time and playtime limit, provided you don't abuse it.
I'm not going to go through other examples because I believe I've proven my point, so now it's your turn: give specific examples of other stores having better customer service than Steam.
Refunds are your only metric for customers service? Get fucked.
No, they're just one example, and perhaps the most clearly documented one, and IMO the most important one (i.e. the one that most users will need to use).
If you want to discuss another metric, then please do so.