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I'd be interested in knowing how Blizzard and Valve fare in this sector. Specifically, I'd like to know the labor efficiencies of running virtual world game services and digital content delivery platforms.


I doubt they can beat the cash cow of

  * making a profit on all hardware sold
  * taking a cut on every copy of every game sold, at essentially zero cost to them
The only comparable business is Apple's iPhone and iPod Touch ecosystem. The other console manufacturers cross-finance the hardware with game sales.


Valve own Steam, and take a cut on every game sold on their platform without having to sell any hardware.




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