> No marketing is being done for items aside from announcing them in patch notes.
None perhaps for the individual add-on items, but there's been marketing to get people involved in the games for which the extra content is made. The audience is there initially because of the game, not initially because of the extra content.
> That is not something Valve does, considering the amount of items that clip through models after release.
That's a shame. I would expect that for the amount they keep they'd do some quality control.
If you want more control and a bigger share, make assets for a non-Valve game. Find an engine, some programmers, a musician, a level designer, and a couple of testers. Publish your own game. Of course, then you'd be splitting the game development share across all of those team members. So depending on the size of the team, 5% to 50% of the game team's share from your 70% from the sale of the game through the store would be that alternative, unless you're prepared to do it as a solo project. That, though, is for the sale price of the whole game rather than a single downloadable item. Then you can do the same with DLC packs. Indie games do tend to sell at lower prices than AAA titles, though.
None perhaps for the individual add-on items, but there's been marketing to get people involved in the games for which the extra content is made. The audience is there initially because of the game, not initially because of the extra content.
> That is not something Valve does, considering the amount of items that clip through models after release.
That's a shame. I would expect that for the amount they keep they'd do some quality control.
If you want more control and a bigger share, make assets for a non-Valve game. Find an engine, some programmers, a musician, a level designer, and a couple of testers. Publish your own game. Of course, then you'd be splitting the game development share across all of those team members. So depending on the size of the team, 5% to 50% of the game team's share from your 70% from the sale of the game through the store would be that alternative, unless you're prepared to do it as a solo project. That, though, is for the sale price of the whole game rather than a single downloadable item. Then you can do the same with DLC packs. Indie games do tend to sell at lower prices than AAA titles, though.