The Problem with Publishing
summary
Midwest Games argues traditional publishing is breaking: Steam sees ~25,000 releases a year with less than 2% of Steam games have publishers and 80% of 2024 Steam releases made less than $5,000, so discoverability and funding shrink. The offered fix is a contractable publisher-for-hire model—monthly or hourly services with no rev share or IP claims—covering biz‑dev, production (porting, Microsoft Partner Center admin, QA, localization) and marketing (Next Fest campaigns) to plug capability gaps.
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chapters (40)
- 0:00Publishing challenges intro
- 1:10What is games publishing
- 2:55Publishing models history
- 5:25Publishing ecosystem
- 7:14Publisher-developer partnership
- 8:16Revenue sharing realities
- 10:04Publishing capabilities
- 10:25Business strategy role
- 12:53Production and QA support
- 15:21Marketing and audience
- 16:27External partnerships
- 18:11Need a publisher?
- 19:58Publishing problems today
- 21:01Market saturation
- 24:15Funding shortages
- 25:21Player habits impact
- 26:26Global competition barriers
- 28:13New publishing criteria
- 30:22Self-publishing rise
- 32:30Unsustainable landscape
- 33:13Opportunities and alternatives
- 34:42Platform diversification
- 35:50Regional market potential
- 37:14Indie games innovation
- 38:20Emerging platforms
- 40:02Alternative funding sources
- 40:44Government incentives
- 41:27Kickstarter revival
- 42:53Self-sufficiency strategies
- 44:59Midwest Games model
- 45:22For-hire publishing
- 46:27Contract control benefits
- 47:11Full publishing support
- 48:36Serving publishers/media
- 49:20Successful partnerships
- 52:13Closing remarks
- 52:55Midwest Games mission
- 54:22Support for niche games
- 58:23Early access projects
- 1:00:11Resources and community
