Comment by legitster
4 hours ago
The introduction of the refund made them get rid of their deep discounted flash sales though.
Real OGs remember that you could get fairly new AAA games for a song on, like, a random Wednesday. It was part of the initial appeal of Steam. Those explicitly went away because of the refund policy. https://www.reddit.com/r/Steam/comments/4pnd4p/psa_yes_there... (People were really upset at the time)
Their new refund policy is great, but it wasn't completely free to consumers.
> Their new refund policy is great,
The "played for less than two hours" refund policy is more of a compromise than great, IMHO.
It works well for games that are quick to run and enjoy. However, quite a few of the games I've played will easily burn two hours on loading, compiling shaders, watching unskippable branding animations (splash screens), tuning graphics settings, setting up key bindings, and working past miscellaneous bugs.
Steam's "play time" clock starts when the game executable is launched, and keeps running during all of that nonsense, even at title screens and menus. Some games have run past Valve's return window before I got even a minute of play time.
It would be nice if one of Steam's widely used APIs (Steamworks?) included a way for a game to register when it is actually being played, as opposed to loading or setting up or sitting at a pause screen. I think this would help with the return window problem, and finally make the played hours count on our Steam profiles somewhat accurate.
That only applies to the automatic refund. I've refunded a handful of games well past that window, so long as you justify it, I've never had an issue.
This is very good to know!
I always used the "doesn't work on my system". Though, most of the games I've refunded were really not working on Linux the way I'd like and I just didn't want to hack around or have to reboot into Windows for that game.
I mean, heck, even considering pure playtime a lot of modern AAA game takes 2+ hours before you ever make it out of the tutorial.
I requested a refund of Cyberpunk 2077 after 3 hours (and the second time I refunded the same game - I still didn't like it) and I got it no questions asked.
They still have absolutely massive sales, they just aren't random anymore.
At least personally, I'd prefer having to wait a few months and having a good refund policy over more sales
50-75% off of AAA games from that year were not uncommon. I don't think the sales have ever really been comparable ever since. There are people who have put together Wayback machine compilations to compare - I just took a look at the 2014 and 2015 deals (refunds were ~ 2015) and there was a remarkable drop-off in the sales and variety of games at deep discount.
I think more importantly for Valve though - the daily flash sales were incredibly important to drive engagement and grow their presence.
I think the "why didn't Valve offer refunds before" is kind of revisionist. It wasn't clear that refunds were even a necessary component of cheaper digital games at the time.
You could get entire publisher catalogues for peanuts. I think at least half my steam library is useless filler because I bought every game WB ever published for $40 to get the new batman game or similar.