I have followed a lot of Jim Sterling work, and it is fair to say they did not do anything that he critiqued and raised issued regarding Greenlight (he pointed out aspects of it were good but due to implementation it was flawed), in fact they went the other direction and for whatever reason increased the biggest issues such as lack of oversight, quality control what goes on Steam, too many 'games' introduced daily and comes back as well to quality control,dev support low for smaller good Indy's, visibility mechanism works well only for AAA or close to that tier development (time visible is part of the issue), abuse of the card system Valve implemented for the community-consumers, etc.
If there is one concession to consumers it was the money back with less than 2 hours gameplay and returned within 1st 2 weeks of purchase, but this mechanism was chosen as it again has the least amount of oversight and resource cost to Valve.
With the amount of crud on Steam this is the least they could do, but this does not resolve the current issue with Steam and why certain good Indy devs are seeing better sales and critically visibility on the Nintendo Switch ecosystem.
Sure they do better on the Switch because Nintendo only takes successful indie games or indie games from successful indie developers. It doesn't help indie developers that are just starting out at all.
For those, they have the choice of things like Kongregate (bad exposure, bad sales), itch.io (bad exposure, bad sales), or other similar platforms. Or Steam. And that's it.
It's interesting reading some indie developer blogs where they were only able to make a living out of gaming after they got their games onto Steam. One of my favorite games of all time, Defender's Quest, has a great blog about why Steam was so vital to indie developers. They started on Kongregate, but couldn't quit their day job to focus on making games until they got onto Steam.
Hey, I was a huge critic of Steam prior to Steam Greenlight, I only started to vocally support them after they started to embrace indie developers.
I think it was a bad idea to move away from the Greenlight program, but I constantly saw people criticizing the Greenlight program as not doing enough to get indie developers on Steam. At some point they either continued to live with the bad publicity from that or opened up the doors to indie developers and in turn get bad publicity from that. Other than doing things to potentially bankrupt the company there wasn't anything they were going to be able to do to appease both camps.
What do you suggest they do? Hire enough people to play through the entire game of every game submitted? And multiple people for each game in order to represent the various niche gaming interests that are out there? Basically hire a few thousand people whose only job is to play through games to determine whether they are good enough to be on Steam? The hourly salaries of those people for the duration of the game playthrough potentially being higher than the revenue generated by many of the indie games they'd be looking at?
Think it's easy to screen good games? Think again. TotalBiscuit used to devote 15 minutes (at one point it was one hour) to a lot of games to give his first impressions. Sometimes he would call out a good game that was good. Quite often he'd call out a good game as being bad due to limited exposure to the game or the game not being of a genre he likes. So many times I was frustrated that he'd give a game a thumbs down that I had played and knew was either a quality title or at least not a bad title. And even with that limited time he got through less than 1% of the indie game codes that developers sent him to look at.
Likewise there's plenty of games I thought were bad indie games that friends of mine thought were gems.
Hell you can go onto Twitch and see some streamers call X game an obvious asset flip, while other streamers praise the game for being a great hidden gem.
Hell, you can't even rely on past developer projects. For example, The Culling was a fantastic take on a survival style battle royale with a focus on crafting and melee, that came out before PUBG made the genre explode. The Culling 2? Oh my god is that a horrible train wreck.
But meh, whatever, people will think what they want to think.
Regards,
SB