People who've never heard about your game are more likely to buy it for 5 bucks once they hear about it on a major site, than they are to buy it for 30 bucks when they don't hear about it.
True, but this all brings us a step closer of only having indie games worth $5 in first place. Which is, I think, HHR's point.
Slow down.
Consider a 'good' AAA game costs $200,000,000 to make and market, and charges $50 a copy.
Now consider a 'good' indie game that costs $200,000 to make and market, and charges $5 a copy.
AAA game needs to sell 4,000,000 copies to break even.
Indie game needs to sell 40,000 copies to break even.
That's just 1% of the sales of its competitors. At 10% of the price.
$5 for an indie game seems a perfectly reasonable price to base an industry around, especially if that is a sale price, because most people will pay $10-15 for them.
Sure, that seems fair. But is $200,000 enough to make all kinds of worthwhile "indie" game? Are the real worthwhile ones assured to sell 40,000 copies? I mean, those figures probably work with what is prominently indie today, but would they work for any kind of indie game we could want? Myself, I would have liked to see indie games by now that looked like Master of Magic, or one of the Gold Box game, or maybe even a smaller scope Ultima. Would $200,000 be enough to make these kinds of game? Much less market them? I don't really know, to be honest, but I don't think so.
And therein lies the problem that, I believe, HHR was trying to point out. That sites like steam or GoG make people expect that games will fall into one of these lines, to either be a cheap indie or a $50 AAA. Of course, not all indie games are 5 dollars, but some indie games might need to be $70 or $100 to survive. I know a few strategy titles, at least, that went for that kind of price. If an indie game is going to cost this much, people might need to value individual indies a little more.
Of course, this argument fails, at least in part, by simply criticizing the opposite. The problem isn't so much that there are indies sold for $5, but that there is almost none sold for $100, nor an accompanying culture to support development of this kind of thing. That is, if an indie was to try to make a game worth $100, he would lack the kind of support and visibility necessary to do it. Taking away steam wouldn't make him any more visible. And, again of course, the solution to this problem is much more complicated.
Still, sorry for the long derail, given this has little to do with Mr. Begue.