Well, you can view the slides at
http://media.steampowered.com/apps/stea ... ercent.pdf
1. The business model is built around DLC - it builds a world that encourages the customer to pick and choose what interests them, and doesn't force the 'buy all DLC' button. He was very strong that TS is not a 'fire and forget' proposition.
2. Steam is the trusted platform to deliver consistency of the technology to customers so that everyone has a consistent platform; and by managing the servers, collecting income etc enables a small independent producer to focus on their core activities.
3. The 'long tail' model of gaming applies, in fact there's a virtuous circle. The customer buys a route; as they upskill, they add train DLC to that route; they then start to explore the workshop; which opens up the willingness to buy further routes and DLC.
4. He showed a cumulative sales graph of sales of IOW that was virtually a straight line since launch - sales of DLC behave like this.
5. The average user spends maybe $60-70 a year, and he's very comfortable with that - there are many customers who have been in since the very start.
6. The Workshop was highlighted as a key growth platform. At the time of his talk, there were 3,700 scenarios on Workshop delivering 4,000 hours of 'free' gameplay; and 50 routes.
7. The future is about DLC but it's also about expanding the customer base; he said that he thought that there are maybe 120 million rail fans around the world, and his challenge is to find the ones that have a PC and give them reasons to try TS.
8. Yes, he has known people press the 'buy all DLC' button!
There was much more, it's worth the time to watch, but those were some of the snippets that interested me.
Paul