But that wouldn't hold up if games were released under a FOSS license. There would be nothing stopping me (maybe trademark law? I'm sure there are workarounds) from setting up "SteamForFree", rehosting every game with the same user experience as Steam, and offering access for a small monthly fee to cover hosting costs and make a tidy profit.
I'd like to offer source code, allow modifications for personal use, while prohibiting redistribution and certain types of commercial use (e.g. companies over $x million in revenue). That's a pretty fundamental mismatch between what I feel comfortable with in order to protect my income and what FOSS licenses allow.
I do think though that disallowing "certain types of commercial use" is a poison pill that would prevent your project from getting any significant adoption.
I think a better option would be something like GPL but with the "you can redistribute copies of this to anyone you like without paying me" part stripped out. (Maybe replaced with a provision that allows transferring your license to someone else, but then you're not allowed to use it afterwards.) The goal being to protect consumer freedom to exercise ownership rights over their software (including the ability to modify it) without simultaneously trying to abolish the copyright system and killing your own funding mechanism in the process.
Remember that people regularly walk into small businesses and spend 15 minutes talking to an expert asking questions about the products they sell. As soon as they get quoted a price of $120 they scoff and order it from Amazon because it's $20 cheaper. Consumer price sensitivity is... extreme.