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Is a steamID as required as a copy of windows for gaming in the future?
Published on June 14, 2010 By coreimpulse In PC Gaming

(Im posting this in the forums since I can't post it like an article in the blog section.)

I remember the old days of gaming.  That long gone era called 2008.  Back when games were provided with their own custom installers, and were self-contained products that installed themselves separatedly on the computer you instaleld them.  I like to call this era the "Installshield Era" of gaming.  Back when game media only contained asset and binaries, and a registration window, when dialog box wizards ruled the gaming land, and when there weren't any remote validation hooks attached to executables.  That is why, with increasing concern, I am watching nowadays the way our most amazing form of entertainment is rearranging itself, how market forces and anti-consumer tendencies are beggining to shape the new landscape of gaming, at the expense of the average gamer.

  Big game releases nowadays are abandoning these old, anticuated components such as autorun main menus, install wizards, or dedicated servers, and have moved to the all encapsulating remote delivery methods of popular DRM schemes, such as Steam.  By itself, Steam is convenient, fast if you have good internet connection, and easy to deploy.  Many games were released in normal "retail" form, and were offered in Steam's store shortly after.  Those instances however, are nowadays mostly the case with PC only releases from eastern european studios it seems.  Steam's "next step" in gaming convenience is anything but that, and could mark the beggining of a new mandatory requirement for gaming in the future.  More and more games are now announcing their complete deployment based around Valve's new Steamworks framework, touted as the "least intrusive" DRM scheme, "convenient" to gaemers and publishers alike, which takes care of formerly manual tasks like patching.  They claim it isn't intrusive when compared to the likes of Securom or Tages.  But I would like to point out that it is more than that. It's not only indeed intrusive, it's THE most intrusive DRM scheme to come along yet. The game is not at all installed or even located completely in your computer when you realize it.  At least Securom installed itself after it let the installer copy YOUR game to YOUR hard drive. Steamworks' remote always-on cloud network remotely controls one of ITS game's installation, patching, running.  When you start the game, you send a signal to the autenticathion servers situatied remotely from your location, and the order is sent back before you are able to game.  You are asked for an authorization each time to play the games you paid a hefty premium  to be allowed some few hours of playimte. It's the arcade coin-up model.  We've gone back full circle, to the arcade machins of old times. It may as well place a coin slot in your computer.  It's like trying the games you paid for thru a remote terminal.  A service that, much like an arcade place, can close up in after hours, or at the discretion of their owners.  The access to the games you are allowed to try remotely can be switched off at any moment without any explanation from the providers, and you are effectively out.  Cloud based gaming, and software as a service don't look like a good idea afterall under these terms.

"Blah blah, who cares, I don't have to deal with DVDs anymore!"  Maybe this is really making mountains out of molehills.  Steam does have it's merits, which mostly come from giving smaller indie developers a storefront to showcase their creations without needing a traditional expensive distribution contract. Companies like Tripwire and 2d boy have been the most vocal about their praise for steam, with Tripwire saying they wouldn't be around without Steam.  This piece is not an anti-steam call to arms, it's just an informational soundbyte, just to express concern about the trend Steamworks is creating, which isn't 100% in reality as advertised in the package.  A steamworks game instantly becomes a steam exclusive game. That situation could become the beggining of a monopoly.  Maybe this is a good time for competitors to shine.

 


Comments (Page 10)
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on Aug 14, 2010

Add yet another game to the list: Relic's Space Marine.

http://www.pcgamer.com/2010/08/13/confirmed-space-marine-will-use-steamworks/

http://www.pcgamer.com/2010/08/13/relic-steam-could-save-pc-gaming-from-piracy/

Feel free to call me a pessimist, but with major developers and publishers raving about Steam and flocking en masse to it of late (thank you for not even trying to provide a viable alternative, GfW LIVE team), I'm getting increasingly worried about Impulse::Reactor 2.0's future.  

on Aug 14, 2010

You were supprised? DoW2 was Steam AND GFW. Which was stupid.

Steam is the best choice. Why would they go with anything but the best choice?

on Aug 14, 2010

GFWL is junk and deserve to die ASAP. Their "We support only 26 countries" policy is dumbest (game distribution related) thing of this decade.

on Aug 14, 2010

I have only tried one game with GFWL, and being in a non-supported country the game launched. DOW II doesnt rely on GFWL for online does it?  This was expected, given Relic's complete Steam fanboism.  Reactor needs to be released yesterday.

on Aug 14, 2010

coreimpulse
I have only tried one game with GFWL, and being in a non-supported country the game launched. DOW II doesnt rely on GFWL for online does it?  This was expected, given Relic's complete Steam fanboism.  Reactor needs to be released yesterday.

DOWII, at least the base game, requires GFWL for multiplayer.  They may have changed it for Chaos Rising, but I don't own it (Chaos Rising), so I can't say for sure.

 

on Aug 14, 2010

DoW uses Steam for DRM and to contact the multiplayer servers, and GFWL for matchmaking and data-mining (eg, GFWL tracks the average rating, win %, favorite races, commanders and units built, etc etc all to help the devs balance the game). 

 

on Sep 12, 2010

Wedbush Morgan Securities analyst Michael Pachter thinks Steam won't get any serious competition:

http://www.gametrailers.com/video/episode-131-pach-attack/704384

on Sep 12, 2010

Guest83
Wedbush Morgan Securities analyst Michael Pachter thinks Steam won't get any serious competition:

http://www.gametrailers.com/video/episode-131-pach-attack/704384

And before Xbox came out, they were pretty sure Sony was going to be king of hardcore gaming community too. It's sort of rare for someone to think there will be strong competition until it actually happens. I mean, I am sure I said this before, but there was a time when a lot of people thought Apple was going to be dead in the water, game over as well. There was also a time when IBM was pretty far up there in the home PC market, and cow boxes were being run through grassy fields all over the world! Seriously though, anyone who thinks it's game over, Steam wins, just hasn't paid attention to the history attached to pretty much anything tech related.

on Sep 12, 2010

Steam WOULD have competition if some of the big ones bothered to try.  

Sure, EA has the EA store thing going, but they are certainly not serious about trying to compete - their offering is amazingly sub-par. (The EULA says once you've downloaded the game ONCE your contract with them is done, they have no obligation to let you download later.). Not to mention that their prices are so high (over here at least) you'd have to be blind to shop there.

If Apple were to launch iGames for PC, or Virgin (Who owns Blizzard) got into it seriously, then there'd be a real market here. But while Steam isn't a monopoly yet... well... they are the next best thing.

All due respect to Impulse - it's a good system - I see little indication it has the size and volume to affect steam sales much.

Possibly, much of the problem is the contracts and deals between retail publishers limiting online ones. I see no reason why the online prices should be so artificially high compared to store prices - at least here, all launch titles that cost 50-60 euro on steam, cost half that in stores.... and in the stores you buy a product that is MORE expensive to manufacture and distribute, not less!

*grumbles and goes back to shooting things*

 

 

on Sep 14, 2010

Brick and mortar stores have too much leverage into what the online prices are.  They're the biggest problem. 

on Sep 15, 2010

It was only a matter of time.  DoW2 already used Steam, and G4WL was just shit on top of Steam's shit.  This decision was a long, long time coming.

on Nov 11, 2010

Steam’s grip on the PC download sector has made the market far too competitive to bother with, rivals warn.

MCV understands that at least two big-name digital retailers are facing financial difficulties as they struggle to compete.

They are now calling on publishers to develop Steam-free SKUs – as Sports Interactive did with Football Manager 2011 – so that they can maintain their audience.

“Publishers don’t give a shit, they don’t care what happens to the customer. Which is the crucial point, because Steam do,” commented the director at a fledgling Steam rival.

“I’ve fought hard for my customer, and never before have I had to give my customers away. Steam is killing the PC market and it is no wonder digital retailers are failing.

“Steam is locking down the market.”

http://www.mcvuk.com/news/41747/Valve-monopoly-is-killing-PC-market

 

My guess is GamersGate and Impulse.

on Nov 11, 2010

Guest83

My guess is GamersGate and Impulse.

Most probably, though I won't be surprised if it turns out that Direct2Drive is one of those "at least two digital retailers". Time to step in if you haven't already, Brad - you've got a suite of development tools (Reactor) which publishers need to consider adopting.

Here's even more news on the subject:

http://www.mcvuk.com/news/41746/Retail-threatens-Steam-ban 

‘We will refuse to sell Steam games’ blast High Street giants; Digital distributors losing customers to giant rival'

The world's biggest digital distribution platform for games is under attack.

MCV understands that key retailers will drop titles that integrate the popular Steam service as fears mount that the service has a ‘monopoly’ on the download market.

Insiders say Steam, run by US studio Valve, serves a massive 80 per cent of the PC download sector. And retailers preparing their own rival platforms don’t want that share to grow any more.

Some of the biggest PC games – such as Call of Duty and Fallout – use Steam. But retailers are concerned that selling games with the tech built-in pushes users towards only buying games via Valve going forward.

At least two major retailers will demand that publishers remove Steam from their games – or they will not sell them in any form.

“If we have a digital service, then I don’t want to start selling a rival in-store,” said the digital boss at one of the biggest UK games retailers.

“Publishers are creating a monster ­– we are telling suppliers to stop using Steam in their games.”

The head of sales at a big-name digital service provider agreed: “At the moment the big digital distributors need to stock games with Steam. But the power resides with bricks and mortar retailers, they can refuse to stock these titles. Publishers are hesitant, but retail must put pressure on them.”

Gaikai CEO David Perry told MCV Steam could become the games-equivilent of iTunes, where it dictates the terms of the market, not the other way around: “Steam has made it so easy for everyone and they have lots of users. But how long do you wait before you take control of your own digital strategy? Like with iTunes, at some point it’s going to be too late.”

 

on Nov 11, 2010

Retailers are every bit as much bullies as Steam is, though. So those complaints are very hollow to me. Retailers are probably losing a lot of sales to Steam, and they want to limit their competition. It's just a struggle for power from their end - they want more, so does steam.

The question should always be - what is best for the customer? And who is the customer? Anything else is just corporate tug-of-war, and completely uninteresting to me as a consumer.

At this point, if you want to beat out Steam, you can't be as good as them, you have to be better. Stop charging street date prices that equal box prices for digital downloads. Then you'll get digital customers, and lose retail customers. If you think the future is going one way - digital downloads - then your decision should be simple.

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