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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 21)
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on Mar 18, 2011

Frogboy



Quoting Rebell44,
reply 299
Looks like few more Steamworks tiles are confirmed


Dead Island
http://store.steampowered.com/app/91310/

Anomaly: Warzone Earth
http://store.steampowered.com/app/91200/?snr=1_4_4__105_1

IL2: Cliffs of Dovers
http://il-2-sturmovik.ubi.com/cliffs-of-dovers/blog/uk/?p=1162

Wont Impulse become irrelevant if significant % of new games use Steamworks and Impulse refuse to sell them?


 

Why are you so worried?

I am not worried ( I only buy Stardock games from Impulse) but I would prefer if Impulse was able to compete (Impulse currently dont compete against other services outside of USA - I cant buy many/most games from Impulse even if I wanted because of region limits - unlike D2D, Steam and GG).

btw.: Magicka wont have non-Steam version

http://forum.paradoxplaza.com/forum/showthread.php?527049-Magicka-Weekly-Community-Update-18th-of-March-2011

on Mar 18, 2011

I can understand the reasoning, and Paradox isn't Impulse-hostile by any stretch.  That said, their CEO says he likes Steam because he can cancel activations on publishers who don't pay up, which both Paradox and Stardock have had trouble with.  Never thought of that before, though I'm sure Impulse could do the same thing.

 

The thing is, Impulse is going to be relevant as long as there are games I want coming out for it, unless steam makes client-free playing.  I won't pay full price for a Steam game due to this (TW2 I only got due to GG's $18 of credit they offered)

 

That said, Reactor has to position itself as something that will allow Steam and non-Steam versions of games to play nice.

 

on Mar 18, 2011

Rebell44


btw.: Magicka wont have non-Steam version

http://forum.paradoxplaza.com/forum/showthread.php?527049-Magicka-Weekly-Community-Update-18th-of-March-2011

Looks like Impulse::Reactor wasn't able to solve those problems like Brad Wardell had hoped two months ago:

http://forums.impulsedriven.com/404485/page/2/#2877918

on Mar 18, 2011

Alstein
I can understand the reasoning, and Paradox isn't Impulse-hostile by any stretch.  That said, their CEO says he likes Steam because he can cancel activations on publishers who don't pay up, which both Paradox and Stardock have had trouble with.  Never thought of that before, though I'm sure Impulse could do the same thing.

  

Yeah, I remember that Paradox had to sue some distributor (lawsuit was resolved last year IIRC) to get their money.

on Mar 18, 2011

Guest83

Quoting Rebell44, reply 301

btw.: Magicka wont have non-Steam version

http://forum.paradoxplaza.com/forum/showthread.php?527049-Magicka-Weekly-Community-Update-18th-of-March-2011

Looks like Impulse::Reactor wasn't able to solve those problems like Brad Wardell had hoped two months ago:

http://forums.impulsedriven.com/404485/page/2/#2877918

Impulse::Reactor is still in beta so it won't be an option for Magicka.

In the long-run, Impulse::Reactor will provide a viable alternative. There's no point in fretting this sort of thing presently.  It's not like GameSpy or Securom being available earlier than Steamworks provided an obstacle for Steamworks.

Game developers will use the platforms that make the most sense to them for a given project.

 

on Mar 19, 2011

The problem here will be marketing.   You have to show/prove that there are folks out there who dislike Steam, and using Reactor will allow pubs/devs to get the benefits of Steam, while not losing the sales of Steam haters.  (That's an extra 10% revenue for them potentially)

 

Maybe even offer a few small sweetheart deals to start?

 

on Mar 19, 2011

Alstein
The problem here will be marketing.   You have to show/prove that there are folks out there who dislike Steam, and using Reactor will allow pubs/devs to get the benefits of Steam, while not losing the sales of Steam haters.  (That's an extra 10% revenue for them potentially)

 

Maybe even offer a few small sweetheart deals to start?

 

IMO, based on polls I saw at several gaming sites its just 3-5%.

on Mar 19, 2011

That's market share for Impulse I believe , not the total amount of Steam-haters.  Also there are folks who will use Steam yet don't like it much (like me)

 

 

 

on Mar 19, 2011

Alstein
That's market share for Impulse I believe , not the total amount of Steam-haters.  Also there are folks who will use Steam yet don't like it much (like me)

 

That sounds about right for the number of steam haters too. Once you get away from forums like this where you've got a group of them together, they aren't a factor. Steam is actually pretty popular.

on Mar 19, 2011

Yeah, I'm saying 10% or so.  I'm also counting people who use Steam but prefer non-Steam.

 

 

on Mar 19, 2011

Dead Island may use Steamworks only on Steam but in other place not.

on Mar 19, 2011

Valent11
Dead Island may use Steamworks only on Steam but in other place not.

Unlikely - Its using VAC for anticheat, so non-Steam version would have to be singleplayer only.

on Mar 19, 2011

I'd still rather have a solid, physical, DvD I can put on my shelf. I'll take those over Digital Only Downloads any day of the week, period. I have a sad feeling though that the farther we get into the future the more and more solid media will be going the way of the dinosaur as far as PC gaming is concerned, and I can still only help but think that over-all that's a Bad Thing for many reasons. Even now, my family is having such a hard time with bills we're seriously thinking about having our cable shut off. Soon we might not have any other choice. I'll try to keep the internet if it does come to that of course. I watch almost all of my TV shows (the few I do watch) online anyway, but the rest of my family still watches TV. If we end up getting our cable shut off and keeping the internet I'll have to teach the rest of the family how to use the computers so they can watch their shows...*sigh*.

on Mar 19, 2011

There's also the question of how many of the 3-5% who refuse to use Steam would be willing to use Impulse Reactor. I got the sense that many of them are opposed to DRM in any form.

In terms of game libraries, I'm the opposite of RavenX. I'd rather have a digital one then a physical one any day. I've lost track of how many physical copies of games I've lost, damaged, or simply decided wasn't worth the effort of moving to a new apartment.

on Mar 19, 2011

RavenX
I'd still rather have a solid, physical, DvD I can put on my shelf. I'll take those over Digital Only Downloads any day of the week, period. I have a sad feeling though that the farther we get into the future the more and more solid media will be going the way of the dinosaur as far as PC gaming is concerned, and I can still only help but think that over-all that's a Bad Thing for many reasons. Even now, my family is having such a hard time with bills we're seriously thinking about having our cable shut off. Soon we might not have any other choice. I'll try to keep the internet if it does come to that of course. I watch almost all of my TV shows (the few I do watch) online anyway, but the rest of my family still watches TV. If we end up getting our cable shut off and keeping the internet I'll have to teach the rest of the family how to use the computers so they can watch their shows...*sigh*.

It's not just going away for PC gaming, it's going away for everything. DVDs are being replaced by stuff like On Demand and Netflix streaming (which is where Netflix considers the future of their business to be, not in mailing stuff). The cost of pressing and shipping disks just doesn't make sense in a world where we can send stuff across wires in a reasonable time frame at a fraction of the cost. Particularly since you don't have to guess how many will sell and then get rid of them when they don't (or face shortages if they do).

The Internet is one of those revolutioary technologies that turns things upside down. Selling physical media is something that's being hit. At this point, there's no stopping it.

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