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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 31)
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on Dec 21, 2011

Competition isnt happening already. The only way a big behemoth like Valve with steam can get competition is from another behemoth, like Apple. There´s several steamworks games on their mac store by now. Apple prohibits any 3rd party components in their apps, and such steamworks is ripped out on those games.  Microsoft probably will do something similar with their own windows store.  People here continue to refer to Steamworks like it´s the only gamer data platform, when there´s stuff like openfeint, game center and such. Those services work like Steamworks.

on Dec 22, 2011

coreimpulse
Competition isnt happening already. The only way a big behemoth like Valve with steam can get competition is from another behemoth, like Apple. There´s several steamworks games on their mac store by now. Apple prohibits any 3rd party components in their apps, and such steamworks is ripped out on those games.  Microsoft probably will do something similar with their own windows store.  People here continue to refer to Steamworks like it´s the only gamer data platform, when there´s stuff like openfeint, game center and such. Those services work like Steamworks.

 

I'd use them when they offer cool things like Steamworks do and most possibly if it can be integrated with Steamworks so I can see my achievements, friendslist and such.

 

I've never heard about those services

on Dec 28, 2011

Seems that after so much wrangling with steam over son's account steam finally made good after all by reactivating son's banned account for 5 days on the condition he re-purchase the game in question within 5 days or have account relocked.  Son bought the game for $10 and all's well. 

And here he'd totally written off the account.  Guess someone at steam got something nice for Christmas and decided to pass along the favor.

on Jan 02, 2012

5 million concurrent users at Steam

I hope Valve will soon share some updated stats about Steam.

http://forums.steampowered.com/forums/showthread.php?t=1431974&page=34

on Jan 02, 2012

coreimpulse
People here continue to refer to Steamworks like it´s the only gamer data platform, when there´s stuff like openfeint, game center and such. Those services work like Steamworks.

I look forward to your game that uses them.

on Jan 02, 2012

Steam isn't necessary for a game to be successful, but it helps.

 

That said, I think FE on Steam will outsell WOM if the game reaches its potential.  (note: the free copies being given out won't count)

 

That said, question.  I know and accept SD keys aren't Steam-transferrable.  What would it cost Stardock to make a key for Valve.  Why not allow folks who have bought GalCiv II/Sins/FE to purchase keys from Stardock to work on Steam?  I have no real interest in it myself, but I believe there would be some interest.  Is it a concern that people would abuse the system to get a cheap copy to gift someone else, and is that preventable?

 

I don't think that issue is a big deal, as if someone already wants to "give" a SD game away, they will.  I do think a reasonable limitation would be one Steam key per Stardock account, and make it non-giftable if you can do that through Steam.

 

Would $10 be a reasonable price?  For those who are Steam fans on this forum, if you got FE for free, what would you be willing to pay to get an FE key for Steam?  I do believe some folks would pay, just to have all their games in one place- which is rather convenient.  While it's not the reason I stopped using Impulse, it is more convenient to have all your games on 1-2 sites (I use Gamersgate and Steam equally these days.) 

 

 

on Jan 04, 2012

Martok

Quoting Rebell44, reply 432

Most PC gamers dont have a problem with Steam.

 

You have an interesting definition of "most". 

 

 

Since Steam is by far the largest DD market for PC games and according to some reports has an absolute majority (ie: > 50%) of all DD sales, it seems like his definition of "most" is consistent with the dictionary one. It's GFWL that is widely hated. Steam hate is confined to a much smaller group, because Steam does an infinitely better job at adding value without being in the way then GFWL does.

on Jan 04, 2012

I agree to that, I have never had a problem with Steam, but god I hated GFWL with Fallout 3.  What a pain in the ass.

on Jan 04, 2012

Frogboy

For example, we have Sins of a Solar Empire: Rebellion in development. We (Stardock and Ironclad) want the multiplayer to be compelling (lots of stats, match making, leaderboards, achievements, in game chat, voice over IP) basic stuff these days.  If we choose Steamworks, you'll see a riot. But what would those users demand we use instead?

I see a lot of angst but I don't see a lot of viable solutions. 

 

I'm not sure how big a riot it'd be. From the Sins forums I see that a lot of new people have come in lately, and most of those are probably Steam users who just saw the game on sale and picked it up. They obviously won't mind. Some of the other people might, but if it gets them features they wouldn't get otherwise?

I like having the stuff that you're talking about. If Steamworks is the best way to provide it? I for one won't be complaining.

on Jan 04, 2012

The big problem is, that we forum users are uber-geeks that only think they represent most other PC gamers.  I'm sure most people wouldn't mind at all and would enjoy the features that Steam has.  Although i wouldn't know, hate multi-player games...can't wait till I get home and play SWTOR.

on Jan 05, 2012

I have Sins game from Impulse.

I want it transfered to Steam.

 

Stardock, can you allow that, and please have Enchantress on Steam too.

Also, add steam packs to the initial release. I know I'll buy double for my wife and me, maybe 4 packs for friends.

 

But please integrate to steam more.

 

Also, all of my steam games play offline. Multiplayer in lan, Hamachi or direct IP also works with steam offlined.

on Jan 06, 2012

Some new info about Steam in 2011.

 

- 1800 games now on Steam.

- 40 million accounts registered.

- Year-on-year sales increased by over 100%, for the seventh year running.

- Simultaneous users topped 5 million during December.

- Served over 780 petabytes of data; twice that of 2010.

- Over 14.5m Steamworks games were registered, 67% up from 2010.

- Steamworks is now in over 400 games. See above.

- Over 19m in-game items were traded.

on Jan 06, 2012

Love it or hate it, the value of having your game show up on the Steam front page can't be ignored. Many games that would never have broken into the public's awareness manage enough sales to at least say the project was worth it, thanks entirely to the Steam bump and reasonable pricing. For an indie game developer who needs exposure to pay their bills, it's really hard not to gravitate toward Steam. And for games that have already captured the public's imagination, like Terraria, Steam as a vendor can be the golden ticket.

While a lot of people object to Steam just on the basis of their monopoly and Steamworks integration, there are far worse digital dictators we could be gaming under. Imagine if EA, Ubisoft, GFWL or Activision was at the head of 50% of the DD market. They'd squeeze our nuts until they popped.

And lastly, but certainly not least....Steam understands the concept of value-added. They understand it without all the window-dressing that has made Uplay, GFWL, Origin and other services damn near un-useable, or at the very least, highly unappealing. And they understand that discounts sell more games in the long run than holding to the $59.99 price point until a week before the sequel drops. I'm not sure ANY of that would happen if Steam weren't serving as an intermediary between publishers and consumers.

on Jan 08, 2012

I in my uninformed days thought Steam was bad for indie developers.  Now that I know better I think it's one of the best things going for the indies.  Take the recent Winter sales.  I picked up 4 indie games around $2-$3 each as they were 75% off.  Two of them I had my eye on before and the other two I never heard of.  Both of those had demo's and I had a blast playing the demos and immediately purchased.  One of them will have a DLC coming this Spring which I will buy at full price.  If not for the Steam super sale I wouldn't have ever spent a dime on those developers.

FYI:  If you like "old school" single player shooters playstyle...Hard Reset.  Nuff said.  Especially for $3 bucks.  

on Jan 08, 2012

Hello? $1=€1 doesnt ring a bell? Steam screws people in europe with it, and they simply ignore them. There´s a big thread at the steam boards regarding it, and it continues to get bigger. You know, I would understand the uninformed people happy about the convenience of surrendering to Valve's download manager with everything game related, turning games into a service that you rely on, like utilities. But it´s other people in the industry, including Brad, thinking that they have to somehow praise Valve and steam, or they´ll think theyll lose cool points.  Anyone read that interview the Gamersgate guy did last month? He didnt praise steam, and he gets called a hater.  He says, that steam is too hardcore, relies too much on a bulky download client, and doesnt cater to the majority of PC gamers, those casual flash-playing people, and that steam´s marketshare could only go down.  Here's the interview:

 

http://ve3d.ign.com/articles/news/63355/GamersGate-CEO-Steam-Too-Hardcore-Will-Lose-Market-Share

 

Steam isnt that big, even in the overall PC gaming market.  They dont have those Zynga fans.

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