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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 4)
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on Jun 25, 2010

SteamWorks isn't tied to the Steam shop. VALVe usually offers a standard distribution agreement when giving away the SteamWorks API. SteamWorks is free to use and most developers/publishers also sign on the distribution agreement. So far there is only one exception.

During the development of Supreme Commander 2, GPG had to decide which online multiplayer platform should be used. Their options were basically their old GPGnet client, Games for Windows Live and SteamWorks. They decided to use SteamWorks. There was no pressure from VALVe or anything like that.

Or look at Modern Warfare 2. It's distributed over Steam and uses Steam as DRM. However, it does not use SteamWorks. It uses its own multiplayer solution.

 

Melamine
Yeah, and these Steam sales are hard for people to resist. I have trouble persuading people as to the dangers of a Steam monopoly when Steam has frequent, incredible sales. How can I persuade users to purchase a game on a competing service if Steam has it on sale for 60% cheaper? Most people will follow the money.
Peope have to be careful with Steam sales. They look juicy, but often times some of the games are or were already cheaper in other stores.

 

 

Sola_III
"Blah blah, who cares, I don't have to deal with DVDs anymore!" I've never really understood this argument.  Seriously - other than the .000001 percent inconvenience of having to treat your possessions with a bit more love and care than a 2 year old, what really is the big deal?  I use Impulse, but never for this reason.
For some it's a matter of principle . I for one find optical data mediums incredibly outdated and inconvenient. Why would you want to go through all that trouble of physically getting an object with data on it, when you can have it directly over the network (unless of course you don't have internet or just very slow internet). I abhor optical discs. That's why I am also reluctant to buy a Blu-Ray drive, since this is "ancient" technology. Why should I go through all the hassle of handling an optical disc, using a dedicated Blu-Ray player (Hardware or Software), getting annoyed by menus etc. when I can have the movie or tv show directly from the network without any trouble?

Sure, some like to have a box and I can understand that. But generally I follow the Star Trek principle, where virtually every data is available to you everywhere through LCARS

on Jun 25, 2010

 

easy boys....

Either way, STEAM, Impulse, D2D and others are here to stay.  Get used to it.  Embrace it.  Cloud-computing is the way of the future.  What is software piracy anyway?  In a way it is the predecessor of cloud-computing.  I mean it's all out there.....to be had.....except piracy made it all avalilable for free.......so now companies want to call it "cloud-computing" and make it NOT free.  Oh well, I'm not complaining.

Again, I will sound like a broken record......but imo......most of the griping against digital "controls" (I would have called it "digital distribution", but let's face it......it is all about CONTROL) comes from the part of humanity that would like to continue having everything at their whim.....and FREE! 

Life is all about control.  We listen to (or should) our parents, we pay attention to speed-limits (or pay dearly), we turn off our cell-phones on airplanes or in doctor's offices etc. etc.  So why do we care when a company wants some control over how we use software?  I guess we've come to think that since the computer is in our home (our domain) we should be able to do anything on/with it exactly how/when we wish.  These new "control-schemes" by the software industry are challenging that "ideal".  I for one, don't have a problem with it.

Cloud-computing, digital-signatures, personal digital-ID's etc. are all signs of technical progression and are NECESSARY in order to keep pushing ahead.

Onwards I say.........faster and farther......here we come brave new world we embrace you! 

the Monk

on Jun 25, 2010

Spooky__
SteamWorks isn't tied to the Steam shop. VALVe usually offers a standard distribution agreement when giving away the SteamWorks API. SteamWorks is free to use and most developers/publishers also sign on the distribution agreement. So far there is only one exception.

During the development of Supreme Commander 2, GPG had to decide which online multiplayer platform should be used. Their options were basically their old GPGnet client, Games for Windows Live and SteamWorks. They decided to use SteamWorks. There was no pressure from VALVe or anything like that.

Or look at Modern Warfare 2. It's distributed over Steam and uses Steam as DRM. However, it does not use SteamWorks. It uses its own multiplayer solution.

Steamworks is modular, if you will. The DRM is in fact a part of Steamworks. Developers can choose which parts of Steamworks to implement, but from what I've read (and experienced), the attractive middleware features (matchmaking, achievements, etc.) require that developers use the Steamworks DRM component, hence the lock-in concerns.

on Jun 25, 2010

Steam also have the flaw of downloading the installed game instead of running a setup of compacted files

which is really stupid when trying to install larger games

take "The Witcher" as an example, if you use an iso mount it would be 5 GB i guess,

steam downloads the entire installed game which is larger than 30 GB in order to install it.

on Jun 25, 2010

Melamine
Steamworks is modular, if you will. The DRM is in fact a part of Steamworks. Developers can choose which parts of Steamworks to implement, but from what I've read (and experienced), the attractive middleware features (matchmaking, achievements, etc.) require that developers use the Steamworks DRM component, hence the lock-in concerns.
Of course, but VALVe isn't forcing the game developers/publishers to use SteamWorks. Unless you interpret 'using SteamWorks because it's so great' as 'forcing', since the alternatives would simply be not as good as SteamWorks . Then yes, you could say that VALVe is forcing SteamWorks and thus Steam DRM onto the developers/publishers, because it's such a great solution. Basterds!

Maybe Stardock can break this up a bit with Impulse::Reactor (which is free to use for everyone and also completely independent from Impulse itself).

 

 

Overlord5
Steam also have the flaw of downloading the installed game instead of running a setup of compacted files

which is really stupid when trying to install larger games

take "The Witcher" as an example, if you use an iso mount it would be 5 GB i guess,

steam downloads the entire installed game which is larger than 30 GB in order to install it.
Steam downloads compressed files. Not directly the whole game in an extracted format.

on Jun 25, 2010

So, I know Steam has a sale going on right now so they have higher than average traffic, but seriously this message:

Is one of the most annoying things in the world to see after you've plunked down cash for a game. I'll likely have to pick a weird hour to try and get my downloads in.

I think this is a weak point that Steam's competitors can use against it - at the worst it will cause steam to invest more in server resources than they currently do.

on Jun 25, 2010

Indeed Sareln, while Steam's high-traffic events (sales, major game updates) cause buyers grief, I have yet to experience any bandwidth shortages with Impulse.

on Jun 29, 2010

Interesting article from an anti-trust lawyer about Steam actually not beeing a monopoly:

http://www.gamesbrief.com/2010/06/steam-is-not-a-monopoly/

on Jun 29, 2010

I doubt Sony if offering Valve cash, if that is what you are implying, coreimpulse.

More likely Newell would prefer the Xbox, with its more internet-inclined player-base. But seeing as Microsoft is trying it's damnedest to turn Game For Windows Live (or whatever their current moniker is) into a serious competitor for Steamworks... I just can't see them letting Valve in the door. PS3 then, is the only other option if Valve wants a console presence, and I'm sure Sony doesn't mind the partnership either.

on Jun 29, 2010

Guest83
Interesting article from an anti-trust lawyer about Steam actually not beeing a monopoly:

http://www.gamesbrief.com/2010/06/steam-is-not-a-monopoly/

I dont' recall anyone really saying Steam IS a monopoly so much as what the title of this thread suggests, they are in the process of becoming one. For a number of monopolies, as in companies that the courts stepped in and literally broke apart, you could see the problem coming. I don't see this article suggesting that Steam is not in the process of doing just what a lot of people are concerned about, trying to push everyone into a closed system. After all, you lure them in with free and then, after you have consumers and publishers in your grips, then you start trying to control prices.

on Jun 29, 2010

Sola_III
"Blah blah, who cares, I don't have to deal with DVDs anymore!" I've never really understood this argument.  Seriously - other than the .000001 percent inconvenience of having to treat your possessions with a bit more love and care than a 2 year old, what really is the big deal?  I use Impulse, but never for this reason.

I don't use Steam simply because I want to maintain control of my experience.  Period.  Frankly about as far as I'll go is Windows, since I won't be playing much of anything without Windows.  Doesn't mean you have to jump off the cliff head first.

I've always found it ironic that folks are having a cow over Facebook privacy, when majority share stuff they wouldn't have dreamed of before the 'net.  Facebook and Steam are data gathering hubs with a middleware veneer and always have been.  Face it head on, and take control of your own experience.  If that means refusing Steam if a game is Steam - exclusive, so be it.

Now excuse me, I have a black helicopter to catch .  Or maybe it's all the Alpha Protocol I've been playing lately.

 

Exactly.  DVDs are a cool offline storage medium, that doesnt have to launch through a authorization server miles away from your location to install and start.  And it's a cool collector's item.

on Jun 29, 2010

Spooky__
SteamWorks isn't tied to the Steam shop. VALVe usually offers a standard distribution agreement when giving away the SteamWorks API. SteamWorks is free to use and most developers/publishers also sign on the distribution agreement. So far there is only one exception.

During the development of Supreme Commander 2, GPG had to decide which online multiplayer platform should be used. Their options were basically their old GPGnet client, Games for Windows Live and SteamWorks. They decided to use SteamWorks. There was no pressure from VALVe or anything like that.

Or look at Modern Warfare 2. It's distributed over Steam and uses Steam as DRM. However, it does not use SteamWorks. It uses its own multiplayer solution.

 

I think that's not entirely correct.  SteamWorks isn't free as in freely available to anyone to include.  Developers have to apply for a SteamWorks license and only after Valve approves it they are given the SteamWorks API to include it in their games.  Given that the SteamWorks API pretty much is part of the game's binary code AND asset file formats,  developers who want to make their games SteamWorks game have to apply for a license during the planning stage of development.  And MW2 does use SteamWorks, btw.  MW2 is a full Steamworks game. That game, like New Vegas too, is part of the Steam network.  Steamworks is not only for MP and stats.  It's also for anti-cheat and autentication too. MW2 uses it, and as everyone knows, it doesn't work at stopping cheaters. 
 

 

on Jun 29, 2010

the_Monk
 

easy boys....

Either way, STEAM, Impulse, D2D and others are here to stay.  Get used to it.  Embrace it.  Cloud-computing is the way of the future.  What is software piracy anyway?  In a way it is the predecessor of cloud-computing.  I mean it's all out there.....to be had.....except piracy made it all avalilable for free.......so now companies want to call it "cloud-computing" and make it NOT free.  Oh well, I'm not complaining.

Again, I will sound like a broken record......but imo......most of the griping against digital "controls" (I would have called it "digital distribution", but let's face it......it is all about CONTROL) comes from the part of humanity that would like to continue having everything at their whim.....and FREE! 

Life is all about control.  We listen to (or should) our parents, we pay attention to speed-limits (or pay dearly), we turn off our cell-phones on airplanes or in doctor's offices etc. etc.  So why do we care when a company wants some control over how we use software?  I guess we've come to think that since the computer is in our home (our domain) we should be able to do anything on/with it exactly how/when we wish.  These new "control-schemes" by the software industry are challenging that "ideal".  I for one, don't have a problem with it.

Cloud-computing, digital-signatures, personal digital-ID's etc. are all signs of technical progression and are NECESSARY in order to keep pushing ahead.

Onwards I say.........faster and farther......here we come brave new world we embrace you! 

the Monk

 

Digital distribution is a feasable working model for PC games, this isn't an argument against them. Cloud computing is a very different thing, which both has its advantages and its disadvantages.  For instance, it assumes everyone has a super fast and very reliable internet connection, which in reality most people don't.

I don't think it's about control.  It's about money. It's the theme park business model. It's putting a theme park in the middle of nowhere and charging people for entry.  Apparently when a system is open to everyone, *HINT* *HINT* the internet anybody?, *HINT* *HINT* big companies can't make a profit out of it.

on Jun 29, 2010

coreimpulse

I think that's not entirely correct.  SteamWorks isn't free as in freely available to anyone to include.  Developers have to apply for a SteamWorks license and only after Valve approves it they are given the SteamWorks API to include it in their games.  Given that the SteamWorks API pretty much is part of the game's binary code AND asset file formats,  developers who want to make their games SteamWorks game have to apply for a license during the planning stage of development.  And MW2 does use SteamWorks, btw.  MW2 is a full Steamworks game. That game, like New Vegas too, is part of the Steam network.  Steamworks is not only for MP and stats.  It's also for anti-cheat and autentication too. MW2 uses it, and as everyone knows, it doesn't work at stopping cheaters. 
 

Stopping cheaters on the PC is extremely difficult unless the gameplay allows for a central server to arbitrate and control everything. You can do it in a MMO because most things are controlled by the server, but even then anything that isn't is subject to abuse (teleport hacks in WoW, as movement is client controlled for performance reasons). Strategy games could also do it with enough server horsepower, the server could simply not send any data to the client that the client shouldn't be able to see. That eliminates things like fog of war hacks as the data simply isn't there.

But your typical FPS doesn't work that way, and the client does tend to know where other players are. So cheats like invisible walls and such work and are nearly impossible to really stop.

on Jun 30, 2010

coreimpulse
I think that's not entirely correct.  SteamWorks isn't free as in freely available to anyone to include.  Developers have to apply for a SteamWorks license and only after Valve approves it they are given the SteamWorks API to include it in their games.
You get it either "at VALVE's discretion" or with an Unreal Engine 3 license.

 

coreimpulse
And MW2 does use SteamWorks, btw.  MW2 is a full Steamworks game. That game, like New Vegas too, is part of the Steam network.  Steamworks is not only for MP and stats.  It's also for anti-cheat and autentication too. MW2 uses it, and as everyone knows, it doesn't work at stopping cheaters.
MW2 uses VAC yes. The matchmaking is done by IWNET.

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