coreimpulse

Steam: A monopoly in the making?

Steam: A monopoly in the making?

Is a steamID as required as a copy of windows for gaming in the future?

(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.

 

1,481,201 views 472 replies
Reply #276 Top

Quoting Frogboy, reply 275

Quoting InternetNerd, reply 273
Quoting Frogboy, reply 270
Quoting InternetNerd, reply 269
Quoting Fistalis, reply 267So where is this mythical pop up coming from?

So you ARE forced to install impulse to play elemental, because without the game is complete and utter shit and fails to run.  At least Steam games run when released.  Can't say that about Stardock games.

Are you here just to troll? 

Sorry, I'm not hear to troll.  I've removed the last two sentences from my post.  Apologies for that.

I just didn't appreciate being called a liar when in fact I am correct that Impulse installs off the disk and forces advertising on you under default settings.  And in fact, I don't mean any offense by this, but I consider Impulses popups worse than Steams because Impulse popups will occur any time, not just when I use an Impulse game.  I could be working on a word document and get an Impulse popup.  At least Steam only presents popups when I exit a Steam game.

Why not just turn off the notification?  With Steam, you have to have Steam. Forever. To play the game.  To me, that isn't a big deal. But someone who buys say Galactic Civilizations or the original Sins of a Solar Empire or a third party game on Impulse doesn't have to keep the manager around if they don't want to.

I personally think it's much ado about nothing. I have Steam running all the time anyway. I have Impulse running all the time anyway.  I have Tweetdeck running all the time and so on.

Steamworks is the only viable option presently for developers who want the functionality it provides without making it themselves. I don't begrudge Steam its market share.  It's not Steam I take issue with. It's Steam fans who demand we cave in on our own policies that, frankly, work very well for us.

If GamersGate or Direct2Drive feel they have to accept Steamworks titles in order to remain profitable, then that's their business. Impulse doesn't.  And if Steam can eventually decouple Steamworks and the Steam store client then we'd be happy to look at adding those games to Impulse.

Thanks for the reply, and trust me I appreciate the work you and your company do for digital dist.  I would prefer more competition as it would, as we say in Australia, "keep the bastards honest".  Though usually we refer that to politicians.  ;)

Can I also ask, have you taken a look at Desura?  A recent release of a new DD client that not only dists games, but also mods as well?  Developed by the same company behind ModDB and IndieDB.  I think they have some good ideas (mod dist being one) that you could probably leverage some benefit from too.  http://www.desura.com/

Reply #277 Top

Desura does look interesting. Is it like Impulse being optional, or like Steam?

Reply #278 Top

InternetNerd, your complaining about Impulse being required for patches? You already patch games over the internet, so what is wrong with requiring a specific service run by the developer in order to patch their games?

Reply #279 Top

Quoting Zeta1127, reply 278
InternetNerd, your complaining about Impulse being required for patches? You already patch games over the internet, so what is wrong with requiring a specific service run by the developer in order to patch their games?

The kid's gaming computer is not connected to the internet (and won't be).  That's the problem.  Stand-alone patches are fine, service delivered patches are not.

Besides, I'm not complaining about Impulse being required for patches.  I just find it slightly annoying that Impulse fanbois put the software on this enormous pedastal and accuse Steam of all these things, when Impulse actually traps you in almost every single way identically.  As I said, the only difference between the two is Impulse client is not required to run a game.

Reply #280 Top

As I said, the only difference between the two is Impulse client is not required to run a game.

Which is a huge difference if you actually read the SSA. Steam pretty much becomes the gate keeper and god of your games. Since the impulse client isn't required to run and install impulse holds no power over you playing your games. And you wanna throw out the term fanboi.. yet you ignore the fact that requiring a 3rd party client is A HUGE difference, seems to me your a steam fanboi.

 

I'm not a "impulse fanboi" I'm a "steam hater". I would prefer neither.. I like my games not attached to any 3rd party in any way. I like to install and activate a game and know my game will work forever after. But if given the choice between steam controlling my access to a game and impulse reactor running passively with a game I will always choose reactor over steamworks.

Now if there comes a time when impulse starts to block access to all my reactor based games because they caught me cheating in a  game, paypal screwed me, someone hacked my account or any other reason they deem valid(don't even get me started on blizzard) then I'll hate it too.

 

EDIT: Looks like soon now that gamestop is buying impulse

Reply #281 Top

Quoting VicenteC, reply 265

This is the most biased thing I have read in a long time.

Of course it is. So is yours. Do you think this is a discussion, or a government fact finding mission? :)

First, for nearly all creators, pricing and size limitations aren't a problem at all. Trial can be 8 minutes or something else, it's up to the creators. The timed trial is the default one so you can save yourself the work of doing a proper demo while allowing the customer some way to try the game.

Second, of course you can't have XDK achievements and leaderboards, you are not an XDK game. It's like complaining your super free PC game doesn't have Steam achievements, it's idiotic.

Third, no AO rating it's also logical, like not been allowed either to do a Halo game, or use the LucasArts logo. Given that MS is in the end the one liable if you do something very nasty, and that nothing assures them a nasty game won't pass peer-review because they don't control approval, they have to protect themselves somehow.

Even in your dreamy PC world, some limitations also exist. You can't use IPs you don't have the right to, you may be liable to law depending on what you release and where you release it (happens from time to time in Germany and Australia), some tools may force constraints into you (depending on their licenses), and so on.

But like most people agree that the PC gives you a lot of freedom, the same happens with XBLIG.

The freedom on a PC and the "freedom to do what MS has said is allowed" on the Xbox are not even remotely comparable. It's a joke to try and compare them. On the PC I can put out anything that's legal where I live. On the Xbox, I can put out anything that Microsoft says I can.

If you can't tell the difference between those two things, then there really isn't anything else to discuss.

Reply #282 Top

Quoting Tridus, reply 281

Quoting VicenteC, reply 265
This is the most biased thing I have read in a long time.
Of course it is. So is yours. Do you think this is a discussion, or a government fact finding mission?


First, for nearly all creators, pricing and size limitations aren't a problem at all. Trial can be 8 minutes or something else, it's up to the creators. The timed trial is the default one so you can save yourself the work of doing a proper demo while allowing the customer some way to try the game.

Second, of course you can't have XDK achievements and leaderboards, you are not an XDK game. It's like complaining your super free PC game doesn't have Steam achievements, it's idiotic.

Third, no AO rating it's also logical, like not been allowed either to do a Halo game, or use the LucasArts logo. Given that MS is in the end the one liable if you do something very nasty, and that nothing assures them a nasty game won't pass peer-review because they don't control approval, they have to protect themselves somehow.

Even in your dreamy PC world, some limitations also exist. You can't use IPs you don't have the right to, you may be liable to law depending on what you release and where you release it (happens from time to time in Germany and Australia), some tools may force constraints into you (depending on their licenses), and so on.
But like most people agree that the PC gives you a lot of freedom, the same happens with XBLIG.

The freedom on a PC and the "freedom to do what MS has said is allowed" on the Xbox are not even remotely comparable. It's a joke to try and compare them. On the PC I can put out anything that's legal where I live. On the Xbox, I can put out anything that Microsoft says I can.

If you can't tell the difference between those two things, then there really isn't anything else to discuss.

Of course there is a difference, but so minor it's irrelevant. You can put what nearly anything you can put in the PC on XBLIG. Hardware differences between both platforms are more of a limitation for creators that all the things you listed combined and multiplied by a thousand.

Reply #284 Top

After Valve finished building up a monopoly on the PC, they are now heading after Microsoft, Sony, and Nintendo in the console market.

 

GDC 2011: Valve To Make Steam More TV-Friendly

Half-Life and Portal house Valve Software said Monday that it plans on making its popular PC gaming digital distribution platform Steam more TV-friendly.

An upcoming “big picture” mode for Steam will add features including controller support and navigation tailored for televisions in an effort to bring PC gaming outside of the office or den and into the living room. Steam currently has over 30 million accounts worldwide.

“Our partners and customers have asked us to make Steam available in more places. With the introduction of Steam on the Mac, and soon in Portal 2 on the PS3, we've done just that," said Valve marketing VP Doug Lombardi.

"With big picture mode, gaming opportunities for Steam partners and customers become possible via PCs and Macs on any TV or computer display in the house,” he added.

Valve is meeting with partners and developers at this week’s Game Developers Conference in San Francisco to discuss details of the new mode. The company has yet to publicly release details of the plan.

 

Full press release:

http://store.steampowered.com/news/5063/

Reply #285 Top

Ah...consoles and steam. Now that is a bodacious relationship, like flies and dung.

 

But which are the flies and which are the dung? I see a controvery over which gets which role. :D

Reply #286 Top

It has nothing to do with consoles. You are still using your PC/Mac/Notebook but with your television screen. Valve will optimize Steam (and i guess their games) for controller navigation to attract console gamers to Steam.

Reply #287 Top

Doesnt seem that useful how many people have big screen hooked up to their computers. Would be more useful if this was on consoles, where people have their 52" screen layouts.

Reply #288 Top

Valve announce Steam Guard

http://www.pcgamer.com/2011/03/03/valve-announce-steam-guard/

Nice to see optional improvements in account security

also

“Biofeedback in Gameplay”

http://www.pcgamer.com/2011/03/03/breaking-watch-portal-2-eye-tracking-now/

Such glove for 10 bucks could nicely improve difficulty of games :)

Reply #289 Top

On these account security features, I'd like it if you could authorize 2 computers for them.  I tend to play my games on 2 different computers, so most security features are worthless for me.

Reply #290 Top

Steam Guard doesn't affect your ability to play games at all. It's only for authorizing one computer to make major account modifications. You can still log into your account on multiple computers and play games, but only 1 would be able to change passwords, email addy, payment info, etc.

It's worth noting that Steam Guard uses a hardware solution provided by some of Intel's newer chips, so most people still won't have access to it for quite a while until they upgrade.

Reply #291 Top

Steams new features are good and wellintended I'm sure, but if someone were to lock his account to his CPU, what would happen if it broke..?   I'm sure (or absolutely HOPE) that Valve has thought out something that works.

Reply #293 Top

I saw that, but I'm sure they set up a dummy account instead of risking his actual one :P 

Reply #294 Top

Nice challenge :)

Well I am more interested in that biometric glove, because IPT is very secure (unless you work for NSA) :)

Reply #295 Top

Quoting Annatar11, reply 293
I saw that, but I'm sure they set up a dummy account instead of risking his actual one  

I am pretty sure it's his real account, because [email protected] was his email address since day one. And back in 2002/2003 Steam accounts were created with email addresses as names. But it wouldn't be a problem anyway.  It's not like he couldn't just reset his account if something is going to happen.

Reply #296 Top

Quoting Campaigner, reply 291
Steams new features are good and wellintended I'm sure, but if someone were to lock his account to his CPU, what would happen if it broke..?   I'm sure (or absolutely HOPE) that Valve has thought out something that works.

 

I'm sure they thought out something that works for valve in that situation, like making the person have to buy their games again. }:)

Reply #297 Top

From Stem Guard FAQ:

https://support.steampowered.com/kb_article.php?ref=8232-WSGZ-8021

Q/ I need help! How do I contact Steam Support for assistance with account access once Steam Guard is enabled?


A/ Visit Steam Support and create your support account or login to your existing one if you've requested help from our support team in the past. Submit a question with "[Steam Guard]" in its Subject, categorized as "Account Questions" and then "Email Verification." If you have a retail CD Key or last four digits of your credit card as proof you're the account's rightful owner, please enter that too.

That KB article contain all answers about this tech.

Reply #298 Top

Quoting Rebell44, reply 297
A/ Visit Steam Support and create your support account or login to your existing one if you've requested help from our support team in the past. Submit a question with "[Steam Guard]" in its Subject, categorized as "Account Questions" and then "Email Verification." If you have a retail CD Key or last four digits of your credit card as proof you're the account's rightful owner, please enter that too.

 

And then in the fine print:

 

Kiss your account goodbye, sucka. :rofl:

Reply #299 Top

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?

Reply #300 Top

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?