(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.
I have already given up on the Royals, any success on their part will be a miracle, because for the umpteenth time they have traded away their best players.
This whole piracy thing is in the same topic of gun ownership. Gun ownership laws simply should not exist in my opinion, because criminals dont give a damn about the law, and will find ways around it. It is tragic when one man with an ak47 goes on a killing rampage and causes alot of shit for families and stuff, but you dont need to make it worse for innocent people who simply want to protect themselves. In the same sense, pirates will find ways around steam if they are skilled enough (or maybe not, maybe steam makes that impossible) and making games a bitchy bitterness to play when you have spent some good money on them simply is not fair, especially when piracy is not widespread enough for it to be a problem. I do not have the numbers with me but I am assuming piracy is in the low ten percent to five percent range, and just like it frustrates me in sins to lose that much money to disloyalty, alls I have to do is make a few broadcast centers and move my capital, and in the same sense, all devs need to do is give a damn about players enough to make great games.
PS: Like sins
and anti piracy I can see actually causing more piracy (again I am not sure how hard it is to crack steam)
At the risk of going wildly off topic, more gun deaths are caused by people who buy guns legitimately and then go nuts then criminals who ignore gun laws.
Much like how people go insanely paranoid about strangers prowling to kidnap their kids, when most kidnappings are actually caused by someone the child knows.
Piracy happens for a number of reasons, but the most prominent one is that people are cheap and will take something for free if they can get it.
Eh?
http://en.wikipedia.org/wiki/File:Firearmsources.svg
Would everyone please get back to the topic ?
That graph would seem to support what Tridus said, doesn't it?
Is it only here or did entire Games subforum (incl. this thread) disappeared from forum menu????
Yes, i noticed this yesterday, the entire PC gaming, Personal Computing and related subforums got deleted too it seems.
Maybe because the Impulse forums are going over to Gamestop, and these forums are shared across other Stardock sites. It's still there from the Elemental forums.
It's still under Off-Topic at the GC2 forums as well.
Yeah, I had to switch to StarDock forum.
Brink confirmed to use Steamworks:
http://www.shacknews.com/article/68094/brink-getting-steamworks-shows-off
Also preload of Portal 2 started few hours ago
Okay, for someone uninformed, what is Brink and why do I care about it?
Tf clone from the guys doing Skyrim.
You probably don't care about it.
After being resistant to Steam forever I'm now a Steam convert. Gamestop is "evil" in my book and I will do no business with them so I have accepted my Steam overlords.
Well, in the past week I've gotten Bioshock 1 and 2 for all of $10 (for both). Defense Grid for $4 bucks. Dungeon Siege 3 pre-order comes with DS1 and 2 for free. The sales are pretty crazy.
And since Skyrim will most likely use Steamworks I've just accepted the fact that Steam is in my life now. It's not bad. I still don't like how it has to run just to play a game but I'll deal with it.
Yeah, if there's one thing about Steam is that it gets some crazy good deals because they can move huge volumes of stuff.
Fable 3 is comming to Steam, which is huge surprise because its owned by MS.
http://www.gamasutra.com/view/news/34227/Fable_III_Coming_To_Steam_As_Well_As_Games_For_Windows_Marketplace.php
Maybe MS will release some of their older PC games on Steam (which would be great).
Lets hope GFWL die soon.
On steam yes, but it will still have GfWL. Why can't they pick one or the other, instead of both. Relic dropped GfWL and went steamworks only.
That studio is owned by MS, which is why it is surprise that it will be available on Steam at all.
GFWL is POS, but MS developers will have to use it as long as GFWL is alive (hopefully it will die soon...).
I thought it already died and was raised up as the undead.
Well it behaves (works) like beheaded zombie of annoying accountant, but its still trying to eat us.
I just checked some publicly available data and based on Steam IDs (VAC ban website) and some info from Valve (30M active accounts in October 2010), Steam already has over 40 000 000 accounts - almost 35 000 000 accounts are active (available data cannot provide result which is much more accurate than +-1 000 000).
If this data is correct, Steam will reach 40M active accounts sometime late this year or in early 2012.
They want it to sell, which is why it's on Steam. GFWL Marketplace is practically invisible.
Heh, I actually didn't know that Games For Windows Live HAD a marketplace
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