(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'm guessing here, but it should function fairly basically. You'll buy the game on D2D. Either during or before the installation process you'll need to download and install Steam. You'll then need to run the game through Steam to play.
Direct2Drive already lost many customers because they refused to sell them the games they want.
It's part of the installation. The game installs Steam, and after install Steam tries to run to have you create an account or login. If you cancel it, trying to launch the game just starts Steam back up.
Retail games with Steamworks work pretty much the same way. My father in law got tripped up by it lately actually, Steam was acting up when he tried to install his boxed game and he didn't know what was going on or why it was needed. He was very unimpressed.
My main concern is that if there is a nuclear war or whatever on the US (I don't live there btw) and many companies are destroyed, people worldwide will lose access to so much content they've paid for. I guess there's a diplomatic imperative as well . I use Steam occasionally now because it's almost essential but frown on "digital-only content" in general. I considered signing up for Audible a while ago. I e-mailed them and asked, in the event of a nuclear war that obliterated your entire infrastructure, could i still access my content. They replied and said that unfortunately I would be unable to. Simple decision for me, didn't join the service.
... to be honest, in the event of nuclear war I'm going to have more important things to worry about then if my games work.
We will just have to make agreement with russians that in case on WW3, they wont nuke Seattle and in return we wont nuke their Vodka factories.
GfWL is NOT the same as Steam. There is no Steamworks equivalent in GfWL. They are not just advertising the competition's store, they are saying "This game was made from scratch with our competition's codebase, it will install itself on your pc and it will offer you sales we don't have." GfWL isn't a store that sells you anything, and it doesn't have a Steamworks component that is a component of your game.
Provided it was just between American and, oh, I don't know, Fiji, it'd just be a war between foreign countries which, while highly sad, certainly wouldn't stop me wanting to pursue my hobbies.
Unless one of those foreign countries' nuclear missile reaches Seattle.
Sorry, what I meant by wanting to pursue was that I'd still be annoyed if Seattle being nuked stopped me from playing my games.
Yeah, wihtout Seattle, how will I run the shadows of the 2060s?
"Sir, the russians just launched a nuclear strike on Seattle."
"But the steam auth servers still work, don't they?"
*tries to log on to steam.*
SORRY, STEAM NETWORK IS DOWN. PLEASE TRY AGAIN LATER.
"Ah, I cant log on! FIRE TEH MISSILE!!!"
Hey, the Russians invaded Seattle in World in Conflict. BEWARE!
who needs seattle anyway? vancouver kicks it's ass ten ways to sunday on it's worst day.......
D2D just added Civ5 to their catalogue and it looks like other non-Valve Steamworks games will appear there very soon.
When this boycot started I knew it wouldnt last. So current state of this boycot is:
D2D - capitulation
GamersGate - their catalogue didnt have any Steamworks game before this boycot so they dont really count
Impulse - looks like they are only ones who (at least for now) real participate in this boycot.
Which Steamworks games were sold on Impulse before the boycott started?
I forgot to edit that post. That setence should be:
GamersGate - their catalogue didnt have any Steamworks game and not even any Activision game before this boycott so they dont really count (baycott was mostly about MW2).
Customer demand is the reason the CEO of D2D provides for selling Modern Warfare 2 on D2D. Well, if this trend continues, and more and more titles are steamworks enabled, I don't see much of a future for D2D.
Every customer of D2D who purchases a Steamworks title is a customer that has more of a chance of spending money on Steam than on D2D.
While that is true, if you dont offer such game, customer simply will have to buy from Steam. Only difference is that "you" wont get even short term profit selling that game.
As Digital purchases would account for a very small percentage of total Modern Warfare 2 sales, and considering that it sold significantly better on consoles than on PC and the fact that its sales are dropping off, the short term benefit does not out weigh the long term issue. Valve will have a monopoly in digitial distribution. How long before Steam is pre-installed on new machines, much like Windows is?
On some PCs it already is: http://www.shacknews.com/onearticle.x/61378
But D2D customers want to buy Steamworks enabled games on Direct2Drive! That's why they are backing down:
http://ve3d.ign.com/articles/news/56093/Why-Direct2Drive-Went-Back-On-Decision-To-Sell-Modern-Warfare-2
While I mostly believe the statement, let's face it. There aren't a lot of companies out there who will say yeah, we made this decision because our customers DON'T want it. It's standard to claim customers want every decision a company makes, even if they don't.
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