Epic isn't making a marketplace where I want to spend my money by being better than Steam, they're just trying to make a place where I have to spend money if I want to play certain games. Good luck with that one.
Epic isn't making a marketplace where I want to spend my money by being better than Steam, they're just trying to make a place where I have to spend money if I want to play certain games. Good luck with that one.
Content platforms always compete on availability of content. Steam did the exact same thing early on with Half Life. Look at what's happening in the streaming video space. Look at console gaming.
Ultimately, people aren't making Steam accounts because of the Steam workshop or Steam forums or Steam chat or what have you—they're making Steam accounts because there's a game on Steam that they want to play.
If Epic's store had better features but the same games, existing Steam users would still continue to use Steam, because that's where their existing game libraries are. The only way Epic could compete on features alone is if it were possible to migrate Steam purchases to the Epic Store. Since Valve will never let that happen, Epic has to entice users with exclusive games.
And that could be great for everyone—if it caused games to be made that would otherwise never get developed. Consider how much great content the video streaming wars have produced. As annoying as it is to switch between subscriptions, I'd say TV viewers are winning right now.
The problem, of course, is that Epic isn't developing original content—they're paying for existing content to be removed from Steam. My great hope is that this will change in time. Original games take several years to develop, so if any are under way, we wouldn't have heard about them yet. In the meantime, we're getting PC ports of Journey and Detroit, so that's pretty neat!
And Valve is?
I'm not into games myself, but Valve has done tremendous work for gaming on Linux. That alone is enough reason for me to support them.
You get no rewards for playing the game. If you want new cards, you have to spend money on packs or spend money to enter drafts.
This old fashioned "just play the game because it's fun" mentality is dogma to Valve, but nowadays users want and require the Pavlovian reward systems.
Speaking to the choir I suspect, but god do I hate progression systems.
Haven't played Artifact, but I'm really not convinced by the narrative that Valve is removed from this stuff. TF2 and Counter Strike all have loot and inventory systems of their own. They're basically required in any free to play game.
There's also SteamVR
Anyway, I wonder how many people are in that position, where they have a giant Steam "library" that's mostly bundle titles and stuff bought on special, that they feel some sense of attachment to, but in reality wouldn't really miss when using a different launcher.
For what it's worth, I think your memory is mistaken here, it's actually kind of the opposite—early on, Humble Bundles always offered DRM-free downloads (in addition to Steam keys), and it was only later on that they began selling some games as keys only. As someone who greatly prefers getting naked executables, I was really sad when this happened.
Check out the page for the second-ever Humble Bundle in 2010 (the first doesn't appear to be in the Internet Archive). DRM-Free downloads are listed as a major selling point. Also, you'll note they advertise Linux support, which wasn't supported by Steam at the time. https://web.archive.org/web/20101215101427/http://www.humble...
As an aside, I actually have Steam keys of all the early Humble Bundle games sitting in my account, unredeemed after all these years. I've been thinking I could sell them if I ever needed emergency cash for some reason, but even though it's a common practice, it feels kind of wrong... I have downloaded and played these games, just not on Steam.
I'm skeptical that those unused Steam keys would have much value, given routine Steam sales. I've compiled a list of my Humble Bundle games with unredeemed keys (game names only, not the keys themselves) into a spreadsheet for friends.
Spotify appears to be positioning itself as an destination for exclusive, original audio programs, but those aren't music.
This is just false. Steam has evolved beyond just a marketplace, and I go there because I enjoy the tools they provide. From VR, to family sharing, home streaming, and more.
What's relevant to this discussion isn't what features you like about Steam, but what features cause people to make Steam accounts. In other words, is it actually possible for another player to compete on features alone?
Exclusives of any kind are anti-consumer, whether it is steam doing it or epic.
It depends on how you're defining "original content". I mean, yes they are paying for games to be Epic exclusive, however Epic released Fortnite, so they do have their own big releases
As a broad generalisation this is baldly wrong. I use a Steam account and buy things there because the platform has the things that you mention (on top of a multiplayer API that generally works pretty well). If it didn't have those things, I wouldn't use it anywhere close to how often I use it now. A very high percentage of the games on it are also available on other platforms (publisher-specific, GoG, the dev) and those are not materially worse than Steam if you only consider distribution.
Not necessarily migrate, but offer (for free) the same game on Epic if you already have it on Steam; GOG did this for a few games (not that it helped GOG).
Edit: You can insert some EA keys from Steam into Origin: https://pcgamingwiki.com/wiki/List_of_Origin-redeemable_game...
A different streaming platform for Netflix, Hulu, Disney, Universal, HBO, Amazon
A different gaming platform for Steam, Epic, Origin, UPlay
The real loser is the consumer
Whereas I've basically been copying the same DooM 2 install from computer to computer for 20 years.
Citation needed.
I'm not sure what you're referring to here. By my account, Epic has been among the better game developers for consumers. I wish Fortnite et al didn't use microtransactions—as far as I'm concerned, they always make games worse by building a purchase incentive into the design of the game—but it is free to play, so there's a limit to how much I can complain.
The fact that it's "free but if you want you can gamble here and look we made it fun!" actually makes that worse, not better. First it draws you in, then when you're hooked you have more trouble stepping out.
It's so harmless that even the non-monetary "engagement hacking" by other services feels like a burden in comparison (e.g. Steam's incessant notifications about new crappy stickers - stop stealing my precious time!).
The transparent llamas certainly had nothing to do with events in Denmark and Belgium -_-.
If Disney doesn't make much content that I want to watch (and they don't), then I don't have to pay them a dime for anything. If HBO only makes one thing that I want to watch, then I can subscribe for a month and then pay them nothing after that. That's a significant improvement over the previous way of doing things.
Why would it be good for a single company to control distribution of all content?
I understand the vitriol from many gamers: the Epic Store is a worse experience as a consumer than Steam. But I think that a more-viable funding model for game development is pretty significant: there are plenty of games that just barely eke out enough to keep studios alive/independent, or that almost do but then result in the studio closing or being sold to a megacorp like EA. A 30% cut for what was effectively a hosting and payments processing service was ridiculous, monopolistic behavior, and needed to be shaken up. As such I support Epic's move into the store space: more money for devs means more, and more interesting, games getting made.
Realistically, exclusive deals were the only way Epic could've made that work. For most people, if they could buy a game on Steam, they would, rather than using yet another launcher, and that fact means that Steam would still have most of their monopoly intact. Multiple launchers (and fewer features) is annoying but IMO worth it to get Steam to give a bigger cut to devs (which they immediately started doing after the Epic Store launched, although the Epic Store is still often a better deal for devs).
> Multiple launchers (and fewer features) is annoying
You can't claim steam is just a glorified CDN and payment processor in one breath and then complain about the lack of features in other launchers/platforms in the next.
I agree that 30% was steep, but steam provides both devs and consumers a lot of features that everyone now takes for granted (like cloud saves, household licensing, workshop mod frameworks, friends and chat, and much more). The games that move to epic are either going to have to implement these features themselves, depend on epic to provide a framework for it (sentiment seems to be "don't hold your breath", or release without them.
FWIW, I agree with Epic's stance on chat: Discord is good, use Discord. Steam chat is awful; I effectively never use it, and all of my friends use Discord servers. Epic could build their own chat platform, but for what purpose?
I do agree that there are some sorely-missing other features from the Epic Store, though. But I'm fine with them shipping an MVP to force Steam to offer more-competitive pricing sooner rather than later — which is what happened.
> depend on epic to provide a framework for it (sentiment seems to be "don't hold your breath")
Sentiment amongst whom? Angry gamers? Epic released their 2019 roadmap, it seems fairly reasonable; cloud saves apparently are coming in the next 1-3 months: https://www.gamespot.com/articles/epic-games-store-cloud-sav...
https://arstechnica.com/gaming/2019/04/why-valve-actually-ge...
> Those keys are often sold on other platforms that take their own cut, which sometimes amount to the same as Steam's (though platforms like Itch.io and Humble Bundle generally take much less).
And at the end of the day, devs are still at the mercy of Steam; you can't just sell your game through keys, because Steam controls key generation and doesn't let you do that. Again per the article:
> Steam also imposes some limits on key generation to prevent developers from essentially piggybacking off of Steam's services while solely selling games directly to consumers elsewhere.
That's why I think the anger re: the Epic Store misses some of the point. Epic's move into the store space almost incontrovertibly caused Steam to lower their take rate: two days after the Epic Store launch, Steam dropped their cut of revenue for games that sold over certain revenue thresholds. If Epic is successful, I imagine Steam's pricing will continue to become more competitive, which is better for devs and better for keeping smaller studios alive and independent.
In one of those articles, they talk about Gabe and Valve employees giving encouraging words (and opportunities that no other indie site got), which also includes this interview with Gabe right before The Orange Box released: https://www.rockpapershotgun.com/2007/11/21/rps-exclusive-ga...
Valve has had a lot of issues since then. Steam went through horrible growing pains. Steam support is awful. Valve hasn't released a game in years. But, they are where they are because they had passion, and a cavalier DIY sensibility.
Whatever Epic is doing, I want no part of. Every press release I've seen from them since opening their store has given me the willies. Gamers can get really passionate about this stuff, but for me it just boils down to my gut reaction. Epic and any company that signs exclusivity deals with them do not get my money. And I bought Rocket League on three different platforms.
They've recently (this year or the last) released Artifact, a card game, which apparently didn't do very well.
Gamers rage a lot, but they don't do much or stick to their guns often, so this strategy will be fine so long as Epic is working to address some issues. A few updates and patches, a few more games people simply must have, and nobody will remember why they raged.
I'm not thrilled with this, but I'm not going to stop playing Rocket League. I'm going to buy Borderlands 3 (and so are all my friends that grumbled about it being a time exclusive, and they'll buy it from Epic because we all want to play right out the gate together). I still remember people raging against Origin - most of them use it for the EA games they swore they'd never play again.
All my friends and I (30+ crowd) are like "fuck that, I got other shit to play" for Borderlands 3 but we all grudgingly used Steam back when CS:Source came out. I wonder if it's an age thing. I know my backlog is years long as this point so waiting 6 months to play it isn't making me lose sleep.
Coming along with getting old is having more things to do instead of video games, like side projects, or board games, or hanging out in person. Personally, starting ~3 years ago much of my video game time started getting replaced with tabletop RPG's as a way to spend time with friends, even online ones. I hadn't ever played tabletop RPG's before that point.
So when several of these games came announced as "not on Steam", my reaction was also "it's ok I can wait."
Luckily my computer gaming friends still have time for a match here and there, and games that are part of series we really enjoyed(like Borderlands, or Diablo though that franchise doesn't really grab us the way it used to) can usually bring a few of us together at odd times in the evenings. And double luckily my wife loves Rocket League and we usually squeeze a few matches in before we wind down for the evening.
I'm a VR dev by trade and a gamer by (nearly exclusive) hobby. I'm well deep into Epic and always will be. And it makes me angry. They're intelligent guys and the Unreal engine is fantastic, but the anti-consumer decisions they've made over the last few years have been very frustrating.
The ability to search is a particular sore point. Unless you know the exact name of what you're looking for, you're going to be unsuccessful, and the community have been screaming about this for literal years.
The irony in this statement is kind of ridiculous. You can't play many games without owning a Steam account right now. How is that any different in principle?
Overall, I recognize the Epic Store has some large issues and it definitely deserves criticism, but I just don't see why this shift is such a big deal in the long run. It's a good thing that Valve is getting competition, whose customer support has been a complete joke since its inception and monopoly allowed them to take huge bites from studio profits for years.
I don't believe anyone should be tied to one company's products like we have with Steam and there should never be a monopoly over this kind of stuff; Valve's dominance of the PC gaming marketplace is plain scary. I'm fine with Valve having to prove that people should use their product over the newcomers.
Right now the most frustrating thing will definitely be the split among ecosystems (chat, etc) and feature parity for things like Steam Workshop. That will smooth out over time, but yeah for now that's definitely an annoyance. I think we'll see an intermediary app like Discord fill the social space, just like how XFire used to dominate in the 2000's.
Be mad at the dev for making the choice to host only on Epic Store if you're upset about it - they're aware of the consequences and could have easily gone with Steam instead.
Seems to be working ok for EA's Origin store, Battle.net and Mojang though.
Yes, yes they did. At the time HL2 forced Steam on everyone, it was hated and despised. People forget this. It's how I know Epic will win. Gamers are weak.
Not hard to see similar limited appeal moves to amass popularity with a particular type of eyeball.