I'm sick of the software industry, every big company tries to lock you in. Microsoft (historically with contracts, incompatiblity and UWP and now Cloud), Apple (AppStore and of course incompatibility), Google (Cloud and PlayStore...and making everything else then Google Services a pain) and EPIC (Games Store).
No other industry has managed to be so awful than software industry. You can drive another brand of car than anybody else in your town and be fine with it, as long you get support (spare parts). But software? Hell no! Your choice is either pain through being in a minority or pain through living without control upon your your software, unsteadiness, insecurity, high costs...
This ignores the history of how Steam came about in the first place. The PC gaming industry was basically dying because physical distribution was expensive, which made the games expensive too, so a lot of users just pirated games (by downloading them from the internet) because it was easier. Valve recognized that piracy was a symptom of a service problem and set out to create the convenient service experience of piracy in legitimate form. It was actually widely hated at first because people assumed malevolence, but over time Valve has proved their good intentions with the platform. They helped kick off the indy explosion with the Potato Sack, they allow developers to sell Steam keys on other stores without giving Valve a cut, they never ask for exclusivity, and despite what many internet whiners complain about they actually try pretty hard to have worthwhile recommendation and review systems.
> Everything useful it provides should be part of libraries. In a better world - we would use a package manager or Flatpak to install games.
This is basically already the case. Steam is the manager, and it also provides the libraries for its functionality (DRM, workshop, achievements, etc) that are entirely optional. There are games on Steam that don't use any of that and you can copy them to a system without Steam and they run fine (BallisticNG was like this last I checked). Hell, as EA and Ubisoft proved you can even install and run your own alternative client as part of your game you sell on Steam (though thankfully the store now warns users about this behavior).
Valve own marketing material doesn't count.
The above article estimates the PC gaming industry sold around 32.3 billion in 2017, although from [0]:
> If you throw out revenue for packaged retail titles and browser games, that leaves the dedicated digital PC game business with a total value of $23.9 billion – and that number includes DLC, which the Steam estimate does not.
> If the numbers are right, that means Valve own at least 18% of their specific market
This is by no means exact, but 18% for PC gaming is huge and, given that these are global numbers, probably doesn't account for the PC games market in China.
Fortnite changed steam's dominance. Epic games is buying out a lot of games to offer on their store and they have the cash to burn on it. Who knows where all the fortnite fans will be in 5yrs, epic or steam.
Hard to blame them for a stance of "you can't use our storefront to advertise other storefronts" though.
Epic is doing the things it is doing precisely because Steam is so ludicrously dominant. I'd argue that they haven't been successful at usurping that dominance yet. They are still very much playing catch-up.
They prefer their churn and burn, buying out games and giving them for reduced prices. It makes little sense unless it is seen as a very long term play.