Not to mention that as Linux user, they might be the single biggest force that made it so that I have more games on Linux than I have time to actually play.
Not to mention that as Linux user, they might be the single biggest force that made it so that I have more games on Linux than I have time to actually play.
Microtransactions, real money loot-boxes, gambling, NFT marketplace, battlepasses
doesn't milk it's users?
Dota used to have $35 "arcanas", a high quality skin for a single hero which were released intermittently - but that wasn't enough money, they're now placed $200+ deep in the yearly battlepass. If you played any of their games, you'd realise they're one of greediest in the business.
They certainly offer a lot of ways to send them money, but it doesn't feel like they're pushing particularly hard. All that Dota stuff is cosmetics, is it not? No gameplay boosts?
Plus, they were talking about Steam the platform, not individual games Valve has developed.
But in any case, while you could argue that that's kinda pushy, that's Valve the game dev, not Valve the platform owner. I don't play Dota so that stuff doesn't affect me at all.
Some of it is outright bad if you blindly rely on it because it goes by global statistics. How was that old story about the air force trying to create a perfect seat for the "average" pilot again? They measured everyone and averaged the results and then they couldn't find a single pilot that fit. The static list of suggested items is interesting, but the "dynamic" suggestions for the next item to build are something I mostly ignore.
And none of which are even close to necessary.
The problem with selling convenience in F2P games is that the developers themselves created the issue they are selling the solution to. For example, having little inventory space. This isn't something that requires development resources to fix, so it's very clearly just there as a problem you can pay to solve. None of this applies to Dotas stuff.
There is a huge difference between cosmetics only and gameplay affecting microtransactions.
With current prices they are not micro anymore anyway.
I bought a new racing wheel a while ago and it wasn't quite working on linux, after doing some searching I found that a Valve employee was working on a patch to the kernel to fix this racing wheel just to make gaming on linux better.
They're standing on the shoulders of Giants, but I also don't see (m)any of the other stores doing likewise.
It doesn't need 'good commercial titles', it needs to be seen as the preferred option for supporting Indies over steam (i.e. if you are presented with the choice, go for itch. If you're already on steam then steam has earned its money).
On the other hand, if you're someone who is frustrated with the commercial nature of current stores and are pining for the simpler times - itch is very much going to scratch that... Itch.
I personally end up mostly on Steam, but on the occasion that I've really wanted to support a developer (usually puzzle games like Patrick's Parabox) I'll go to itch. The bundle for Ukraine recently also had some excellent finds in there.
tl; dr - if you are an indie connoisseur then yes, if you just want to game then probably not.
That's really the trick. Valve is targeting "whales" in the same way that mobile games are. Just not as blatently.
CS:GO and the attached gambling economy regularly goes on to destroy wallets of parents and others at risk of gambling behavior.
Valve certainly isn't a saint, but when it comes to steam, it's a decent platform that gets the job done and doesn't get in your way, no dark patterns there.
I'm not sure that Steam pioneered them but microtransactions are great, they enabled high quality games be free or at least cheap to access for casual players and the few who really dive deep into the content pay accordingly.
Loot boxes and other stuff are things that people want and enjoy. Can be unhealthy for some people but let's not pretend that there are large number of people living on the streets because Steam milked them away like an illegal casino.
Their ways are not designed to make you sell your car to buy a skin.
When Nintendo sold me a game thats unplayably busted on the Switch they just shrugged and told me to suck it up. Steam didn't.
They also pioneered a store that plays less of a moral police than any others.
(Despite all that, I usually prefer GoG these days because I despise DRM and Steams login limit.)
Linux support is nice though.
Seems like Australia should sue other stores as well.
Haven't tried with GoG though, never needed it there.
The oldest articles I can find:
Origin [2013]: https://www.pcgamer.com/ea-origin-refunds/
Steam [2015]: https://www.forbes.com/sites/jasonevangelho/2015/06/02/valve...
And as another person (and if my own memory serves) mentioned, Steam's move was nearly entirely driven by pending lawsuits.
Don't get me wrong, I primarily use Steam and support them because they're the only company really caring about Linux, but I don't think they can be given the credit for pioneering the current refund landscape.
And for GOG not to have a limit on playtime makes sense, since (unless you use Galaxy), they have no way of knowing how much you've played a game.
This was years before Valve would issue refunds even for other similarly broken titles.
I requested refunds from them before they got sued by the ACCC, got told to take it up with the game developer. Contact the game developer who told me to take it up with Valve.
Afterwards they just tell me I played too many hours (ironically because I was trying to repro the issue on a few maps to demonstrate it wasn't me/my computer/etc that was shit)
Guess what, I usually get my refunds back from companies that tell me to f** off.
Is anything stopping the UK from keeping the same consumer protection laws inherited from the EU?
/s
But yes, to your point, Sony doing it on Cyberpunk was extraordinary.
Star Wars Republic Commando, by chance?
I've tried a refund when the studio publicly stated they have no intention of patching the game after launch.
I don't consider that a positive. Big Box stores usually have 15 days for returns.
A lot of big box stores don't want to do 1:1 refunds if the seal has been broken.
They banned loli.
https://kotaku.com/steam-is-banning-sex-games-with-young-loo...
These are consumer law issues that should extend beyond games.
As someone who only uses Steam (and used to play TF2 before all the hat things, but not DotA), I still see Steam in a good way. And I actually discovered that Valve indeed created all the things you mentioned (except NFT markeplace, which I believe is an exaggeration).
I believe that it's good that EGS is trying to compete with Steam, but on the other hand, I'm scared that EGS's tactics will force Steam to use the same tactics and make it less user-friendly.
I e, they pushed gambling and gacha stuff to children. I've always felt they had come up with a perverse incentive s structure with these sales.
it's not greedy if the users are buying it willingly. The game is not pay to win - you can skip all of it, and just enjoy the game on its own.
Not many free to play games can be said to have this.
Valve pioneered a lot of those things before anyone even realised that they were profitable. The way they stumbled into the gambling market looked, from where I sat, like an accidental evolution of a company that was experimental and evidence based. Particularly on DOTA - unless something really changed since the last time I looked you can play the whole game for free and the winner is determined purely by skill. Valve is being entirely reasonable in how they make money - giving people who are huge fans of the game a way to spend money on it.
Other games have a free-to-play but pay-to-win model. League of Legends requires you to pay if you want to play with the newer, more powerful characters. Hearthstone is free to play but adds newer, more powerful cards every season. Building a competitive deck of cards could cost $150-200 per season.
That’s not to say I like this lootbox bullshit. It preys on people who have a weakness for gambling. If I were wired differently I could have spent thousands on them. I think they should be regulated out of existence.
Valve is certainly doing(has done) better than the market ethically, you need to look into their competition to see the state.
Blizzard once crowdfunded a prize pool and ran away with the money.
If valve is milking users, then everyone else is butchering them.
(There were some edge cases e.g. CSGO agents but they are working to bring it down to a tiny difference)
I feel like I'm out of the loop here. Didn't those come more from mobile gaming and Asian free to play MMOs or Battle Royales? Didn't Valve make the "traditional" buy-once games like Half-Life, Portal, HL-derivatives like Team Fortress/CS?
As for milking its users, Steam (the platform) is an incredible value (for purchases, refunds, reseller ecosystem, etc.) and an awesome utility (community mods, auto updates, reviews, cloud sync, streaming, Proton, multiplayer APIs, etc.). I think the one fair gripe about them is that they take a pretty large cut from developers and force them to use the Steam payment processing, which takes another big cut. But for end users (players) it's a wonderful platform, especially compared to its peers like GOG Galaxy, the EA/Ubi/Microsoft clients, the Epic Game Stores... none of those come close in usability.
Individual titles within the platform might choose to use lootboxes and other crappy monetization schemes, but that's on them, not Steam. There are thousands of games that have better monetization models, and Steam helped revive the dormant indie PC gaming industry and then blew it up a thousandfold... almost none of those games have predatory pricing models.
As for cosmetic skins, what's wrong with that? Who cares how much they charge for those if it doesn't provide a gameplay advantage of any sort, just blinky particles? Compared to any ACTUAL predatory P2W game, I'd so much rather support games that only sell cosmetics.
It seems so unfair to reduce all that Valve has done for the PC gaming to "lootboxes and high priced skins". Without Steam PC gaming would probably have died by now, and with it the most amazing renaissance in indie titles since the shareware days.
There's a reason that the slogan "we used to make games, now we make money" has been half-jokingly attributed to Valve. For years, their biggest revenue producers have been their free-to-play games with cosmetic microtransactions such as CS:GO, DOTA2, and TF2. As far as I know, their last "traditional" game was Portal 2 in 2011. Half-Life: Alyx could be argued to have similar production value, but was released as more of an erstwhile "pack-in title" for the Valve Index headset.
But they're purely cosmetic? That sounds like a wonderful business model for all involved, especially vs the predatory P2W crap that's really infesting the market (especially in mobiles and MMOs). I'd probably also rather than a F2P cosmetics-only game over a buy-once game... if only because that usually implies there will be a proper server farm hosting the games, lessening cheaters or peer to peer hosts with terrible connections.
The cosmetics will cost you, though.
Although I suppose its dubious whether real world money gambling (valve) is more or less exploitative than the gambling directly implemented into game design that the rest of the industry took up.
Real money in exchange for convenience (storage space in PoE) or purely cosmetic items (non-combat pets, hats, angel wings, whatever) ? Fine.
The "good for users" alternative to Steam is GOG, but it's basically an also-ran in the market.
I have a love/hate relationship with Steam. I love that it "just works" on Linux, but I hate the DRM and lock-in. When I mostly used a PC I'd always favor GOG or some other distribution method, although I did have lots of Steam games as well. Now that I own a Steam Deck - and playing non-steam games is a bit of a pain in the rear (but at least possible) - I find myself buying into the platform even more (which, no doubt, was the entire purpose of the Steam Deck).
I feel like this exemplifies Steam. It's not unambiguously anti-consumer, and it does provide some real value, so many of us are willing to accept the tradeoffs involved.
Then if a game is an exploitative grindfest, blame falls on the dev/publisher for choosing to implement whatever-it-is.
I think this is why they’ve been able to experiment so much the last few years, to varying success.
Edit: I'm also pretty sure they patched in-game ads into CS 1.6 at some point, but can't remember for sure. Anyone else recall that?
The reason Steam exists and is as strong as it is, is because every other game developer abandoned PC gaming and went to the consoles, for an entire decade.
Including Microsoft.
People not only hated Steam, they hated PC gaming.
You had to use Steam to get HL2. This got them on enough PCs that they could build the dominance they have today.
There are obviously other reasons for their success, but the other poster is spot on both about what they did, and how many people felt about it at the time.
There couldn't be anything more false. Game developers flocked to Xbox 360 and PlayStation 3 because Microsoft and Sony entered a bidding war and flooded them with money upfront to build exclusives for their platforms, while in the PC gaming space there was no such "free" money to be had upfront, as game studios had to fund development themselves or raise money from publishers and hope the end product would be a success to get their money back and make a profit on top to stay afloat.
And people didn't hate PC gaming, they hated the poor quality XB360/PS3 ports that were being pushed on the PC platform.
I think we can get a clearer picture if we compare it to Epics launch: No cloud saves at all, shoddy service all around. The only thing they had going for them was buying up exclusives (many of which had already been promised as Steam releases). Steam/Valve is really a saint in comparison, even back then.
I mean, at launch these features definitely did not exist (cloud saves) or were buggy (friends lists). Holding Half Life 2 hostage behind steam was definitely controversial at the time, and Steam was kind of... not great for quite a while. Valve were in it for the long haul though and it really is a great ecosystem now, there are still some gripes to be had but like you say, compared to every other store on PC there really is no competition.
A fun article from the time it was released: https://www.dslreports.com/shownews/32981
At release internet speeds were honestly too slow and the software was filled with bugs.
Also, Steam has a long term strategy in the interest of customers and I believe gaming in general. Supporting other platforms as Windows for example. They are smart enough to look beyond the horizon and can make predictions for possible developments in the market. I highly appreciate that as a customer.
App stores like Steam, for all their problems, provide real tangible value to developers. It simplifies distribution of files and updates (no need to set up your own CDN/P2P network and write server/client code to handle game updates), provides integration of payment (no need to negotiate your own deals with payment processors), and in Steam's case also provides extra gaming specific value-adds like cloud saves and DRM that would also be costly to build/integrate in-house. If you think about all this, the cut they take could be justified for the right customer.
The difference between Steam and something like the Apple App Store is that Steam does not have have monopoly power over PC game/software distribution. As a developer you get to decide whether Steam's cut justifies their value to you individually. If you don't like Steam or it doesn't make sense for you, you don't need to use it. And many indie developers do exactly this -- they sell at conventions, release physical media, offer direct downloads/sales from their own site, use competing platforms like itch.io, Patreon, Dlsite etc.
Steam is good because the platform they are on is competitive and thus to succeed you have to justify your value.
I love Steam and I hope it's never bought out.
As much as I wish Valve made more games, I'd prefer this to them being publicly traded.
Plus often the strategies competitors cook up actively put me off, I don't want the additional overhead of managing more accounts/payment options/social platforms I already have more then I want. And making me jump through those hoops to play an exclusive game will more often then not mean I just don't play the game
I mean, I don't remember the last time something came exclusively through Steam by exclusivity agreements. That cannot be said for Epic Games though.
Sure Epic had to come up with ways to increase their competitive advantage while having an inferior product with smaller catalog and worse ux, all problems inherent to a newer product trying to penetrate a consolidated market.
Steam felt like it was just there, adding features and improvements in a slow but steady pace and really offering value to both players, by introducing sales and democratizing access to games (sure in the EU and US it might seem less important, but coming from Brazil I can't begin to tell how much of an impact digital outlets had to providing access to quality games on emergent markets), and to developers by single handely making piracy somewhat obsolete.
Sure it had problems like high fees for small devs, a case can be said that this monopoly over time started hurting the small dev, or the massive flow of low quality games, but to call it a walled garden is a far cry from reality. We gamers got it good and we sometimes don't appreciate it. Just look at the state of streaming services to see what could have been.
It's a walled garden, because you can't use their various services on their own or with third-party services. The games themselves are just rented to you, you can't run them without your Steam account.
You can even sell codes in your own store, WITHOUT STEAM GETTING MONEY. That's incredibly generous.
I don't understand why you would expect them to give away their features for free. That's like expecting a a restaurant letting you use their cutlery and tables with your own food.
Finally, you have never and will never truly own a game. No, not even when they came as CDs. It was always just a limited license.
This is a common red herring - nobody means owning the actual IP for a game when they mention owning physical games. They mean having control over when, where and how a game is played.
Physical games give more control to the user, assuming DRM allowed that.
(and the real issue is having DRM or not, not being physical vs digital - for example my physical DVD copy of Bioshock has some stupid DRM limitation whereas my GOG copy is fully DRM-free, giving me more control than the physical one)
> I don't understand why you would expect them to give away their features for free.
Incentives? Won't comment to that. But, what I expect is that my services and tools don't constrain their interoperability. Open protocols are nothing new. Neither are closed platforms.
If this really were an issue, GOG would be a lot more popular. Most people just don't care. It's actually really nice having Steam just auto-manage my entire library across all my devices, seamlessly, with all the mods and updates and files and such all taken care of. And being able to seamlessly stream to the TV/phone/Steam Deck is great, along with Big Picture mode.
I have several DRM-free titles on GOG that I never end up using -- only bought them there because they were slightly cheaper -- but now I wish bought them on Steam instead, because it's so much easier to actually PLAY the game that way.
Sometimes walled gardens are nice if the alternative is the untamed wilds...
As for "renting" games, well, not so long ago they were $50 a pop and if you broke the CD, too bad. Now those same games are routinely discounted by 75%+, and my library has increased in size a hundred times because of it. If it takes a rental model to get us there, that seems like a great tradeoff, honestly... like movies, most games don't really have infinite longevity anyway. If I can play it for a few years and then it eventually disappears for whatever reason (which almost never happens, btw), usually they will re-release an updated version later on with improved graphics and such anyway. It's not like digital games are a collector's item. In fact the subscription services (Xbox Game Pass, etc.) take that one step further I wish more games did that. The idea of "owning" a copy of software is dubious to begin with... one way or another you're paying for the development, whether it's a buy-once model + expansion packs, buy-once + DLC, subscription, lootboxes... every game does it differently these days, but overall players have a lot more games at a lot more price points.
It's (thankfully) not like the Apple/Google Play duopoly. You can still by and large sell PC games however you want, but a lot of devs/publishers choose Steam both because of its marketshare and because of its useful features.
In this sense those are walled gardens, but because of the nature of those markets. E-commerce, telecommunications, datacenter, banking to some degree are all examples of hard to penetrate markets.
The original article goes on to explain that going head to head against solutions that are consolidated in these market are a waste of time and money. Better to find and exploit a niche that is still untouched.
I totally use gog and other stores.
As someone who purchased Half-Life in a physical box in a retail store before Steam so much as existed and was happy downloading update patches and using a server browser until Steam forced me to create a Steam account and become a Steam user to continue playing Half-Life online, this is true. I feel more exploited than milked.
This is a problem that has to be solved by those actually able to do something, and that is the regulatory agencies for the US and EU, not multinational corporations or placing the responsibility on individual consumers. The multinational corporations have no interest in kneecapping their "competitive advantages", and consumers don't care or don't even know just how fucked up the entire entertainment industry is ("crunch time" isn't just an issue in games, but also in movies!).
That's stuff like actually enforcing labor regulations (e.g. the Directive 93/104/EC that prescribes a maximum week work time of 48h)... and that linked together with stuff like passing "supply chain laws" (that hold corporations liable for labor rights violations by their suppliers) should put a stop on these practices.
Unfortunately, labor regulations enforcement is pretty scarce in the EU as it is, and the US are pretty much a regulatory wild west, at least when seen from an European perspective.
Unions may be controversial in the broader software development sphere, but they're obviously desperately needed in game dev.
(P.S. Re: "margins are razor thin": A lot of this comes down to the gaming industry's version of Hollywood accounting. The big publishers like EA, Ubisoft, etc. are making a killing off of their mistreatment of their studios' staff)
Sorry, I meant "everywhere I look outside of the big publishers" instead of "everywhere I look." Of course, the big publishers make crazy money by milking old franchises and through large economies of scale. If that's the kind of games industry we want, then it looks like the working model is oligopoly.
Still, the EULA states that steam is a subscription, for currently 0 (USD|EUR) per month. So at any time they might increase that fee.
You mean like to "solve the cheaters problem" they made so that free users in tf2 can no longer use the chat, while it's still full of cheaters?
Large scale Microtransactions (TF2).
Cosmetic Microtransactions in a Single Player / Coop game (Portal 2).
Loot Boxes (TF2, though they really got bad with CS:GO).
And worst of all, a planned economy that collects "sales tax" and enables children to gamble. Not even "simulated" gambling where all you get is a cosmetic locked to your account. Just straight up gambling. With cashing out if you happen to be lucky and know when to stop.
Oh, and don't forget paid mods - a concept that has similarities to previous Steam Workshop games, but blew up right in their face when it involved a third party that people usually just joke about having their players fix all bugs for them after ship.
Also, sure, you can't withdraw from a Steam account. But that doesn't mean it's not monetary value. It's easy enough to find someone who wants a game and you buy them a gift and they give you the money instead. And paying for CSGO items outside the ecosystem is tolerated enough that people still do it.