Steam hits 10M concurrent in-game players in record-breaking weekend
theverge.com
theverge.com
That's simply far too much effort and hassle for many people, which is why I totally understand why pc gaming is a niche.
But with the move to mobile/laptops this becomes a choice between spending that cash on an Xbox and some extra controllers, or buying a whole separate computer.
I love playing on a PC (looks great on my TV!) but I can't say it would be an easy purchase if I didn't already use a fairly powerful desktop PC for other things as well.
If not, why is that tiny difference decisive? And why do consider consoles as an aggregate unit? They are multiple balkanized, mutually incompatible platforms, each significantly smaller than the PC market.
(Not saying that consoles aren't mainstream. But it is really hard to make an objective case for why the niche-ness of the two would be different.)
The top 2 currently most played games were first released ten years ago.
If that's the state of gaming then that's a damning indictment of the last 10 years of gaming releases. I'd wager the top 10 are currently as old as they've ever been.
Either games have got worse, gaming as a whole has stagnated, or people are playing things which aren't on steam.
Between the "xbox live" store thing, the epic store, etc, we're seeing a fragmentation of store-fronts which likely also contributes especially since Steam is the only one that's actually open about their stats.
You also have developers like Riot and Blizzard also doing their own thing.
For "live service" games like Diablo, Valorant, or indeed Roblox, a store-front like steam doesn't feel as important because it's not all about initial sales and indeed cut-price discounts aren't how the games are sold, with in-game-purchases dominating.
This leaves Steam to cater for the single-player market, but given the discrepancy in hours played between even the single player games I've enjoyed the most and the online service games, I can understand why the latter have vastly higher concurrents.
The card game that I play the most with my friends is Skat, a 150-year-old German card game. If that's the state of card gaming, then that's a damning indictment of the last 150 years of card gaming releases.
Snark aside, your comment is missing the point that raw playtime is not the mark of an impactful game. Some of the most memorable games can be really short to medium length with little replayability (like Journey at 2 hours, Superliminal at 2-3 hours, or Outer Wilds at 25-30 hours). Compared to that, a competitive multiplayer game like CS:GO (or Skat, see above) has near infinite replayability, so it's easy for a single player to rack up 1000s of hours of playtime.
I am a happy user of Steam compared to pretty much all the other similar services that exists.
Steam had one job. And it did it well.
Is there a secret voting mechanism on Steam that I'm not familiar with? Mine is 10 years old so I hope that it would get access to it :D
1. Loot was cosmetic or a "sidegrade" of items that could be obtained through other means (especially TF2). That is, not pay-to-win.
2. Loot boxes and their contents can be sold on the marketplace, so there are opportunities to make your money back if you get a $400 item. You can also sell the boxes themselves without paying for keys. Free Steam credit for everybody.
To phrase this difference (and hopefully less ambiguously)
All items, other than cosmetic-only items are obtainable via relatively reasonable gameplay.
You can purchase non-cosmetic items, and you can purchase (lootbox gamble for) otherwise non-obtainable items.
I did not get Half-Life 3 yet.
But on a serious note, we don't know how successful they actually are. They are a private company. Concurrent players & logged in users growing, with more and more gamers around the world and covid as a catalyst over the last years is probably not a good sole indicator. Those are growing for everybody, just compare them to Roblox alone.
I'd say maybe a better one could be pretty much every publisher returning or rumoured to return soon - but that could also just mean better deals for them and Valve also not making more money.
Besides that, doesn't seem all sunshine at Valve either. There were reports of a hostile work environment in the past, among other things supposedly due to the ego-fuelling bonus structure.
When Alyx arrived GabeN talked about how they'll ship two more big VR titles soon-ish, which didn't happen and which supposedly are at least on hold. We at least know that they currently work on a non-vr game called Neon Prime right now and that might or might not ship soon.
The Dota 2 and especially the CSGO community wishes for more communication and updates for their games. The Source 2 update for CSGO has more people coping now than HL3.
They let games like Artifact and Underlords just die. Especially Artifact, with being a buy-to-play title where you additionally had to buy the cards for additional real money, had quite some controversies around the game and how Valve handled everything.
At least in CSGO the esports scene is also not happy either with how Valve ignores and handles cheat & fraud cases half-assed. Their own anti-cheat in CSGO is also still shit.
If I was an executive at Valve, I'd probably be happy with the current success, but nervous for the future.
If they really wanted to make a big push into gaming they could; they certainly have the gazillions for it. Make a more powerful Apple TV, invest a billion into game dev studios to target MacOS and iOS, either make Apple Arcade free or beef it up for the same price. I just feel like they would've done this by now if they were ever going to.
https://www.gamesave-manager.com/
Even if you have a full computer backup, it is convenient to use this since every dev has a different idea of where the data should go and this collects them all into a single directory.
Like, there's a whole giant list of challenges. The advice I got was, don't just play a game, always go in with a goal to beat at least one of the challenges. Because opening those up reveals more challenges.
Also it's fun to watch other people play and see what they're up to - Never Nathaniel on YouTube is great.
It works just fine to pause and come back to a run, but well... you won't want to, and all of a sudden you're burning half-hour blocks of time watching the pretty particles flash around the screen.
Really great "podcast game" though. (By which I mean it will occupy your fingers while you listen to something instead of getting distracted by HN or whatever).
We'll see how long it grabs my attention.
It's seriously refreshing to see the way they approached turning their game into a viable mobile product. No bullshit, but there are two (completely optional) ways to watch ads for some in game reward. You can watch an ad for a free revive after a run, or to get some bonus gold at the end of a run.
I took advantage of the free revive a few times, but the game itself eventually obviates the need for this (there are various ways to get extra lives in-game). I don't bother with the extra gold as it feels unnecessary.
Either way, I spent quite a few pleasant hours over the Christmas break listening to podcasts while fighting the undead hordes. Vampire Survivors is far more fun that it has any right to be for what it is. Hope they continue to sell well and add to the game.
There's more to a good game than just the core loop. If I had a dollar for every game loop I've come up with that was also used by an actually successful game, I'd have like over $10.
There's art, music, level design, gameplay balancing, etc that all go into it.
The core loop just kind of defines the type of game you're making.
Now the discussion shifts to what Magic Survival ripped off. Probably some "modern" roguelike like Risk of Rain but top down and with auto aim.
Do these numbers actually give some kind of insights, or are they just the metrics equivalent of trivia?
Otherwise, I agree that consoles have best bang for buck now.
Consoles are optimized for the job they are doing, so pick a PC that is optimized too.
Besides those, I only need Factorio and that runs on my work macbook.
The supply chain stuff is real though and really hampered the adoption and prevalence of current-gen games.
If you could get hands on them, they've been best gaming "investment" you could make, compared to GPU prices.
Steam APIs used to report achievement statistics float-accurate. This was patched once people started using it to estimate game sales based on “launch the game” type achievements. Not sure how many data holes like this have existed. The flip to your game stats being private by default also limited scraping abilities.
They also give samples hardware stats of their user base publicly by month but that doesn’t really tell you much about the platform. Cool for other things though (mainly intended for developers to understand what the user base has).
I tried it for the first time recently. I attempted to play Bioshock. It was a game I never got to play fully when it came out. I couldn’t get it to launch at first. Had to read forums and make tweaks to the game installation files to get it to launch.
I had the impression that Steam was a gaming platform that ran in its own system. That any game that was available on Steam was tested and would just work. I had the impression is was like an Xbox platform or something. I thought these games also worked on Linux and that was also part of the appeal? I tried it on Windows though.
I’m sure newer games work fine. However, the appeal to me was to play some games I didn’t get a chance to play and be able to install and play without all the fuss. I have an Xbox and can get these games used, so not the end of the world.
If that's great for you then you're a sucker.
What is the point of running your pc 24/7 through the year for some marginal or not so marginal gains not really mattering at all.
Then again I doubt that it is anyway major part of the community on Steam.