Steam Family Sharing
store.steampowered.com
store.steampowered.com
I'm curious as to what other kinds of convenience measures they'll be able to implement in the future - especially with hardware control via steambox on the horizon.
I obviously understand the appeal. Who doesn't like free shit? If you want to "borrow" a game from a friend just pirate it. That at least saves the platform holder some bandwidth costs.
When "loaning" digital bits the only thing that could possibly be loaned is a user license. Bits are copied, not loaned. If I "loan" you a digital game then your computer will make a copy of bits as sent by some arbitrary server possibly across the globe. You may even make a copy of different bits as your copy of the content may be for a different localization, quality setting, platform, or file format. My computer may or may not still have a copy of those bits.
It is not reasonable to expect licenses to digital bits to be infinitely transferable without limit. If licenses could be transfered without limit then there is no reason for more licenses to exist than the maximum number of concurrent users. Acquire a license when you launch a game and release the license when you shut it down. A 3rd party middle man could trivially run this exchange. Popular games sell millions of copies on Steam but only a small handful can crack even 100,000 concurrent users.
Assuming that you agree there should be a limit then it's just a matter of deciding where that line in the sand is drawn.
You said "Loaning digital goods is a gibberish statement." This is simply not true.
The fact is, lending requires scarcity. I would never in my life lend goods to a friend if I could provide an identical duplicate for basically zero cost. Why would I? I'm not bound by scarcity by choice.
Steam invents scarcity by limiting the number of "friends" to 10, and by enforcing a policy that will boot off friends ~five minutes after the owner logs in.
Real life doesn't need such machinations for the system of lending to work, which is why lending physical goods can never be the same thing as lending digital goods IMO.
I'm not sure how they fear that so much. On the rare occasions when I buy videogames they're usually used ones purchased at GameStop or on eBay.
This is a way to avoid telling people your steam password to "borrow" your account, not borrow a single game.
This would have been very useful to me when, in University, my roommates and all played our games on the living room gaming PC.
I can imagine this being useful for siblings to share a game library mostly bought by parents, or a spouse playing a partner's library. So certainly not useless, but it isn't loaning a game to a friend for a week, unless you're not going to play games at the same time as the friend.
> WHEN I AUTHORIZE A DEVICE TO LEND MY LIBRARY TO OTHERS, DO I LIMIT MY OWN ABILITY TO ACCESS AND PLAY MY GAMES? As the lender, you may always access and play your games at any time. If you decide to start playing when a friend is already playing one of your games, he/she will be given a few minutes to either purchase the game or quit playing.
But I missed the implications in the FAQ directly above that:
> CAN A FRIEND AND I SHARE A LIBRARY AND BOTH PLAY AT THE SAME TIME? No, a shared library may only be accessed by one user at a time.
I know back in the day half my friends ended up buying copies of Starcraft because they'd done a multiplayer install at a LAN party.
A PC game is not that easy, why is pirating a bigger problem on computers than consoles? Or is it so? I'm not entirely familiar with the numbers but since you can still swap used console games I'd imagine it's like that.
I am glad Valve is doing something to improve this.
Huh, I know the other content industries have to play that game, but here I thought the killer feature of legitimate software was "not a virus."
Oh, maybe not piracy so much as... resellers? GameStop?
Considering how much trouble Steam has with phishing and accounts getting hacked, it's obviously a good idea to minimize any use-case where users are allowing others to get at their passwords. This kind of feature will probably save Valve money in the long-run.
Still, doesn't match what I hoped. I was hoping to see a way to share a few games on a machine within the same house, so I could have my set-top machine and my desktop machine divvy up the console-style and pc-style games without constantly having to re-log-in.
Personally, I have a desktop and an HTPC, which would seem like an obvious use-case they would want to target, given Big Picture mode! We're so close, what with remote libraries (on my NAS).
Or at the very least give us a way to avoid keying in the password over and over again - I already logged in here, you can lock the steam account for use-from-elsewhere without forcing me to key in a password to unlock it. I might be annoyed that I can't share my library between my two machines at the same time, but at the very least I don't have to keep keying in PWs.
Obviously it would be stupid to actually store the password locally for security reasons, but the actual implementation of asking the steam servers for a token of some sort and then presenting the token in place of the password would work just as well. May as well time limit the token and demand you log in every six months.
Honestly, separate achievements is the part that gets me excited. Maybe I'm odd, but I'm pretty particular about my achievements being mine.
So, if one of my friend play on my game, I can play none of my games? Or am I reading this wrong?
So I can authorise a person to use my account. I can then, at any time, play my own games. But if that other person is playing a game it will kick them off.
I am really excited about this feature. Around the time Portal 2 came out my partner and I lamented the fact that we had to buy two copies if we each wanted to play on our own account, considering how account sharing is against the TOS. I'm sure the people who do account share to get around this will be very happy to know that they don't have to go over and log in their significant other whenever they wish to play a game the other owns.
Looks like you're right. It's one less step than just giving someone your username and password.
"When I authorize a device to lend my library to others, do I limit my own ability to access and play my games? As the lender, you may always access and play your games at any time. If you decide to start playing when a friend is already playing one of your games, he/she will be given a few minutes to either purchase the game or quit playing."
So my HTPC and my kids desktops can each sign up to share Dad's personal library... but they're both stuck to me, and me only, for a year. In a way I kind of like the idea of my kids not being able to "borrow" some ridiculous 17+ rated gorefest from the other side of the internet or a kid at school... I know they're stuck on my account, or at least I have a vague idea what they're doing.
How would you enforce people not creating accounts merely to share one dudes library? Could make it terribly slow or inconvenient perhaps?
Another interesting option is creating tiered accounts to prevent widespread pirating-type operations. So you can either be a sharer or a borrower and never switch between. Or as per above, switch as many times as you want, once per year.
I'm sure there's some moronic and expensive patents out there to prevent the whole thing from ever getting off the ground.
I think an element of this is the part where when you get kicked off it will prompt you to buy the game or quit. As a nice solution to lack of demos most games have. That's the thought my friends and I immediately jumped to.
You could do this before by logging into Steam from a buddy's computer... but that's got risks associated with it.
This just lets you loan out your whole library without risking your steam account.
> CAN A FRIEND AND I SHARE A LIBRARY AND BOTH PLAY AT THE SAME TIME?
>
> No, a shared library may only be accessed by one user at a time.
Now, I was (and still am) fine with that since it has provided so much entertainment, but for many games that would not be true...Getting kicked out is a point of friction, where a user could either start torrenting, or buy the game legitimately. If they can prove that a small discount improves conversions, I don't see why they wouldn't offer it. Steam is all about removing friction by offering discounts.
Give someone something for free, without telling them its a trial, then have it break down in some predictable manner shortly, then sell them something very expensive to fix it.
Example. You buy a printer for really cheap, you're happy with your purchase, you print off some pages and then after the 8th page, your printer runs out of ink. You go back to the store to see ink for your printer is exorbitantly marked up.
That is a slimy marketing tactic. It relies on common weaknesses in reasoning we humans have, in this case, a sunk cost. You've invested time and money badly, and you are unwilling to see what lies ahead as a worse option as backing out and getting something else.
Can you see parallels with this tactic in what steam is doing?
Had Microsoft simply restricted their program to their digitally distributed games -- which they are likely to loop back on -- I doubt anyone would have taken issue with it.
... Which is exactly what the Xbox One proposed.
>No, due to technical limitations, some Steam games may be unavailable for sharing. For example, titles that require an additional third-party key, account, or subscription in order to play cannot be shared between accounts.
Damn. Probably should have expected this.
But, all in all, seems like a positive step forward!
Now, with these changes, I at least have a way around this problem.
Seems similar to the way current consoles handle accounts.
Edit: Ah, it seems steam only shares the whole library, not single games. A pity, and that might very well be a difference.
I've been thinking a better system would be number of shares = number of owned games. Or number of shares per game = retail cost of game divided by total retail value of all games on the entire account. Then I could share out "FTL" dozens of times, but some goofball who opened a fake account containing only one copy of "XYZ" could only share it out precisely once.
This follows the obvious customer service goal of making your best paying customers the happiest.
(but different games. if I want to play TF2 and the family member wants to play Dragon Age, I don't see why that shouldn't be possible!)
Heck, you can already play single/multi player games simultaneously just by sharing passwords and using offline mode. Color me unexcited.
Here's even a quick config file change you can make so that your Steam always starts in offline mode and doesn't force-logout the other person already logged in. http://forums.steampowered.com/forums/showthread.php?t=25474... (tried this with my dad and it works great as long as he doesn't need to patch).
The much bigger issue to me is that a shared device can't play any of your games if you're playing a game. So if you're playing Borderlands 2, your brother can't play Borderlands 1. This seems nearly useless, if true.
Really, it's about ease of use. If a person can "borrow" a game easily, and get their fulfillment from it they are less likely to download it illegally or even try to steal it from valve by exploiting the "borrowing" system.
I have skipped some co-op games because I knew my friends wouldn't buy it, but they would have played with me if they could.
Whats their motivation? Did they go over the publishers heads with this? I'm curious to see how this pans out.
Probably the amount of customer-service time they have to spend on stolen accounts. Users can presently share an account with a friend... by using their own credentials on their friend's machine, which is a bad idea for like a bazillion reasons.
This lets you do that without risking your credentials.
Edit: It actually looks even more restrictive in that if your friend decides to play any game on their steam library then you will be booted.
Maybe I can buy a boxed game from Amazon?