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Lets settle this once and for all - Did Steam save PC gaming?

Steam's biggest credit ultimately is being able to get companies to lower the prices of their games, which is the best and only viable way to fight piracy. Piracy had been what that brought PC gaming close to its deathbed and while it certainly is still a problem Steam has done a remarkable job in fighting it.

Steam has not stopped piracy at all. You can do a quick search on the internet of pretty much any game on Steam and see that there is a Steam-free torrent for it. Many multi-platform games on PC release weeks or months after the console release.
 
He didn't say Steam stopped piracy. Piracy basically forced Steam (and others) to lower their prices so drastically that people were less tempted to steal games. Most people will pay for something that is reasonably priced, rather than steal it.

Borderlands 2 for $60? Nope, steal it. Borderlands 2 for $10 off Steam? Sure why not. Steam is basically just another DRM, but their low prices and the slick setup/UI has pretty much won me over (and just about all PC gamers, really).
 
You had to have games that were worth buying for Steam to be effective. So while I think the delivery system helped, it was the great games that were the biggest factor.
 
You had to have games that were worth buying for Steam to be effective. So while I think the delivery system helped, it was the great games that were the biggest factor.

It's both I think. Steam was and is instrumental in connecting PC games to PC gamers and vice versa. PC games wouldn't be as plentiful without a demonstrated viable market full of PC gamers that Steam provides, and PC gamers wouldn't be as plentiful without a viable, relatively painless (both from a cost and ease of use perspective) method of obtaining and maintaining PC games that Steam provides.

I think people can easily underestimate how important that middle layer is.
 
I've always been a console gamer, with my PC for programs and the odd game on offer. Last Christmas the sales just sucked me in! I'm now a 2 PC household with one dedicated to screen big picture mode on the TV. Steam may not have "saved" the PC but it's certainly a champion of it. It would be a bleaker place without it and I would probably be a console only gamer.
 
Steam is the reason I built a gaming pc last year. It definitely wasn't Microsoft. In fact I really hope Steam OS is a success because I'd rather just cut out the middle man (Windows) and just run my games in an all Steam environment.
 
You are ignoring the fact that piracy went rampant with PC games

Because of this piracy developers and publishers stopped caring about PC gaming and indeed lots of the best games in the PS2/Xbox/Gamecube era were consoles exclusive.

Only last gen you began seeing multiplats becoming more popular with PC, and now many big games last gen are being ported to the PC. I don't think it's a coincidence.

This entire attitude to piracy thing was an incredibly stupid situation though. You could pirate games just as easily on the three consoles as you could on PC and piracy has never "killed" an industry before.

Copying tapes never killed the music industry, same goes for CDs and Pirate Videos/DVDs never killed the film industry either.

Those same companies didn't realise that most people who pirate something were very unlikely to buy the thing in the first place so it's not a lost sale since they wasn't going to get one anyway.

There's also been a lot of situations where I know people who have pirated something, liked it so much that they went out and bought the thing they pirated.
 
I don't think PC gaming "needed" saving. It wasn't like it was in danger of death before Steam came along. It's just much, much bigger now than it was back then.
 
Two big things here:

#1 - At some point you have to assume that a company's future actions will likely be similar to their past actions. We know EA will continue to not even think twice about dicking over players or developers if there's even a remote possibility of it meaning they can show 0.021% more profit for their next fiscal quarter. On the other hand though Steam's actions over the past years have shown themselves to be far above petty profiteering. They've shown a primary interest in players and games over and above all. This changing is of course a possibility at some point -perhaps Gabe steps down and is replaced by satan in a suit- but that leads to #2.
i dont have the have your confidence in Valve. In fact, given some of their latest actions such as the psychologically manipulative money play with Steam cards i would say that my long held assessment of them was more correct than even i had thought. Valve has changed their dynamic so much (from game developer to developer talent vacuum to storefront to hardware) because profit is their highest priority. If the next biggest thing in PC gaming was reality augmented pogs then pogs is where Valve would go. There is a reason that Valve sucked up the creator of DOTA like the very same week LoL came out. Valve has done interviews where they wished they had an MMO. They only reason they didnt jump in with the MMO bandwagon is unlike picking up a mod team (or even crafting a MOBA) there is nowhere near the same level of effort and commitment in making them than what is required for an MMO.

#2 - Steam is thriving because of their good will. The reason they are an attractive distribution outlet is not just because of having a trillion players, but because they treat their developers extremely well. A standard ballpark Steam revenue share is 70/30 in the developer's favor. Flip those numbers and that's what a favorable revenue share used to look like! Still does for most publisher-tied console developers, in fact.
Again i dont have the same view. Sure Valve doesnt take as much as a traditional publisher but they do nothing but put it up on their site. Does Valve offer any kind of marketing outside of listing it on Steam? No. Does Valve do any kind of QA? No. Does Valve do community relations? No. Does Valve handle packaging and retail distribution? No.


Steam doesn't have a monopoly in the sense that Windows is a monopoly. Developers have to target windows since that's where all the users are and if you release a *nix game, windows players (which is the vast majority) cannot run it. Developers do not have to target Steam - they choose to.
Developers choose to because Steam is PC gaming now. Outside of a couple of PC mega-hits, most small or indie developers talk about how Steam is the promised land. The reason for this is Steam is PC gaming. If you want your game sold you need to be on Steam. A couple years ago there was some competition to Steam and while i made the argument that as Steam gathers.. well, steam.. they will become more and more of a monopoly. Now the previous competition (GMG, Gamersgate, Amazon, Gamefly.. pretty much everyone) offers Steam keys instead of a download.

A player with Steam can just as easily run a game without Steam. Steam even provides tie-in functionality to allow them to add non-Steam games to their Steam library should they just like the interface. There's no coercion whatsoever.
Running a Steam game without Steam isnt what i would call easy. Its more involved than using a fixed exe from what ive seen. As for adding non-Steam games to Steam? Sounds like a win for Valve if you can get all of your software to run in their environment.

Compare that to Origin which, in typical EA fashion, is attempting to compete through coercion as opposed to good will.
Can you provide some examples of Origins using coercion?

The point being is that if Steam loses their appeal - their good will, they lose their developers and they lose their games. They basically end up as another EA trying to coerce players into coming back of "DotA3 - exclusively on Steam" and it will flounder, as Origin is. They wouldn't die or kill PC gaming. They'd just become destroy Steam as a desirable destination for new games and be replaced. The process of replacement would be painful and slow, but it'd happen and we'd all move on.
If Steam ever lost its appeal to someone locked in to Steam they would be shit out of luck because a) they are going to lose their games if they drop Steam and b) where are they going to go?
 
Sure Valve doesnt take as much as a traditional publisher but they do nothing but put it up on their site. Does Valve offer any kind of marketing outside of listing it on Steam? No.


Developers choose to because Steam is PC gaming now. Outside of a couple of PC mega-hits, most small or indie developers talk about how Steam is the promised land. The reason for this is Steam is PC gaming. If you want your game sold you need to be on Steam.

I don't think these things can both make sense. If Steam is so instrumental to PC gaming, then putting it up on their site is a big thing to do for marketing. Any number of devs will say the same thing.

And way to gloss over how it got there. They got there as has been posted before because both gamers and game devs view their relationship with Valve and Steam as beneficial. That is not at all similar to how Origin makes its money. Very few gamers actually affirmatively choose Origin (as evidenced by the complete lack of 3rd party games and sales). Origin only maintains its business via 1st party exclusives. Steam has long since moved past that.
 
I don't think these things can both make sense. If Steam is so instrumental to PC gaming, then putting it up on their site is a big thing to do for marketing. Any number of devs will say the same thing.
There is no effort in that. You will never see your game on a Youtube commercial because Valve is not going to expend the effort and money to do that. Traditional publishers might take a larger percentage but to say that Valve offered a higher percentage out of the kindness of Lord Gabens heart is not true. They take less money because all they do is host the game.

And way to gloss over how it got there. They got there as has been posted before because both gamers and game devs view their relationship with Valve and Steam as beneficial. That is not at all similar to how Origin makes its money. Very few gamers actually affirmatively choose Origin (as evidenced by the complete lack of 3rd party games and sales). Origin only maintains its business via 1st party exclusives. Steam has long since moved past that.
It got there because it arrived via trojan horse and most people in the gaming sphere (both gamers and publishers) cannot look two steps ahead to save their life.
 
I don't think it saved it, but I think it sent it into the stratosphere and made most consoles and those who only go for consoles foolish.
 
He didn't say Steam stopped piracy. Piracy basically forced Steam (and others) to lower their prices so drastically that people were less tempted to steal games. Most people will pay for something that is reasonably priced, rather than steal it.

Borderlands 2 for $60? Nope, steal it. Borderlands 2 for $10 off Steam? Sure why not. Steam is basically just another DRM, but their low prices and the slick setup/UI has pretty much won me over (and just about all PC gamers, really).

Yeah, Steam doesn't stop piracy, but it makes buying the games legally much more appealing, not just with low prices, but with achievements, cloud saves, trading cards, automatic patching, and the entire social aspect like groups and friends lists. That's what makes Steam great these days. You get a lot of nice benefits for buying games on it.
 
There is no effort in that. You will never see your game on a Youtube commercial because Valve is not going to expend the effort and money to do that. Traditional publishers might take a larger percentage but to say that Valve offered a higher percentage out of the kindness of Lord Gabens heart is not true. They take less money because all they do is host the game.

That again dismisses the fact that whatever they are doing other than marketing any specific game is bringing 75 million PC gamers to their platform, so no, they don't market any specific game, but by making their platform more attractive to customers and bringing more gamers on board, they make anyone using their platform more money due to the larger market.

Are you going to argue now that they haven't done anything to make their platform better and more broadly appealing? It seems to me that they wipe the floor with every other digital marketplace in new features in development even though by all rights, they should be the lazy frontrunner waiting for the competition to match their features.

It got there because it arrived via trojan horse and most people in the gaming sphere (both gamers and publishers) cannot look two steps ahead to save their life.

I am not sure I even understand this comment. Their use of Steam at first was heavy handed a decade ago, and I think they have said as much, but the idea that Steam is so ubiquitous now because of that is a joke.
 
This entire attitude to piracy thing was an incredibly stupid situation though. You could pirate games just as easily on the three consoles as you could on PC and piracy has never "killed" an industry before.

Copying tapes never killed the music industry, same goes for CDs and Pirate Videos/DVDs never killed the film industry either.

Those same companies didn't realise that most people who pirate something were very unlikely to buy the thing in the first place so it's not a lost sale since they wasn't going to get one anyway.

There's also been a lot of situations where I know people who have pirated something, liked it so much that they went out and bought the thing they pirated.
Not really. You needed to install modchips in your consoles to be able to pirate games, while with PC you simply needed to download the games and you were good to go.
And yes, piracy doesn't kill the industry, but it sure did help kill PC gaming. Steam made it easier for indies and smaller companies to publish their games, thus making the PC a great environment for special games that were only available on PC.

On top of that I have seen a research that says that lots of pirates do what they do because they lack the funds to spend on their games, but given the incentive, they will support their favourite companies and buy their games. I won't get into the piracy debate too much because there are many different opinions on the matter, but I will say again that piracy was and still is, though not to the same extent, a big part of why lots of publishers don't like to publish games on PC. I believe Steam made it easier for folks that can't afford their games to stop pirating, even if partially.

That whole "they weren't gonna buy it anyway" generalization is just not true. I know enough people that pirate games to know that there are lots that will difinitely buy a game they want for a cheaper price. Don't underestimate their effect on the industry.
 
Steam absolutely did not "save” PC gaming.

For starters, PC gaming was not dead, nor was it any more in danger of dying than it had been before. It is fundamental to this debate that everyone be aware that people have been claiming that the PC is on the verge of dying (along with a list of valid reasons to back it up) for decades. In the late nineties to early 2000s, it was common for people to claim that PC gaming was dead due to the escalating costs of development and the subsequent reduced number of niche titles being released, particularly in genres then considered to be PC staples like simulation and adventure games. Additionally, complaints that PC gaming was invariably going to die out due to its high cost of entry and variably eroding advantage over consoles have existed for at least twenty years, probably longer. When you're thinking to yourself that PC gaming was saved by Steam, consider that in 1999 it cost about $3000 to build a gaming PC from scratch -- in a world where you probably didn't have one already -- and technology was accelerating at such an alarming pace that playing current games would often necessitate an investment of at least $500 every two years, more if you'd happened to invest in Glide, RD-RAM, or a Pentium III. The argument that Steam saved PC gaming because it was dead at retail is simply bullshit because PC gaming was arguably at its height when it was a prohibitively expensive niche activity that catered almost exclusively to people with more money than sense who were willing to drop thousands on a gaming device. This is a platform marketable to neither developers nor consumers and yet it did just fine.

It is also worth noting, moreover, what Steam actually did bring to the PC. It's not indie titles, of which there were plenty that thrived without really having anything to do with Steam (Minecraft and Cave Story come to mind as early examples); independent developers have always depended largely on word-of-mouth/"ad hoc" marketing to sell anything but a freemium product and Steam has not changed this one bit. It's also not big-budget PC exclusives, which are actually much more rare now than at any point in the history of the PC. What we actually got with the proliferation of Steam is a highly controlled and restrictive DRM-laden environment that has resulted in an unprecedented peak in AAA console ports. Yes, Steam also paved the way for lower prices and digital distribution, but the cost of hardware was already in a free fall before Steam became the dominant way to buy games and the writing was truly on the wall for the PC's retail presence given the PC's chronic lack of success in the retail market and the rapidly increasing potency of internet connections and hard drive sizes. The biggest thing Steam did for PC gaming was kill the medium-/large-budget PC exclusive by transmogrifying the PC into a glorified, expensive console on which PC developers could no longer compete.

It takes a really narrow and short-sighted analysis of PC gaming to say that Steam saved PC gaming.
 
Certainly put it back on the map.


I'm excited about this one too. This means there's little, to no excuse to bring your multiplatform games to PC.

Uhhh.

A percentage of users on steam can be on a pentium 4 right now.

So the possible sales would be related to the target of the product divided by the amount of people that have a capable PC.

While a console means a big range of people able to play your game, target audience aside.
 
Not really. You needed to install modchips in your consoles to be able to pirate games, while with PC you simply needed to download the games and you were good to go.
And yes, piracy doesn't kill the industry, but it sure did help kill PC gaming. Steam made it easier for indies and smaller companies to publish their games, thus making the PC a great environment for special games that were only available on PC.

On top of that I have seen a research that says that lots of pirates do what they do because they lack the funds to spend on their games, but given the incentive, they will support their favourite companies and buy their games. I won't get into the piracy debate too much because there are many different opinions on the matter, but I will say again that piracy was and still is, though not to the same extent, a big part of why lots of publishers don't like to publish games on PC. I believe Steam made it easier for folks that can't afford their games to stop pirating, even if partially.

That whole "they weren't gonna buy it anyway" generalization is just not true. I know enough people that pirate games to know that there are lots that will difinitely buy a game they want for a cheaper price. Don't underestimate their effect on the industry.
This is entirely backwards. PC games have always been remarkably easy to pirate -- pirating a PC game before the popularity of the CD consisted, at most, of writing down some words from the manual and putting some files on to/off of a floppy -- and yet there was a sizable market that paid for them anyway.

Of particular relevance to piracy on the PC is that consumers simply didn't want to pay for increasingly restrictive DRM schemes. For myself (and many others), paying for games with SecuROM was an absolutely ludicrous idea, and things simply became more hare-brained as the 2000s went on. Steam weighed in on this debate by posing DRM as a tradeoff for features, but they were definitely not the first to do this, nor were they the first to do this successfully (Blizzard had been using CD keys to lock out the online portion of their game for almost a decade).
 
Not really. You needed to install modchips in your consoles to be able to pirate games....

Last gen was the first [optical media] gen that I know of that there was no soft-mod available for. PS2 piracy was absolutely rampant and that was arguably the golden era of consoles for companies and players alike.

On top of that I have seen a research that says that lots of pirates do what they do because they lack the funds to spend on their games, but given the incentive, they will support their favourite companies and buy their games. I won't get into the piracy debate too much because there are many different opinions on the matter, but I will say again that piracy was and still is, though not to the same extent, a big part of why lots of publishers don't like to publish games on PC. I believe Steam made it easier for folks that can't afford their games to stop pirating, even if partially.

That whole "they weren't gonna buy it anyway" generalization is just not true. I know enough people that pirate games to know that there are lots that will difinitely buy a game they want for a cheaper price. Don't underestimate their effect on the industry.

Not sure that's correct. I've seen numerous studies such as those sourced here indicating pirates actually spend far more on retail media than non-pirating consumers. However, their proclivity to pirate is indeed vastly increased with increased cost, but that's not saying they don't have enough money to purchase the items. If you can reference any of the studies you've read that would be appreciated. I find it an extremely interesting topic.
 
This is entirely backwards. PC games have always been remarkably easy to pirate -- pirating a PC game before the popularity of the CD consisted, at most, of writing down some words from the manual and putting some files on to/off of a floppy -- and yet there was a sizable market that paid for them anyway.

Of particular relevance to piracy on the PC is that consumers simply didn't want to pay for increasingly restrictive DRM schemes. For myself (and many others), paying for games with SecuROM was an absolutely ludicrous idea, and things simply became more hare-brained as the 2000s went on. Steam weighed in on this debate by posing DRM as a tradeoff for features, but they were definitely not the first to do this, nor were they the first to do this successfully (Blizzard had been using CD keys to lock out the online portion of their game for almost a decade).
I don't agree. Pirating today is much easier thanks to the internet's popularity. Back then most people were buying pirated copies from illegal merchants(as still happens today in some parts of the world) but I don't think people had the means to do it nearly as comfortably or easily as they do these days.

And I don't really think PC gaming was dead for years, but I do think it wasn't anywhere near as successful as the consoles, and I also think PC didn't have even remotely as much quality games as the consoles did at the time.

I also don't think the DRM is what made everybody stop buying games, more like because it has become much easier to pirate games in the early 2000's. You could easily go online, find the game you wanted and download it, and from there things started going down. DRM and publishers leaving to consoles turned the PC into a lifeless machine. I say that as someone who played mostly on PC in the early 2000's and quickly moved to the consoles. The amount of quality games back then was very low, and all the big/interesting stuff were going strong on the consoles.

And Steam obviously wasn't the first to try what it did, but it was the first to truly succeed. And you said that indie games were able to succeed just fine without Steam. Are you sure about that? I know there were successful indie games before Steam, but now look at how many indie games there are on Steam. Do you really think it has nothing to do with Steam's popularity and convenience? And do you really believe the Steam sales weren't a big part of the reason publishers decided to port console games to the PC?

I understand your points and the reasoning behind them, but I still can remember PC gaming before and after Steam, and the difference is huge.
 
I definitely think Steam is at the forefront of why PC gaming is doing so well, as well as the indie renaissance.

Cheaper games, more variety, and a better platform, all of those things contributed heavily to where we're at today.

My only concern is the future. I fear Steam is quickly becoming another "app store" that will soon see a sea of horrible games and clones that will blanket the sky and prevent us from seeing the true gems out there.

I much prefer to have some curation. Desura has always been around if you're an indie who wants to throw your wares out there, but now everyone is throwing the 10 hour game maker games/Unity demos onto Steam.

Blech. Makes it worse for everyone. Gamers and Developers alike.
 
Last gen was the first [optical media] gen that I know of that there was no soft-mod available for. PS2 piracy was absolutely rampant and that was arguably the golden era of consoles for companies and players alike.



Not sure that's correct. I've seen numerous studies such as those sourced here indicating pirates actually spend far more on retail media than non-pirating consumers. However, their proclivity to pirate is indeed vastly increased with increased cost, but that's not saying they don't have enough money to purchase the items. If you can reference any of the studies you've read that would be appreciated. I find it an extremely interesting topic.
That's an interesting article.

A funny anecdote; I think at around 2004-2005 my dad bought a new PC from a co-worker who sold computers and tech stuff. He put in about 50 games, and when I asked him how he got them he simply told me he downloaded them.

Now I remember with the PS2 all my friends had to buy the actual games, because they didn't know where to mod their consoles and finding downloads for console games back then was harder than today I think. So most of the people I knew bought their games, because they had to. For PC, I don't remember any of my friends buying stuff(I live in a stupid piracy country, it sucks)

I think it has a lot to do with convenience, and PC was soo easy to pirate for. It was ridiculous. As for the article, I think I've seen it on a piracy thread on Gaf, but I'm not sure where. If I find it, I'll post the link.
 
Not at all. Valve was the first to see an capitalize on a windows of opportunity that was opening regardless. As a PC gamer I'm glad it was Valve and not MS who did it, or else online DRM would be the norm. Valve instead chose a much consumer friendly way to fight piracy, cheap prices and sales (the problem is still there, but its much more manageable).

PC was never in need of saving, it has advanced so much and so many technologies converted to make the experience of playing PC in the last couple of years much better.

We had: introduction of digital distribution, broader controller support, multi-GPU setups, HDMI, new AA solutions, much better support from typically console devs, increased relative power compared to consoles in a way that had never happened before, seasonal sales, bundles, Kickstarter, much better support for older games, indie games, big advances in the quality of cooling solutions/hardware parts and more.

Now we are looking at: Linux support/SteamOS, Mantle and perhaps an OpenGL return, OculusRift/VR, SteamMachines, SteamController, G-Sync(an hopefully a similar non proprietary solution), In-Home Streaming and probably much more.

I just hope we move away from proprietary solutions and more into open standards, this kind of BS disputes only held back advancements.
 
I think we can agree to some extent that it wasn't Steam itself, but the idea behind it and its execution that helped PC gaming so much in the last generation.

Maybe PC gaming wasn't dead, or going to die, but it sure wasn't looking all that good.
 
I don't agree. Pirating today is much easier thanks to the internet's popularity. Back then most people were buying pirated copies from illegal merchants(as still happens today in some parts of the world) but I don't think people had the means to do it nearly as comfortably or easily as they do these days.

And I don't really think PC gaming was dead for years, but I do think it wasn't anywhere near as successful as the consoles, and I also think PC didn't have even remotely as much quality games as the consoles did at the time.

I also don't think the DRM is what made everybody stop buying games, more like because it has become much easier to pirate games in the early 2000's. You could easily go online, find the game you wanted and download it, and from there things started going down. DRM and publishers leaving to consoles turned the PC into a lifeless machine. I say that as someone who played mostly on PC in the early 2000's and quickly moved to the consoles. The amount of quality games back then was very low, and all the big/interesting stuff were going strong on the consoles.

And Steam obviously wasn't the first to try what it did, but it was the first to truly succeed. And you said that indie games were able to succeed just fine without Steam. Are you sure about that? I know there were successful indie games before Steam, but now look at how many indie games there are on Steam. Do you really think it has nothing to do with Steam's popularity and convenience? And do you really believe the Steam sales weren't a big part of the reason publishers decided to port console games to the PC?

I understand your points and the reasoning behind them, but I still can remember PC gaming before and after Steam, and the difference is huge.
It's not only about ease. Pirating, before somewhere around 2002, generally meant that you had access to the complete product without doing any work; it was exactly as if you bought the game. PC piracy for the last ten years is pretty heavily dampened by the fact that it's a limited version of the product: it's often buggy, there's no multiplayer, and there's no patches. It is inherently more contrived than it used to be.

The amount of quality games on the PC was very low in the early 2000s? You could make the argument that 2005-2007 were bad years but the density of good PC games between 1998 and 2003 is unprecedented. Every top ten list of games that I've ever made has included at least five PC games released in that time span (Diablo 2, Quake 3, Baldur's Gate 2, Heroes of Might and Magic 3, Age of Empires 2) and there are dozens more of a similar quality. I'm not sure any other platform in the history of gaming has ever had such a good five years.

There are a lot of indie games on Steam because there is generally no reason for them not to be. But the fact is that Steam doesn't really do too much to market these games as evidenced by most of the indie success stories on the PC having little to do with Steam.

As for Steam being the first to be successful at it, Battle.net was pretty successful. It wasn't (yet) a distribution platform but its existence certainly became a means for Blizzard to convince people to buy their games rather than purchase them.
 
No, it did not. It basically took it over to a great degree, similar to how a console might take a majority of gamers in a given marketplace. I don't think it's the greatest thing ever, but as long as it doesn't rule out healthy competition, it can only help, I guess... Not a fan of Valve since they became more platform holder than game developer, though.
 
If Steam didn't exist, one of Steam's competitors (or more) would have taken its place.

PC gaming would be smaller, but the indies would still exist, and things would still be growing.
 
I've actually got a write-up on this I never finished from back in the DRM xbone days. Short answer is PC gaming was dead, and the Orange Box was the resurrection.
 
This is entirely backwards. PC games have always been remarkably easy to pirate -- pirating a PC game before the popularity of the CD consisted, at most, of writing down some words from the manual and putting some files on to/off of a floppy -- and yet there was a sizable market that paid for them anyway.

Of particular relevance to piracy on the PC is that consumers simply didn't want to pay for increasingly restrictive DRM schemes. For myself (and many others), paying for games with SecuROM was an absolutely ludicrous idea, and things simply became more hare-brained as the 2000s went on. Steam weighed in on this debate by posing DRM as a tradeoff for features, but they were definitely not the first to do this, nor were they the first to do this successfully (Blizzard had been using CD keys to lock out the online portion of their game for almost a decade).

That really hits home anecdotally. The thing that sent me away from PC gaming and primarily to consoles was May 1, 2002. I rushed out the store and paid full price for a Morrowind collector's edition happily ignoring the widespread piracy of the game since I thought they deserved their money. Then I started playing it (after installing the entire game) and the CD was whirring like a blow-dryer, the game was stuttering and eventually it decided I was playing on a pirated copy and wouldn't let me play my game anymore. The only way I could actually play my game was to get a no-cd patch from a pirated release. So the pirates got the game early, got it for free, and got a game that actually worked. I just paid $80 (IIRC) to a company that was so busy trying, and inevitably failing, to attack pirates that they screwed an honest customer over in the process. Fortunately the pirates had my back! It was also nice playing with that all so pleasant "whirrrrrrr" of the disk drive going off every few minutes. That was the end of PC gaming for me.

I decided to give PC gaming a whirl again recently after having to pick up a gaming-quality computer for work, and Steam's DRM just seems like a dream compared to dealing with each company's favorite anal probes that you used to have to put up with with PC gaming. That is absolutely something that got me reinvigorated in PC gaming. Buy a game, start game, game runs! Amazing! Somewhat poetic that I return to PC gaming just about the time certain mainstream consoles decide next gen is a great time to start pushing invasive DRM on their players.
 
It's not only about ease. Pirating, before somewhere around 2002, generally meant that you had access to the complete product without doing any work; it was exactly as if you bought the game. PC piracy for the last ten years is pretty heavily dampened by the fact that it's a limited version of the product: it's often buggy, there's no multiplayer, and there's no patches. It is inherently more contrived than it used to be.

The amount of quality games on the PC was very low in the early 2000s? You could make the argument that 2005-2007 were bad years but the density of good PC games between 1998 and 2003 is unprecedented. Every top ten list of games that I've ever made has included at least five PC games released in that time span (Diablo 2, Quake 3, Baldur's Gate 2, Heroes of Might and Magic 3, Age of Empires 2) and there are dozens more of a similar quality. I'm not sure any other platform in the history of gaming has ever had such a good five years.

There are a lot of indie games on Steam because there is generally no reason for them not to be. But the fact is that Steam doesn't really do too much to market these games as evidenced by most of the indie success stories on the PC having little to do with Steam.

As for Steam being the first to be successful at it, Battle.net was pretty successful. It wasn't (yet) a distribution platform but its existence certainly became a means for Blizzard to convince people to buy their games rather than purchase them.
First, I think that it should be noted that pirated games these days, and in the last decade, are not that different from the source. Bugs weren't really there. patches, and even multiplayer via LAN were possible even for pirates, and before Steam was a thing, it was actually more comfortable to pirate games than to buy them, what with all the DRM shenanigans we had to go through.

As for quality games you have mentioned, you are aware that all the games were released in 1999-2000, not exactly the period of time I was referring to. Let me add some more games: Deus Ex, Half life, Bugs bunny: lost in time(I kid I kid) were all released right before the great downfall of PC gaming. Yeah, 1998-2000 are some of the best years of video games, no doubt, but from then on it took a big nosedive, and besides that, I don't think the internet was nearly as popular back in the PC games golden age.

Look, I am not the one that will say Steam is the holy saviour of PC gaming, but I think when it truly became a distribution platform, it changed the field completely, and it's now almost as popular as consoles themselves. Such a thing hasn't happened for many years in the PC realm.
 
Blizzard games are the main reason why I maintain my gaming PC. I only use Steam for Team Fortress 2 and even that game is being ruined by Valve. Half the players are running around looking like circus clowns. It hurts to say this, but even CoD's blinged out gold plated guns look classier than the most of the tacky TF2 accessories.
 
Personally saved PC gaming for me, because before steam I had to rely on the pathetic selections at walmart and radioshack. And if I couldn't get it there, well then I pirated (that was BEFORE Steam came out, just to be clear).
 
Selling older PC games cheap on retail, was a trend before Steam was established

Eg Sold Out Software in the UK had already established that model from the late-90s

200px-Boxart_wa_soldout.jpg


This existed on consoles as well. Steam's success was taking that retail model and converting it online, breaking regional borders. Other distributors like GOG followed suit and surpassed Steam on that.

A lot less buy PC games at full retail price. You can get those games new much cheaper in offline retailers, just like with console games.

Consoles could thrive on that too, but unfortunately their online infrastructure is more tightly controlled and they dont offer the same convenience and versatility as Steam and other online distributors.

Steam and others saved PC gamers budgets indeed.

But PC gaming as a whole changed not due to Steam but due to developers getting frustrated at PS3 and Xbox360. the former for its difficult development and the latter for Microsoft's control and business practices. also because developing costs are now much higher than in previous years.

the improvement of online infrastructure did benefit PC games much more than console games. No need to buy the latest PC games and upgrade your hardware, when you can play the older games for cheap and with an online community as well.
 
Steam has not stopped piracy at all. You can do a quick search on the internet of pretty much any game on Steam and see that there is a Steam-free torrent for it. Many multi-platform games on PC release weeks or months after the console release.

He said fight piracy, which is a very different thing than stopping it. What Steamworks has stopped is highly damaging day zero piracy from distributor/manufacturer leaks before the game is commercially available.

It is also worth noting, moreover, what Steam actually did bring to the PC. It's not indie titles, of which there were plenty that thrived without really having anything to do with Steam (Minecraft and Cave Story come to mind as early examples);

Thriving? There was a decent freeware community kicking around, but the commercial indie scene didn't get its legs until 2007 or so, and that was largely led by the consoles at the time, with Steam picking up the slack shortly thereafter. Minecraft in particular is an extreme outlier from 2010, hardly an early example.
 
Thriving? There was a decent freeware community kicking around, but the commercial indie scene didn't get its legs until 2007 or so, and that was largely led by the consoles at the time, with Steam picking up the slack shortly thereafter. Minecraft in particular is an extreme outlier from 2010, hardly an early example.
That the biggest success in PC indie gaming occurred during Steam's largest growth period and without any interaction with Steam whatsoever is pretty damning to the argument that Steam made indie games financially viable.

Steam really had nothing to do with anything. It was digital distribution and the idea (perpetuated by XBLA and the success of games like Geometry Wars) that games at roughly the quality level of those previously released for free on the PC could feasibly be sold for money at virtually no upfront cost. The fact is that high quality games developed by people who were not part of the formalized industry have always existed on the PC and it really wasn't until middle budget games started deteriorating that these freeware developers became aware that their games were actually products to be sold. This change had absolutely nothing to do with Steam; the cause is the proliferation of AAA titles at the expense of smaller (but still professionally made) games and the storefront that set it off was XBLA. Steam is just the PC analog that some indie developers eventually latched onto.

If a game like Dink Smallwood were to be released today, it would cost money. The only reason it didn't in 1999 (when it was actually released) was that there was no concept of digital distribution for money and no fancy assets or team to sell the game to a publisher or retailer. Nothing about the development process or the game itself has become more viable because of Steam.

First, I think that it should be noted that pirated games these days, and in the last decade, are not that different from the source. Bugs weren't really there. patches, and even multiplayer via LAN were possible even for pirates, and before Steam was a thing, it was actually more comfortable to pirate games than to buy them, what with all the DRM shenanigans we had to go through.

As for quality games you have mentioned, you are aware that all the games were released in 1999-2000, not exactly the period of time I was referring to. Let me add some more games: Deus Ex, Half life, Bugs bunny: lost in time(I kid I kid) were all released right before the great downfall of PC gaming. Yeah, 1998-2000 are some of the best years of video games, no doubt, but from then on it took a big nosedive, and besides that, I don't think the internet was nearly as popular back in the PC games golden age.

Look, I am not the one that will say Steam is the holy saviour of PC gaming, but I think when it truly became a distribution platform, it changed the field completely, and it's now almost as popular as consoles themselves. Such a thing hasn't happened for many years in the PC realm.
There are still plenty of great games released into 2004. I'm not really in the mood for list wars, but I guess I can get into it if you don't believe me. The more I think about it, the more I believe that I'd have to stretch my "golden age" moniker to 2004, really.

It was more comfortable to pirate games than to buy them only if you had no interest in playing them online or patching them: LAN is spotty (some pirated games would work over a LAN, most wouldn't), but online features were almost assuredly out. That and games with more integrated DRM schemes simply became problematically buggy and difficult to troubleshoot, creating an environment where pirating is unpleasant and purchasing is offensive. The only relevance that piracy has to the decline of the PC in the mid-2000s was that an increased effort to curb piracy on the part of developers led to consumers getting fucked for buying games.
 
I know a lot of pirates who converted to Steam. I even converted some of them. "It's only $2. Why wouldn't I pay for it?" they now say.

It's something.
 
Digital Distribution taking off saved PC gaming. Would that have happened without Steam? I suspect so, but it may well have taken longer to get established.

I'd say Steam wasn't directly responsible, but it was a very, very powerful catalyst.
 
That the biggest success in PC indie gaming occurred during Steam's largest growth period and without any interaction with Steam whatsoever is pretty damning to the argument that Steam made indie games financially viable.

Every indie would love to be Mojang, much like how every app dev would love to be Rovio. Some titles exist outside the normal scope of the market.

And in general I agree that consoles drove the indie scene more so than Steam did, and already said as much.
 
The WoW theory doesn't quite add up, Tuco. PC Gaming revenues started increasing in about 2005, with WoW launching in 2004.

The dry period was ~2001-2004. The slower period from 2005-2008 was mostly inertia and perception.
 

Ah yeah, that was a long time ago.

You're welcome to hope for a Steam release but with all of Roberts' talk about World of Tanks and League of Legends and other massive games that are entirely missing from Steam, I seriously doubt it's happening.

Don't get me wrong, I'd rather have a Steam client just for easy installation and autopatching (without having to keep the Star Citizen client active). I think Roberts is convinced that his playerbase is now self-sustaining and they won't have to give up that 30% to Valve. Remember how reluctant he was to put the crowdfunding phase on Kickstarter, and that was only a 10% cut!
 
I would argue that while Steam certainly had a major hand in it . i feel it is also doing better due to the lower price barrier for a gaming PC.
 
The WoW theory doesn't quite add up, Tuco. PC Gaming revenues started increasing in about 2005, with WoW launching in 2004.
.
Yeah, but the point would be that a big chunk of those PC revenues (especially the ones tied to that part of "core" gaming we are considering here) were generated precisely from WoW, with a lot of retail products apparently struggling to find an audience.
 
Steam saved the pride of being a PC Gamer.

However, I have to be honest with you PC gamers.

I personally feel left out as a PC Gamer and that concern has been growing into me year by year. Particularly this year, all I hear and read about is console this and console that, portable this and portable that. I must admit this is the first time where I actually envy console owners and how promising the future looks for them in terms of titles or sequels.

When it comes however to PC, I honestly feel abandoned, like I am the developers' left over. Like I have to wait for the console version of a game where developers have to see whether their game will be successful or not, and if it is, then port it to PC. I feel like I am or I am part of in a bad experiment.
And the list goes on and on.

If right now I was trying to pitch to all the multi-million newcoming Developers and Publishers right now about the great PC master race, I would be fired the instant I opened my mouth because I would have to face reality;

"So yeah. We got EVE Online, World of Warcraft..[silence]. And yeah, League of Legends, Starcraft II...[silence again]".

"And the companies that support us are Blizzard, Riot, Valve and NCSoft".

PC Gaming used to be so superior; use to have such an extended library of quality games. Now it is or it is slowly becoming, the backtrack of future development, where having a PC port is sort of like a beg instead of a standard. I am sick and tired of shit ports to PC, of port begging, microtransanctions, F2P mediocrity, never ending DLCs and generally this attitude of disrespecting the PC Community as if we are second citizens. I do not even know where we would be without Steam right now. As a PC Gamer I am feeling that I am losing my pride because I do not even understand what games I have got right now to make me proud.

And I do apologize for this wall of text in advance.
 
However, I have to be honest with you PC gamers.

I personally feel left out as a PC Gamer and that concern has been growing into me year by year. Particularly this year, all I hear and read about is console this and console that, portable this and portable that. I must admit this is the first time where I actually envy console owners and how promising the future looks for them in terms of titles or sequels
Really?
I've been a PC-centric gamer since I was a small kid and I'm getting the exact opposite vibe, here.
I think the appeal of new consoles has never been so marginal and weak as it is right now with this new generation.
I always had a preference PC-centric games, as I said, but I've also always known that consoles of the past generations would have tons of games that had virtually no chances to come on other platforms.
Now it seems to me that 85% of what will make a PS4 or XB1 a worthy thing to have will also be on PC (and on the competing console, too) and just very few, selected, specific titles will stay exclusive. Not necessarily ones I care about, either.
 
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