charlequin
Banned
As many people have mentioned, it's very true that Steam didn't "save" PC gaming -- which was still alive before Steam and would still be with us in a significant way if Steam were never born. However, it is a major link -- though not the first or only one -- in the chain of causes that led PC to be what it is today: the most vibrant, diverse, and open platform in play today, with an unprecedented depth of software, many huge opportunities for developers, and a bright future ahead of it.
That result required Microsoft -- for all the hate we throw their way -- to improve Windows XP and Vista as gaming platforms, and to drive forward some useful standardizations.
It took the GPU companies -- to get their acts together and finally improve drivers enough for normal people.
It took World of Warcraft, to get ten million people used to playing games on their computers, and in many cases to buy the machines that they could do that on.
It took Steam, to help people who aren't obsessive catalogers buy games and know that they can play them later; to push PC devs to match console featuresets; to spearhead a new, much more beneficial pricing strategy; to give small games a platform to promote themselves on while avoiding the challenges of self-fulfillment.
It took Cave Story and Braid, to kickstart a Renaissance of indie development; and Minecraft and League of Legends, to put PC gaming in an unprecedented number of hands.
It took the Humble Bundle, to make the top indie games household names and put a starter library in the hands of many brand-new PC gamers.
It took Kickstarter, to solidify PC as the place to get niche audience products.
And it took the realities of modern console development, to finally guarantee that PCs could keep up with consoles once more in terms of AAA releases.
Knock out any part of that, and PC gaming isn't as successful as it is today.
This is ridiculous, though. The biggest, most successful PC developers of the immediate pre-Steam era (y'know... Valve and Blizzard) are still producing huge, wildly successful PC exclusives today. The biggest successes in gaming period over the last five years have been PC exclusives (LoL) or titles with a clearly superior and better-selling PC version (Minecraft.) The mid-tier studios that have reinvented themselves and held on in the current marketplace (Obsidian, Double Fine, Firaxis, and so on) are doing so in large part via games that are only on the PC.
If you look at the era immediately before the Steam store's rise to prominence, the big PC exclusives are dominated by genres that collapsed under their own weight (MMOs, where nothing else could compete with WoW, and RTSes, which needed more friendly models lik tower defense or MOBA to survive), stuff that was already in trouble but has seen mini-resurgences lately (turn-based strategy titles, point-and-click adventures), and genres that started to migrate to consoles of their own accord (FPSes, open-world RPGs, I don't see any reasonable argument that draws a causal line from Steam to the reduction of games properly designed for the PC.
That result required Microsoft -- for all the hate we throw their way -- to improve Windows XP and Vista as gaming platforms, and to drive forward some useful standardizations.
It took the GPU companies -- to get their acts together and finally improve drivers enough for normal people.
It took World of Warcraft, to get ten million people used to playing games on their computers, and in many cases to buy the machines that they could do that on.
It took Steam, to help people who aren't obsessive catalogers buy games and know that they can play them later; to push PC devs to match console featuresets; to spearhead a new, much more beneficial pricing strategy; to give small games a platform to promote themselves on while avoiding the challenges of self-fulfillment.
It took Cave Story and Braid, to kickstart a Renaissance of indie development; and Minecraft and League of Legends, to put PC gaming in an unprecedented number of hands.
It took the Humble Bundle, to make the top indie games household names and put a starter library in the hands of many brand-new PC gamers.
It took Kickstarter, to solidify PC as the place to get niche audience products.
And it took the realities of modern console development, to finally guarantee that PCs could keep up with consoles once more in terms of AAA releases.
Knock out any part of that, and PC gaming isn't as successful as it is today.
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.
This is ridiculous, though. The biggest, most successful PC developers of the immediate pre-Steam era (y'know... Valve and Blizzard) are still producing huge, wildly successful PC exclusives today. The biggest successes in gaming period over the last five years have been PC exclusives (LoL) or titles with a clearly superior and better-selling PC version (Minecraft.) The mid-tier studios that have reinvented themselves and held on in the current marketplace (Obsidian, Double Fine, Firaxis, and so on) are doing so in large part via games that are only on the PC.
If you look at the era immediately before the Steam store's rise to prominence, the big PC exclusives are dominated by genres that collapsed under their own weight (MMOs, where nothing else could compete with WoW, and RTSes, which needed more friendly models lik tower defense or MOBA to survive), stuff that was already in trouble but has seen mini-resurgences lately (turn-based strategy titles, point-and-click adventures), and genres that started to migrate to consoles of their own accord (FPSes, open-world RPGs, I don't see any reasonable argument that draws a causal line from Steam to the reduction of games properly designed for the PC.