Valve Announces "Steam" Content Delivery System 185
Greg Brown writes: "Valve just officially announced Steam, its new content delivery system that works automatically over the internet. While this has been in the works for a while, including a semi-public testing period, it has slowly been refined to the point that it is faster and more convenient than other methods. Valve is also planning on licensing it to other developers to use to distribute their games online. Looks like the game-publishing heavyweights (EA and Sierra) may be outdated. More info from Gamespy and ShackNews."
What happens to Sierra? (Score:2, Interesting)
Re:What happens to Sierra? (Score:3, Insightful)
Of course, broadband isn't available for everyone, and Sierra would still have a role publishing games on CD for those of us who do not have fast connections or who choose to have physical media in hand. What this does, though, is put some power back in Valve's hands, allowing them a much faster method of distributing patches and anti-cheats and cutting distribution costs. The only remaining issue is how much Sierra loses from this.
Who says they're paying for any bandwidth? (Score:2)
Because if I was implementing Steam, I'd make it peer-to-peer. IE, break it up into 256kb blocks, which individual users can download from each other.. Then the central server just says 'hey, download blocks 1,2,3,4 from foo and 5,6,7,8 from bar', then it passes out signed MD5's of the blocks (to detect corruption) and away things go.
Then they merely seed a few dozen users with a game and/or updates, and then pay for no bandwidth after that. If they're not idiots, they'll do this.
Anyone want to take a bet as to whether they're idiots or not?
Anyways, I don't think that the bandwidth argument really flies. This is just pay-for-play...
Re:Who says they're paying for any bandwidth? (Score:2)
Passport lookalike ? (Score:1, Troll)
Re:Passport lookalike ? (Score:1, Insightful)
I don't think that stereotype is real anymore, but I guess that doesn't matter. The site has bias, sure, but well reasoned arguments for Microsoft still get +5's.
At least, that's what I've been seeing.
Perfect. (Score:5, Insightful)
Absolutely ridiculous that the music/video industry is refusing change or developing a new distrubution system like these guys are. I mean, consider what this will mean for small-time game developers. They get to keep a large share of the profits, reach a broader audience, and not have to deal with the bullsh*t that is typical of most game publishers. As for the consumer, you get cheaper games plain and simple.
Seriously, imagine this applied to the recording/music industry and I guess I realize why they are so afraid of the new digital medium.
Consumer savings doubtful (Score:3, Insightful)
Doubtful. The consumer has demonstrated a willingness to pay $50 or so for a game. The business model used by the developers will probably be based on this fact and they will try to collect about the same amount of money in the end, it may not be all up front.
The good news may really be that the developers get most of the money and this will probably result in a greater percentage of your $50 being reinvested in the game via more content, expansions, new versions, etc.
Re:Consumer savings doubtful (Score:1)
Which is savings.. =). Man, what I wouldn't give to pay for more linux ports on games - this way it might actually happen.
Does nothing for Linux (Score:1)
This does nothing for Linux, the fundamental problem with Linux is unchanged. Linux gamers primarily dual boot or emulate, you only need a Win32 version to sell to them.
Re:Does nothing for Linux (Score:1)
Re:Consumer savings doubtful (Score:2)
Look at it this way. Suppose that the actual game costs, $20, while the manual/box/cd-case/cd/etc costs another $10, so they tack on $10-$20 for profit.
Now, Valve says "We'll charge you $25 bucks for Half-Life 2 through our streaming server, and you can download the manual in PDF format. If you want a print copy, we'll mail you a copy for $5, and if you want a CD with that, it's another $10.
Now Valve is still making a good profit, and we have a choice in either printing a manual (in the case of most First Person Shooter games, the manual is basically "how to install, shoot what moves, in the case of a RPG, I might either spring $10 for the manual, or just buy the "help guide" for $20 (which would include the manual).
It's an interesting idea, and I give Valve credit for experimenting. Maybe it won't pan out, like Stephen King's e-Book idea, maybe it will (yes, I know it made money, shut up). But Valve can try it out, and if it takes off, we could see a *very* interesting shift in the balance of power between developers and publishers. Publishers would still be necessary for financing, but wouldn't have the total power of distribution they have now.
Just my opinion - I could be wrong.
Re:Perfect. (Score:2, Insightful)
The publisher is often necessary, because he's the one fronting the cash so you can develop your game. Until you've published a game that was sucessful enough to pay entirely for the next one, you're dependant on your publisher for the money to pay the bills and salary (unless you have other funding). It's true that it could remove the cost of the middlemen, but you need somebody to start you up unless you already have the money. This would typically be a VC/Publisher since a bank probably won't loan it to you since it's too expensive and too risky. So you still end up with somebody taking a cut in the middle and wanting a big return since it's a high risk. Most game projects do not make any money.
Re:Perfect. (Score:3, Insightful)
Take the VC out of the list too. They want 20% annual growth. Will NOT happen with game developer.
So you still end up with somebody taking a cut in the middle and wanting a big return since it's a high risk.
Oh, they get more than that. Publisher wants 85% of the take, PLUS they want the copyrights and trademarks to the whole project, including the characters, merchandising, sequels, etc. Better to just fill out an application and at least get some benefits.
Most game projects do not make any money.
That explains the record profits made by the game industry last year. Game projects don't make money. Game *publishers* make billions, all the time whining "ehhhhhhhhh, we can't make any moneyyyyyyy"
Re:Perfect. (Score:2)
That explains the record profits made by the game industry last year.
Most game projects don't make money. The ones that do, make so much more money than the other ones lose, that the industry as a whole makes great profits.
Make No Money (Score:1)
"Most game projects do not make any money."
This is true.
"That explains the record profits made by the game industry last year."
This is also true. Industry profit / amount of game projects = profit per project = ~0. The computer game industry is overflowing with supply and while demand can be said to be great too, paying customers are all the more rare. Especially if you take the VCs out of the loop. Most game companies work against the publishers as customers, not the gamers. Publishers have the experience and network/contacts to make a successful sale. Developers.. well, develop, and they are far too many to successfully make those big bucks you're talking about.
Re:Perfect. (Score:1)
Hype? (Score:5, Funny)
Wow! where can I get broadband that fast?
"There is 3% CPU utilization by Steam client," Newell said. "92% wire utilization, 4:1 compression and about 50% cache hits."
And 100% buzzword utilization.
Do the math. (Score:1)
That's not really empty buzzwords.. if they were saying stuff like "The new digital deployment paradigm", that would be different. All the things they mentioned are important. Low CPU usage is good, since most games expect to be given most of the CPU's power. 92% wire utilization means that the network code is written well enough so it can be using 92% of your network capacity.. granted that one is a little vague. 4:1 compression.. well, the more compression, the less downloading. 50% cache hits means that servers supplying this data don't have to undergo as much burden packaging together stuff to send out, because half the time there is already a cached copy to send out. Not as important for the user, but for those who serve the data it is.
You have a very fast cable modem... (Score:2)
I get up to and past 500kb/sec on my broadband connection.. With 4:1 compression, a 650 mb cd becomes a 162mb download. That's about a 324 second download, or roughly 5 1/2 minutes. Faster than a lot of CD installs I've done.
500Kb/sec = approximately 50 KB/second. Therefore 162MB = 162000 KB / 50 KB/s = 3240 seconds/60(m) = 54 minutes. If, on the other hand, you actually have a 500KB/second (or 5000Kb/second) cable modem, then you are a very lucky, and very rare, person : Most of us are capped at either 1.5Mbps or 2.0Mbps.
I truthfully didn't read the article, however my presumption from the Slashdot post was the CPU and network utilization was during transferring, so it's basically saying "We easily maxed out the pipe with our proprietary compression technology, and could run many multiples faster if the net connection allowed it, given the low CPU utilization. Regarding CD installs, it is interesting to consider that a 1x CD is about 176KB/second, or just a bit faster than a T1.
Re:You have a very fast cable modem... (Score:2)
Re:Do the math. (Score:1)
Re:Hype? (Score:1)
I just got Transmission Speed = 1460 Kb/s from pcpitstop.com. I have a cable modem, and most people in Seattle are asleep because it's 1am.
I think a 1x cd-rom is 150KB/sec, so I am getting a little better than that (1460Kb/s = 200 KB/s or so). Okay, I'm not exactly at 40x CD-ROM speeds but I am at about 2x speed.
Mytiply that by the 4x enrcryption over the wire, then my virtual CD speed is at least an 8x CD-rom, which is actually pretty damn good. At 8x you can burn a full CD in about ten minutes.
Depending on how much you need to DL, it could be faster than a CD, if you count the time for the drawer to close and the disc to spin up -- that's about a 10 or 15 second head start for the ethernet card. During those ten or fifteen seconds I can pull down about 15 MB of valve's compressed stream, and then I'll quickly lose the race. But depending on how big the DL is, it might actually be faster than CD.
Ultimately I think faster than a CD might be a bit of an exaggeration but we all read that as "comparabe to a CD" anyway.
Join the Great Slashdot Troll-a-thon April 21-27 and every night after midnight.
Re:Hype? (Score:2)
So I'm dubious about both the 4:1 ratio and the viability of transmitting that amount of data to large numbers of people when they want it.
Re:Hype? (Score:2, Interesting)
my cdrom is 40x150KB/s= 6000KB/s (granted it does not actualy achieve those speeds but hdpram -t gives me 2867 KBS/s )
my cable modem gets 4Mbs max thats 512KB/s ( fast mirror would get me about 300KB/s)
so even if you take in acount the 4:1 compresion that would only effectively get me 2048KB/s
(thats using the maximum modem speed vs effective CDROM speed)
So what are they only installing a minimal version of the game and downloading stuff as needed ?
Re:Hype? (Score:1)
Re:Hype? (Score:2)
After messing around on the software trying to get it working and posing some questions about it i finally got it up and running.
I run a P111 900 with 512mb ram and GeForce 2 MX 64mb over a cable modem linl. Install of the game took about 1 minute and then i was in and it runs as smooth at 1024x768 as it ever did off my pc (but i wish they could get rid of that fscking opening movie - ive seen it enough)
The interesting thin is file size. I run a firewall on my xp box (only zone alarm but it works) and it shows i donwloaded 80.1 mb. The size of the Cache directory is 565 mb. Thats some very interesting compression.
As it stands it works and i would pay a MINIMAL fee for the service is the speed would be the same. Bearing in mind im in australia and im guessing the server is not local to me its not bad and the game runs solid with about the same level change slowdown as it does off cd.
Re:Hype? (Score:2)
If you read the forums/FAQ's on the Valve STEAM beta support site, you'll see that the cache file is much larger than it needs to be, during beta... the cache file is created locally and up-front by the STEAM client, and doesn't have much to do with how much you actually transfer. I'm assuming they'll lower the cache file size before they do a commercial release...
As for the payment options, Valve has said they'll continue to offer updates to existing customers free via STEAM... but as a distribution system it supports much more variable payment methods, such as a flat rate subscription fee (game-of-the-month club, or an EverQuest/UO/AC/DAoC type game), one-time fee (buy online, no shipping fees), possibly even a pay-per-play system (online video arcades!)
Add to this the fact that it will address some of the update distribution systems... no more waiting for five hours on FilePlanet because Popular Game X released 80MB patch Y! I'll be interested in seeing if it works as promised, but this is fairly a fairly progressive system... I'll be interested to see what results from this.
Re:Hype? (Score:2)
Not used for what you think (Score:5, Interesting)
From the article:
With it, we can market and have direct communication with customers, sales and distribution
This doesn't sound like directly downloading games. This sounds like the company taking over your computer and forcing you to watch an advertisement for their product, then "allowing" you to purchase it with a single click of the mouse.
At present, the amount of advertising on the web is becoming increasingly intrusive, but we still have one advantage- we can choose (for the most part) when we want to be abused. I have pity for people whose employment requires them to surf the web as they have no choice when they are forced to endure such pop-up banner misery. With "Stream", the Internet may very well turn into what the modern day telephone has become, a boon for telemarketers and con artists alike. They can choose when they wish to interrupt us, whether it be from a family meal or our favorite TV shows, to allow them the high likelyhood that we can be reached, as the demographics have clearly been researched on such common behavioral patterns.
I, for one, will take this new technology with a grain of salt. It may just step over the fine line between spyware and trojans, and while on paper it may look like a great idea, I would caution those who think being early adopters would be a rewarding experience.
My ideas fascinate me. (Score:1, Funny)
Re:Not used for what you think (Score:5, Funny)
Wouldn't Amazon complain about this?
Custom ads, in game textures (Score:1)
Re:Custom ads, in game textures (Score:2, Funny)
Maybe I shouldn't post at 5 in the morning..
Re:You've played "global gladiators" then (Score:1)
Re:Not used for what you think (Score:2)
Re:Not used for what you think (Score:2, Funny)
ya, i feel much better about a company that has only released one game about 5 years ago and has repackaged and resold it in about 5 different packages. is there any more milk in halflife to milk?
Re:Not used for what you think (Score:2)
<sarcasm>Yes! Yes! Who cares about gameplay anyways? It's old, so it must be crap... give me my new buzzword-laden engine! I don't care if it's space invaders, as long as it's got pixel-shaded, alpha-channel-blended, motion-captured spherically rendered space invaders! </sarcasm>
FUD! Taco's objections apply to EverQuest etc too (Score:2, Insightful)
-Mod support: This requires an active contribution from the developers in any case. Modifying a game that hasn't had mod support written in and documented by the developers would be ridiculously difficult. If developers don't want people to modify the game, they can QUITE easily make it prohibitively difficult to do so. If the developers don't want people modifying the game, it doesn't matter if it's on Steam or not.
-"They can choose when they wish to interrupt us, whether it be from a family meal or our favorite TV shows, to allow them the high likelyhood that we can be reached, as the demographics have clearly been researched on such common behavioral patterns": This is a problem with *any* application you run with priveliges to access the internet. If you don't like what an application does, don't run it. The distribution method is irrelevant.
To bounce around some other threads in this discussion:
-Account Security concerns: Once again, this is a problem with *anything* dealing with identity, authentication, and money on the internet.
-"i still want to know WHY the credit card information": Why does EQ want your credit card #? So they can charge you money to gain access to their servers, obviously.
As for concerns about advertising... *why*? This is obviously being modeled as a continuous revenue stream-- monthly fees. Ads that annoy and alienate players are a net LOSE for their bottom line.
Quite simply, Steam is a response to the realization that online multiplayer is *the* market segment to be in for gaming.
I also think that this is a great idea. I'd *love* to be able to download games for a nominal fee ($10) or so, and not renew the service after the first month if it wasn't worth it.
Bottom line: The scary parts of Steam aren't anything new, and the good stuff might mean a revolution in content distribution for gaming. From a distribution and support perspective, this is brilliant! Imagine clients being patched without user effort and bugs being reported with the system specs instantly available to the support systems. Imagine being able to get a refund for games that simply refuse to run on your system. Imagine raising the bar for the difficulty of cheating so high that it ceases to become an issue. Imagine the mod-distribution possibilities! It's *difficult* to pay attention to all of the half-life mods that are available, let alone download them and get them working.
All-around, this is hardcore win-win for gamers and developers.
you're right (Score:1)
At least with a web browser, I still have some control...
Advertising, sure, but there's a larger issue... (Score:2)
Yes, they are saving money by not selling shrink-wrapped CD's. But those savings are going to be short-lived as everyone starts competing in online distribution. And once they realize that they have cut game prices as low as they can to compete, the next logical step is subscriptions for everything (single-player games included).
You won't be able to "relive the good old days" without whipping out the credit card first.
I have offered 'Steam' for years... (Score:2, Funny)
A little skewed, perhaps? (Score:2, Interesting)
Aren't the majority of Speakeasy's [speakeasy.com] business built primarily at targetting "power users", such as gamers who seek broadband? That makes their statistics not exactly a snapshot for who's actually the majority of their players.
One of the main reasons CounterStrike (and therefore Half Life) seem to be still selling well is the number of low end systems, such as those found in "internet cafes", that can comfortably run it, which doesn't point to the majority of the players being broadband enabled.
Regardless, isn't Valve pretty much only about CounterStrike and other Half Life (ie Half Life, but this time you play as one of the Black Mesa janitors) knockoffs these days? At least, Team Fortress II seems to have fallen off all our radars.
Re:A little skewed, perhaps? (Score:1, Informative)
http://valve.speakeasy.net/survey/
Re:A little skewed, perhaps? (Score:2)
Security Issues? (Score:4, Insightful)
With Steam, all of your authentication information is stored server side.
Surely this is not a good thing? It is in reference to a re-install - initially I thought each copy of Steam would contain some form of authentication with the servers, but if you have just done a complete re-install, Steam will be gone as well as your half-life CD key.
It could be something as simple as a password, but game developers aren't noted for their skills in the security world - simply gaining access to someones "account" could gain you access to every game they own
Of course, that is what Kazaa et. al are for
Sierra is still a heavyweight? (Score:1, Troll)
Re:Sierra is still a heavyweight? (Score:2)
Re:Sierra is still a heavyweight? (Score:2)
Half-Life
Aliens vs. Predator 2
Tribes 2
Die Hard
No One Lives Forever
Arcanum
King's Quest 8
NASCAR Racing series
Empire Earth
Homeworld
Those are only a few selected games out of their much larger total list of software published. They're nowhere near gone.
Re:Sierra is still a heavyweight? (Score:2)
Ok, let's start with the... (Score:1)
Come to think of it, I guess I just did.
Re:Ok, let's start with the... (Score:1, Informative)
http://steampowered.com/html/betasignup.html
Currently you can get Counter-Strike 1.4 beta, TFC, even the original Half-Life single player game, all via Steam and all free (no need to have purchased anything).
Re:Ok, let's start with the... Yes BUT (Score:4, Interesting)
Plus they ask for special offer code which you dont have of course.
Why do they need my credit card? why wont they tell me why they need it ? I dont give my card number out to anyone for any verification process, its bullshit and a company the size of valve should not need it.
I wanted to try this out but i wont be doing so as i wont give them my credit card - this is a BETA test. At this point it reminds me of the famous Lindows pay $99 to beta test our software but you cant tell anyone about it or show it to anyone.
Something smells fishy here.
Re:Ok, let's start with the... Yes BUT (Score:2)
Re:Ok, let's start with the... Yes BUT (Score:3, Informative)
I apologise - in a conversation with tech support on the forum i have discovered that their keygen had an issue and didnt work properly thats why it asked me for the CC number.
It does that without the secret code as its a full working version of the client they will be using.
I have now downloaded the software and played half life, i have a post in the same story about it an i can say that it appears to work as advertised.
I was wrong.
I apologise.
Re:Ok, let's start with the... Yes BUT (Score:2)
People are so quick to "have their say", they don't stop to think whether or not what they are saying is factually based or not.
In this particular case, Valve has done more for PC gaming (and Internet gaming) than most companies ever dream of. Half-Life is indeed an incredible value, as is just about everything of Valve's I've touched.
I have no reason to beleive that Steam doesn't work as they claim (people are using it and says that it does indeed work just as Gabe claims), or that there is some huge ulterior motive here. Just more Slashdot conspiracy theorists, needing something besides Microsoft to bitch about.
Hell, there's a post above where someone managed to take a shot at MS (something about needing to reinstall Windows and losing your cd-key for Half-Life) in addition to Valve. That takes talent of a sort.
The Internet has given everyone a voice. And everyone uses that voice to BITCH.
Re:Ok, let's start with the... Yes BUT (Score:2)
If you do some investigating on this subject you will find another post by me in which i support and proclaim valve for the quality of the product.
I apologised and used my logged in name for it thus risking losing karma. I have never karma whored and worked damn hard to build it up BUT the right thing to do is apolgise if you make an error.
As for the conspiracy theory stuff, read some of my other posts - im not a linux zealot, i often post supporting MS.
But i love the last line about bitching
Pot meet kettle
The beta _NEVER_ asks for a credit card number!!! (Score:1)
I must be a l33t hax0r (Score:2)
At any rate, I'm guessing that the credit card number is there because they'll be offering "subscriptions" to other 'software content' at a price. Give away counterstrike to get people looking, and then make a half-assed attempt at selling people on other games.
Been Done, by sega no less (Score:2, Interesting)
Re:Been Done, by sega no less (Score:2)
Anything that bypasses publishers is good (Score:1)
games industry.
No one is willing to pick up innovative products.
I've hard too many horror stories of imbecilic external producers meddling with projects (I.e. I have random whim X and I want you to retarget your entire game to accommodate it. No wait I now want you to do Y instead etc...)
Coming up next: Pay for play (Score:5, Insightful)
While the features mentioned (automatic patches, etc.) are very cool, they're also merely the bullet points needed to sell the software to developers and clients.
Gamers are likely eager to jump on the technology if they can get the latest patches and maps without having to take an active role in the proces by going out and downloading them proactively.
Developers are likely to use it because then they don't have to worry about producing media, documentation, or those other annoying things that soften the pain of paying $50 a pop to most gamers.
Valve wins 2 ways: First, they can move all of the userbase over to a subscription model and start making little hats out of money. Second, they can get a piece of each sale from other developers' work that hits their content distribution system, and make little money shirts to match the hats.
Think about it. Half-Life came out 5 years ago. A lot of us have plunked down our $50 and have been playing away happily ever since at Counterstrike, DOD, Existence, and many other wonderful mods without giving Valve a penny.
Now, the case can easily be made that Valve DESERVES more cash. They've continued to pump money into the Half-life community, making Counterstrike into a commercial product, releasing the classic quake and team fortress classic mods, releasing patches and feature upgrades these many years, and constantly improving the product.
This works fine while your game is in the top seller lists through constant re-release. It breaks down when you hit market saturation. Who does Valve turn to when Half-Life isn't in the top 20 anymore, and Team Fortress II is no longer even a twinkle in Gabe Newell's eye?
It turns to you, the purchaser of the original product, who is brazenly continuing to enjoy the it long after anyone thought you would still pay attention to it. Your brazen audacity shown by not becoming a consistent revenue stream will be corrected once and for all!
In fact, if you buy a game over Steam, who's to say that the content provider can't just turn it off a few years down the road when the sequel's released? With constant enforcement of new patch downloads, what happens to purists who might enjoy the gameplay of an earlier revision? What if I want to install a custom hack such as a Tribes 2 HUD or build my own decal in Half-Life, only to have these changes constantly overwritten by the autoupdater?
Control over how I can execute my software should be left in my hands, not in the hands of a subscription service or remote authentication server. The current system isn't broken, and steam doesn't really address any significant problems except Valve's diminishing bottom line.
Re:Coming up next: Pay for play (Score:1)
Now, if only we could get rid of those MPAA and RIAA middlemen and their hired guns using Steam as well...
Re:Coming up next: Pay for play (Score:1)
Pay for play will be a necessity to some degree, those bits being sent to you cost the developer money. Not just the development of those bits but physically sending them to you, bandwidth costs. Those who choose to pay for the game up front are prepaying for their bits.
Re:Coming up next: Pay for play (Score:2, Insightful)
No one forced Valve to make HL so mod-friendly. And if they didn't, developers would simply go to a different game. Indeed, Valve already is getting more money than they theoretically should, all because of third party mods.
What's more, third party mod developers (Well, the good ones) are often drafted into gaming houses because of the fact that they've displayed they know what they're doing, unlike most people being churned out of universities.
Oh, I agree with the rest, but there's no real case for Valve being owed more money for what they've done - they're reaping benefits already from being mod-friendly.
Re:Coming up next: Pay for play (Score:2)
Hell yeah. Over the years, I've probably gotten more gameplay from single-player Half-Life, deathmatch, Team Fortress Classic, and Counterstrike alone than any other recent game in memory. We're talking solid *months* of engrossing, well-produced, *fun* gameplay. Also, over the years, I've gladly bought two or three replacement Half-Life CDs for those that were lost or lent because, well, they damn well deserve it.
On the other hand, you have something like Return to Castle Wolfenstein. Bland single-player, unimaginative and buggy multiplayer, not really worth playing for more than a few hours, if that. (IMHO) Borrowed a friends copy for "evaluation purposes", and was immediately disappointed, and very glad that I didn't drop $65 at a local retailer for it. I will gladly spend that $65 on a game from someone like Valve.
Re:Coming up next: Pay for play (Score:2)
While I don't doubt that Steam gives Valve a mechanism for eventually offering pay-per-play games, they've so far shown that they're far more interested in mining the obscenely huge video game market in a less insidious way. After all, they saw what a huge success Counter-Strike was and decided on their own to pour money and resources into making it a high-quality mod because they knew even if CS was free, it'd drive sales of Half-Life. Sure, they created a multiplayer-only version of HL based on CS and sold it separately, but everybody who'd bought HL when it first came out could get a commercial-quality multiplayer game based on HL for free.
It seems that Steam's development explains why Valve has been utterly silent on TF2 for the last year, though. They've clearly decided not to roll out TF2 until Steam is completed.
is it (Score:1, Interesting)
From a certain movie ... (Score:1)
Nothing new at all (Score:3, Insightful)
It uses broadband? Well so does Gamespy.
Besides, haven't they learned that it's the GAMES that drive the platform, not the other way around.
I hope they take care of the problems with (Score:2)
http://slashdot.org/article.pl?sid=02/03/20/014
More Important is What They're Not Telling You (Score:5, Interesting)
This is, of course, the Holy Grail of the "content" industries: Never even pretend to sell anything again, just rent access to it. Steam looks like it's the first cohesive attempt to do exactly this.
First, the scenario they describe to make Steam seem appealing ("You need to re-install Windows from scratch, but you can't find your Half-Life CD key! What will you do!?") fails on two major points:
Second, I challenge the claim that, with nothing stored on the local disk, Half-Life starts up quickly. Half-Life is fscking enormous. Single maps are at least 1M in size, with 3M being entirely common. Do the math yourself. Even at 1.5Mb/sec saturated, that's still 20 seconds just to download the map. Then you get to download the player models, sound effects, music tracks, etc. etc. Unless they've done some massive engineering to achieve "just-in-time" downloading (this is still a major area of ongoing research), I don't see how they could have made this an acceptable alternative over storing the files locally.
Third, if they're saturating the link to download the content, what's left for actually playing the game over the network? Many people get broadband for the lower ping and higher rate, resulting in smoother, more responsive game play. What happens to that experience when some other process is consuming the lion's share of the link?
Fourth, not having a complete copy of all the bits needed to run the software makes me extremely queasy. What happens when the master index server craps out? What happens when my Steam client gets toasted by the latest Outlook virus?
Having all the bits stored locally is also what's helped bootstrap and maintain the Mod community. There, on your disk, are numerous examples of maps/models/art/music that can be taken apart by users, studied, and used by creative people to come up with new maps and Mods. But what happens to all that when Steam enters the picture? The bits aren't on your disk. Will Steam hand you a copy of the bits, or will it refuse, claiming you're not a, "trusted application?"
Fifth, I don't see the "daily update to thwart cheaters" as a feature at all, much less a realistic goal. The two primary things standing in the way of this are:
Finally, I'm concerned about all the stuff they're not telling you. There are obvious privacy/security concerns here:
Personally, I'm all for developing new facilities that help cut out the middleman and get more dollars directly to the creators of digital works. Perhaps it's my aging, cynical brain but, as a software consumer, I just don't see any advantage Steam provides for me.
Schwab
Re:More Important is What They're Not Telling You (Score:2)
What happens when my cable modem is down and I wanna play, or I go to a LAN party with no outside connection? I get into the game and all of a sudden "could not connect to Steam server for texture x."
I have a cable modem so I have extra bandwidth. If I want to download some big file while playing and streaming an mp3, I can do it. Forget it if this is using 90% of my bandwidth!
Huh? (Score:2, Funny)
This is what has been staving off the release off Team Fortress 2 (and Half-Life 2, for that matter)?!?!?
Valve: I want TF2! Make with the gaming!
In your face ... (Score:1)
Half-Life in 45 seconds (Score:4, Informative)
The process is beautifully seamless.
Re:Half-Life in 45 seconds (Score:3, Insightful)
Did you have Half Life installed at all before starting Steam up? If not, what sort of connection are you on?
45 seconds of "normal" broadband (around 50 kbytes/sec) comes out to about 2.25 Mb of content - Doom was larger than that, so forgive me if I'm a little sceptical that Half Life can be retrieved that rapidly.
If not, what exactly was being retrieved here - the CS 1.4 upgrade? If so, did you have CS 1.3 installed already, or was this a full download? In either case, 45 seconds would be impressive - the CS 1.3 full installer was around 100 Mb, and the CS 1.1 to 1.3 updater was about 35 Mb.
Cheers.
Tim.
Re:Half-Life in 45 seconds (Score:2)
you don't understand the technology (Score:2)
i used to work for the first company to develop such a technology (Into Networks [intonetworks.com] - they power the Real Networks RealArcade [realarcade.com]). basically it works like a virtual CD, mounted over the internet. you don't need all the data at once, just whatever your system needs to process at one time. there was normally a pre-load for the times when you would need data faster than your connection could handle (mostly for movies or engines), like the 3 minutes you wait for Steam.
Let me repeat that: you download things as you need them! those resources, textures, sounds all come to you later. the maps come when thay are the one you are playing.
I tested this kind of software and even on first person shooters, so i think i can assure you that this technology works, and i've known for quite some time now that this IS the future of online gaming - think of how hard it is to cheat now!
Steam is going public? (Score:2, Interesting)
I thought the Steam delivery system was just for the beta testers. I hate the bloody thing. Runs in the background, downloads maps as you need them, requires you to log on to play, etc. I figured it was a necessary evil as a beta tester; I'm not going to put up with it as a gamer. Is there some way to boycott this? First PowerPlay and now this shit. Valve isn't a game company - game companies make games.
Ugly business (Score:1)
But the steam driven ploy is going to fail.
Even though the past is a long string of successes for schemes allowing users to communicate directly with people who use their brain as a symbolic battlefield in which corporations win cash and the people win the ticking pounding urge to get a shotgun and kill, kill, kill - the result is not to be generalized onto this case.
As the world's premiere gaming psychologist, I can tell that:
1. gamers LOVE colorful boxes
2. downloads are for free stuff
Now, if they would only throw one of those Comet-cursor thingies in their Steam engine, it would be so cool.
~zecg.
What IS their reason for doing this? (Score:5, Insightful)
The main concern of a pay-to-play model seems unfounded; Valve are doing very well at the moment as it is. Steam is going to give them even higher profit margins through the removal of the majority of the supply chain.
The argument that the current system isn't broken is completely flawed. The CS community is almost at breaking point with regard to cheating. IMHO this is the killer app of Steam. I dont mind waiting an hour to download the latest CS update, and I certainly wouldn't pay for the removal of this inconvenience, but I WOULD pay 5 pounds a month for a guaranteed cheat free counter strike. Most people I know who play CS would do the same. Cheating is endemic and hopefully this will be the silver bullet.
Valve seem to understand the gamer pretty well. They have heavily backed the modding community (a risky business decision as they net no revenue from existing HL customers) and have come out winners. Just because they are a capitalist business doesn't mean they are stupid. They know how fickle gamers can be and they know that their position could easily become tenuous if they start installing spyware all over the place.
Sometimes you need to have faith in a company and give them your support (read $$$ or £££ or whatever) for them to create a revolutionary product.
I'm going to support it. And I applaud Valve for setting this thing up. Sure, if they start spamming me to hell or intruding on my game I'll reconsider, but I think we have to give this sort of project a break and wait and see what happens...
Re: Valve and anticheating (Score:1)
Now I'm just wondering if anyone will read this. =)
slowdive
Nice, But No... (Score:1)
Yes STEAM is gonna be excellent for gamers to recive the updates. but really ive noticed it downloads in a pritty much uncompressed format, which makes life hell for us old 56kers. Imagine downloading a good 100-150mb of files to run the new version of counterstrike on a 2 hour limited dialup...nasty.
I just hope they still release Counterstrike in the old package versions, or i'll be quickly leaving...
PowerPlay? (Score:1)
As for steam, I'm always wary of this server-side stuff, especially in gaming (where there's really no point). What does this do? Well, when your internet connection goes down (and it happens a lot around here), you don't get to play? What a sham.
Cost of bandwidth (Score:1)
Where is the revenue coming from anyway? Monthly fee per game or pay once and play anytime?
I, for one, would not trust too much such a service if you don't get the game CD-ROM shipped at some point. It suspiciously looks like it could fold anytime and you'd be left without the games you used to play, definitly.
Also, if you think you are going to get 200kb/sec donwload time, I'd like to point you to the Anarchy Online release. You could dnload the CD from the net and then burn it. Even under those condition, it was quite tough to get the files under 5-6 hours. (By those conditions I mean the necessity of having a burner to do it).
Re:Cost of bandwidth (Score:2)
One idea (although there's a slimy aspect to it) would be to take the Napster approach and shift the bandwidth cost back to their users. Instead of serving multimegabyte files, just be a directory that refers requests to other people who have already downloaded it. When you connect, you would become a server for whatever you've already downloaded.
Beta Tester (Score:1)
Speaking from personal experience... (Score:1)
I have a "broadband" internet connection by Valve's definition, which is to have at least 256KB/s.
I have 768KB/s DSL. Using Steam is not exactly fast.
Downloading the newest Counter-Strike Beta (1.4) via Steam took about 30 minutes, on a weekday, outside of any peak internet usage as far as I can tell.
This would be bearable, since you only have to do it once and occassionally upgrade to newer versions.
What really bugs me though is that it takes five times (I clocked it) longer to get into the game than connecting to a Counter-Strike 1.3 server. Now why the hell does that have to be?
On a tangent, I'd care less if it would take 10 times as long to connect if the touted anti-cheat features actually work.
Are P.C. users smart enough. . ? (Score:2)
People who use PC's are not quite as sheepish as game platform users. --That is, platform users are less likely to understand why something like Steam is invasive and ecconomically corrupt.
This is just another 'softener' for the eventual establishment of virtual money, bio-metrics and similar attempts at massive population control.
Has anybody else noticed that this so-called, 'Beta Testing' phase is in fact a mass distribution effort? "2000 more users a day???" This is not a beta test. The program is already in the bag. This is wide scale marketing, and people are falling for it.
-Fantastic Lad
I suppose this means that the NDA is lifted... (Score:1)
They can't even make Half-Life auto-update work (Score:2)
I'm a cable user, and trying to get updates are a joke. The updater software that ships with their products doesn't even work, out of the box even. Jesus, these guys can't even get patches out for their own games. I wouldn't trust them to do game distribution.
-Pat
Vaporware? (Score:2, Funny)
Steam? Sounds like vaporware to me!
Team Fortress 2 (Score:2)
Back to work, Valve!
Steam has been great (Score:3, Interesting)
Login is a simple name(e-mail address, really) and password. This may certainly change, but that's how it stands now. There are no ads beyond a mention of Speakeasy.net, the company hosting the Steam servers, I gather.
The interface for game selection is excellent, as is the "Tracker" software, a combination IM/Gamespy Arcade applet that helps you find servers. The software does seem to improve on a near-daily basis, with fixes to minor bugs, improving ping times, etc. The staff has been great about communication on both the forums and through e-mail.
And one of the best things about Steam was watching all those people who have based their entire game of Counterstrike around bunny-hopping fall flat on their faces. CS 1.4 was first demoed over Steam, and it removed bunny hopping. Bloody crack rabbits getting capped left and right, swearing about how horrible the game is now. Brings tears of laughter to my eyes...
all hype (Score:2, Interesting)
No, not really, just Starcraft.
You hate cheaters? How about downloading patches?
Starcraft downloads patches automatically.
It uses a high-performance distributed file system for fast, scalable content delivery.
I think the bottleneck is probably still the Internet.
This is only a small glimpse of what Steam will be able to do.
So, as usual, you haven't written any code yet.
Here is a familiar scenario: You reinstall Windows on your PC. You then start to reinstall your favorite games, only to discover you can't find your Half-Life CD-Key! Doh! What are you going to do?
I'll put my CD key in a textfile called cd-keys.txt (and maybe I'll even print it out!)
With Steam, all of your authentication information is stored server side.
"With Hitler's Third Reich, all your racial/ethnic information is stored in Berlin!"
After launching Half-Life from Steam, it downloaded the necessary files (which took hardly any time at all - actually it was faster than using a CD)
broadband = T5 in this scenario?
92% wire utilization
Wow, you saturated my connection. Doesn't *every* packet-switched application do this?
GameSpy will have more updates about Steam as it becomes available.
Go, code monkeys, go! Work that emacs buffer!!
ummm (Score:2)
Remember when Valve made GAMES? (Score:2)
Half Life is five years old. That's an eternity in terms of software. Since that time they have developed a grand total of zero games. none. Since that time they have re-released half-life countless times, paid OTHER DEVELOPERS for add-on packs for half-life, and purchased the rights to half-life mods and commercially released them.
And don't get me started on Team Fortress 2 which has been in development hell for roughly four years.
I mean, good god... five years and no game? This makes John Romero look like a fucking workaholic.
It seems all they do now is figure out ways to pimp out the half-life engine. Personally, I've had it with the hero worship of Valve software. Half Life was great, but what have they done for us lately??
Valve and Evil and Pimping (Score:2)
I am actually very happy that they've spent the last few years pimping the HL engine rather than making new games- the HL engine is actually still Pretty Damn Good. It's showing its age and has a few large, nagging problems (especially numerous audio bugs) but all in all it works for mod designers.
So, Valve has worked up the credibility to experiment a little. Let's see what comes out.