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Sorry to frighten the more sensitive reader, but, goodness me, among the miserably common entries, this week’s chart welcomes a fair few newbies and indies! Are customers about to get better at buying? Or will we just see these games in the charts every week for the rest of the year? STAY TUNED! (more…)
As the feedback loop of Steam successes reaches an ear-shattering scream, this week we see last year’s best sellers dominating the New Year’s first week. So I refuse to live in the past. Let’s look forward. Let’s imagine what we might want from these behemothic developers. (more…)
We’ve already seen which games sold best on Steam last year, but a perhaps more meaningful insight into movin’ and a-shakin’ in PC-land is the games that people feel warmest and snuggliest about. To that end, Valve have announced the winners of the 2017 Steam Awards, a fully community-voted affair which names the most-loved games across categories including best post-launch support, most player agency, exceeding pre-release expectations and most head-messing-with. Vintage cartoon-themed reflex-tester Cuphead leads the charge with two gongs, but ol’ Plunkbat and The Witcher series also do rather well – as do a host of other games from 2017’s great and good.
Full winners and runners-up below, with links to our previous coverage of each game if you’re so-minded. Plus: I reveal which game I’d have gone for in each category. (more…)
Another year over, a new one just begun, which means, impossibly, even more games.> But what about last year? Which were the games that most people were buying and, more importantly, playing? As is now something of a tradition, Valve have let slip a big ol’ breakdown of the most successful titles released on Steam over the past twelve months.
Below is the full, hundred-strong roster, complete with links to our coverage if you want to find out more about any of the games, or simply to marvel at how much seemed to happen in the space of 52 short weeks.
Battle.net may have Destiny 2, but Steam has millions of simultaneous PUBG players. GOG may have the best collection of DRM-free games, but Valve has, well, PUBG again. And Dota 2, and CS:GO. Competition has increased a lot in the past 10 years, but despite the growth of GOG, itch.io, Origin, Battle.net, the Microsoft Store, and others, Steam is still the gaming store on PC, and Valve runs two of the biggest esports in existence. Its influence on PC gaming can't be understated, so it naturally receives heaps of criticism and suggestions from players and developers alike. That's how it goes when you're on top.
Ruling out obvious fantasy, like a DRM-free release of Half-Life 3, here's what we hope PC gaming's de facto leader does in 2018.
A big update to Steam's interface was teased last year, and it's about time. While Steam has changed a lot since 2003—mostly as new features were tacked on—it still leaves much to be desired. Better automated sorting of our libraries would be a start. If you have tags, why not let us use them? The controller settings are weird, opening in a Big Picture Mode-style window and changing my Steam overlay to the same as if there's no way someone would use a controller at their desk. The music section of my library is a mess, with repeat entries that don't play. In other words, the tacked-on features feel tacked on. Without entirely throwing out the interface we're used to, an extensive UI and feature refresh would be welcome. (GOG Galaxy's version rollback feature would be welcome, too.) —Tyler Wilde
The biggest thing on the wishlist for CS:GO players heading into the new year is the long-awaited move to the Source 2 engine. Rumors have been circulating about when this change-over will finally happen for at least two years now, since shortly after Dota 2 was moved to the new engine in the fall of 2015. Valve confirmed back in April that they’re working on giving CS:GO the same treatment, but so far this update has yet to materialize.In addition to the presumed graphical optimizations of moving to the new engine, the content creation tools for new maps, new skins, etc. are allegedly a vast improvement over the original Source tools. Hopefully, this means we’ll see a glut of new user-created content when the update drops, thanks to the modernized and more user-friendly creation tools.
Similarly, the other big item on the wishlist is the promised upgrade to the new “Panorama UI”, a complete overhaul of all of CS:GO’s menus and interfaces using the panel-based UI that Dota 2 has already adopted. Just like the Source 2 update, this change has been in the works for quite some time now; Valve confirmed they were “preparing” for the UI switch at least as far back as the summer of 2016, but as with everything else Valve does, they’ve been rather tight-lipped about any sort of timeline for the Panorama implementation.
Below these big-ticket items on our 2018 wishlist, there are a litany of smaller changes we’d like to see happen:
The astute observer will notice that almost everything mentioned herein could’ve just as easily appeared on a similar list at the end of last year. It often feels like CS:GO is a lower priority for Valve than its other esports juggernaut, Dota 2, so while there are plenty of updates we’d like to see in 2018, it seems unwise to get our hopes up that many of them will happen particularly soon. Nonetheless, we’ll keep our fingers crossed. —Mitch Bowman
The TI7 contestants were announced abruptly. The Pro Circuit system was announced abruptly. The games contest was announced, and soon extended, abruptly. Gameplay mini-patches were released abruptly, at one point abruptly breaking custom games.
A surprise is nice sometimes, but when it comes to Dota 2, one of the biggest games in the world, not everything should come as such. At least a million players likely clock in every day, and a significant chunk of that population—plus some non-players—follow the competitive scene that’s grown from it. Basically, there are a lot of players trying to just play the game and keep up on a fundamental level.
So, for many out there already irrevocably attached to the experience, frequently needing to stay up-to-date and ready-to-go is exhausting. Maybe it’s just become part of the Dota life: you wake up, see if Valve has done something, and then continue with life. But why does it have to be like that?
Dota 2 players could use a little communication. Just a bit. You can put something off for six hours to get us ready, and you don’t have to give a Riot-length explanation, nor a Developer Diary. It can be a six-hour heads-up on a patch, an announcement of an announcement, or a new way to share what teams are heading to TI. Have someone sit at a computer and press the buttons so people don’t guess teams from the source code. Or all of the above. Valve, you’re allowed to steal these ideas. In fact, please do.
Of course, we’re also talking about Valve here, and that’s just part of how they do things. I’m sure they’re aware, but the reason why they haven’t changed anything is beyond me and anyone else in the scene who isn’t actually a Valve employee. But it doesn’t hurt to ask. —Victoria Rose
Steam Direct is great for new developers who don't have publishers, but the consequence is an influx of ripoffs and shovelware. In theory, Steam's algorithmic discovery tools and Curators should surface only the best games, and truthfully, my store page is looking pretty nice during the Winter Sale—a healthy mix of good deals and games I might be interested in. But that's not quite the case in the Popular New Releases section, which is consistently full of free or free-to-play games. Free games aren't necessarily bad, but the 'popularity' metric means free clickers and gags naturally get promoted over anything with even a small price tag, potentially burying great games that dare to cost five bucks.
2018 should see an even bigger influx of new games—thousands upon thousands—and I'm skeptical that these automated and community-driven tools will be able to keep up. At the minimum, I hope Valve more aggressively cuts asset flips—which it did a bit of in 2017—and outright insulting games, and sets a clearer policy on nudity and sex. It's been totally inconsistent in that latter regard, even receiving criticism from a porn game distributor.
An increase in moderation is doubly needed in the Steam community. It took me five seconds to find a group advertised with a lynching icon and a swastika. Delete. —Tyler Wilde
Valve News Network reported a couple of weeks ago that the venerable online shooter Counter-Strike: Global Offensive might be getting a battle royale mode at some point in the future. But modder Kinsi wasn't willing to wait for it to happen, so they went ahead and created one of their own.
Called Go 4 The Kill—or Go4TK, to save time and space—the mod features a map more than four times the size of Overpass, and three to four times larger than the Source engine normally allows. As Kotaku explains, it accomplishes this feat by breaking its map into sections separated by mountain ranges: Crossing the mountains places you into what is effectively another map, but everything is connected so you can move back and forth seamlessly. Despite the size of the playing field, performance should be roughly equivalent to conventional CS:GO maps because there's very little "'unnecessary' detail," aside from what's required to provide cover for players.
While PUBG is commonly cited as the battle royale standard-bearer, Kinsi said the inspiration for Go4TK came from a different game. "With Go4TK my aim was to combine two games that I like: King of the Kill and CS:GO," they wrote. "It was mainly meant to be a challenge for myself to push the boundaries of whats possible with server-side only CS:GO modding. From the ground up I've carefully handcrafted everything, be it the map in itself or the plugin allowing for the actual gameplay to ensure the best possible integration."
There are some significant gameplay differences between Go4TK and CS:GO. Bullet drop and travel time are modeled, running will not reduce firing accuracy, weapons have randomized inaccuracy but no recoil patterns, ADS (aim down sight) is very important if you want to hit what you're shooting at, and if you get shot yourself, you'll bleed—and if you don't do something about it, you'll keep on bleeding until you die. It is also, despite being much larger than conventional CS:GO experiences, a smaller-scale experience than PUBG: Kotaku says the maximum player count is 20, while the Go4TK site says players per game is "targeted at 49."
Go 4 the Kill was actually released back in August, and work has continued since. There have been setbacks as well, most notably the shutdown of North American servers in November due to lack of interest. Kinsi said on Twitter that they might be brought back online soon, "thanks to a generous Redditor," although how long they'll be kept around will depend on how much use they see.
Since 2016, players poking into data files from Counter-Strike: Global Offensive have found traces of a mysterious Survival Mode. Valve have never announced any such mode for their FPS and none of the traces in data files definitively confirm either what the mode is or that it’s definitely coming, but folks have enjoyed speculating. In a new video, the fan behind the Valve News Network pulls together traces of Survival mode, objects including crate beacons and sonar-scan grenades, and an island map to conclude that Valve are likely working on a Playerunknown’s Battlegrounds-style mode for CS:GO. I’m not convinced but was interested to see VNN lay out the argument. (more…)
For the first time ever, the UK Gambling Committee's year-end report on Young People and Gambling has looked into "awareness and participation rates" of skin gambling (if you're not sure what that is, here's a primer). The report states that, "based on the description provided within the questionnaire," 45 percent of children aged 11-16 knew about skin gambling, and 11 percent said they had placed bets with in-game items at some point in the past.
"'Skins' are in-game items, used within some of the most popular video game titles. They provide cosmetic alterations to a player’s weapons, avatar or equipment used in the game," the report states. "Skins betting sites allow videogamers to wager cosmetic items rewarded in-game or purchased for real money on a digital marketplace, accessible from the UK for several years."
A BBC report on the Gambling Commission paper leads with the statistics on skin gambling and then says that roughly 370,000 11-16 year olds in England, Scotland, and Wales reported spending their own money on gambling at least once in the prior week. But the context is misleading: The number is accurate, at least within the survey's margin of error, but it includes all forms of gambling, including slot machines, scratch cards, and wagers with friends ("five bucks says you can't make that jump"). Furthermore, the figure "represents a continuation of the longer-term decline seen since 2011," when 23 percent of 11-15 year-olds reported taking part in some form of gambling during the preceding week.
Prevalence of gambling with in-game items increases with age, from three percent of 11 year-olds to 14 percent of 14-16 year-olds, and was higher among children who had spent money on other forms of gambling over the past week, or who had played "online gambling-style games," like casino games, slot machines, or poker. In fact, the rate of playing those games matches the incidence rate of skin gambling, at 11 percent.
It's the ability to convert in-game items into cash that denotes the activity as gambling for the purposes of the report, rather than the actual conversion itself—the fact that the skins could be converted into cash, not whether they actually were. That's also how the concept was introduced to survey respondents: "When playing computer games/app it is sometimes possible to collect in-game items (eg. weapons, power-ups and tokens). For some games, it is possible to bet these in-game items for the chance to win more of them."
"The Gambling Commission takes the view that the ability to convert in-game items to cash, or to trade them (for other items of value) means they attain a real-world value and become articles of money or money’s worth. Where gambling facilities are offered to British consumers, including with the use of in-game items that can be converted into cash or traded (for items of value), a gambling license is required," the report says. "Tackling operators making gambling facilities available to children is one of the Gambling Commission’s priorities."
In other words, it's the people running unlicensed gambling sites who are liable to be targeted by the Gambling Commission, and not the games themselves, or the companies who make them. In fact, earlier this year the commission successfully prosecuted YouTuber Craig "Nepenthez" Douglas and his business partner Dylan Rigby, who ran the FUT Galaxy website that enabled gambling on real-world soccer matches using FIFA 17 virtual currency. But that currency could also be exchanged for real money, which fell afoul of the UK's Gambling Act and cost the duo £255,000 ($340,00) in fines.
"Because of these unlicensed skin betting sites, the safeguards that exist are not being applied and we're seeing examples of really young people, 11 and 12-year-olds, who are getting involved in skin betting, not realizing that it's gambling," Gambling Commission chief executive Sarah Harrison told the BBC. "At one level they are running up bills perhaps on their parents' Paypal account or credit card, but the wider effect is the introduction and normalization of this kind of gambling among children and young people."
The tail-end of Steam’s Autumnal sale sees a few old favourites lingering with the usual suspects in the charts this week. The discounts that got them here are all gone now, but it’s only a couple of weeks now before everything goes completely bonkers for the Winter Sale, and you can expect to see all the same names deeply discounted once more. (more…)