Valve co-founder and CEO Gabe Newell believes piracy stems not from price, but from convenience. And as Steam boasts fast access to a dizzying selection of games, so piracy has become "basically a non-issue" for Valve.
"In general, we think there is a fundamental misconception about piracy," Newell told The Cambridge Student, via VG247. "Piracy is almost always a service problem and not a pricing problem.
"For example, if a pirate offers a product anywhere in the world, 24x7, purchasable from the convenience of your personal computer, and the legal provider says the product is region-locked, will come to your country 3 months after the US release, and can only be purchased at a brick and mortar store, then the pirate's service is more valuable. Most DRM solutions diminish the value of the product by either directly restricting a customers use or by creating uncertainty.
"Our goal is to create greater service value than pirates, and this has been successful enough for us that piracy is basically a non-issue for our company.
"For example," Newell added, "prior to entering the Russian market, we were told that Russia was a waste of time because everyone would pirate our products. Russia is now about to become our largest market in Europe.
"We were told that Russia was a waste of time because everyone would pirate our products. Russia is now about to become our largest market in Europe."
Gabe Newell, CEO and co-founder, Valve
Steam's digital distribution platform requires you download and log into a Steam application each time you wish to play a game. This simple check performs a service many DRM services are criticised for. Steam also ensures games are up to date, as well as offers multiplayer matchmaking facilities, friend lists, achievements and various other platform-based community features.
Such is Steam's persuasion that many top-tier publishers and developers now opt for Steamworks tools to be implemented deep within their games. This packages Steam's clever bits - multiplayer, cloud saving, authentication, etc. - so that developers can build them into games early on.
Half-Life 2 effectively launched Steam in 2004, but it wasn't until 2005 that the service welcomed its first third-party games. Today, seven years after HL2, Steam dominates the PC (and Mac) digital distribution video game market.
If there’s one downside of having an SSD as your main hard drive, it’s that you find yourself aggressively removing any and all games you’re not convinced you’ll play any time soon. And so it is that I have no Source-powered games on my PC right now, and need to sit through a 5GB SDK download just to play this 200MB mod. While I wait, I’ll show you what it is I’m waiting for – Water is a mini HL2 mod about a singing Mermaid with magic powers who isn’t wearing a shirt. No Jamaican lobsters and crying here though: this puzzle-blessed action-adventure makes fish-people all grimdark, by the look of things. (more…)
For some, a video game doesn't stop when the power is turned off - their gaming experiences are bleeding into their day-to-day lives.
This can lead to video game-like reactions to real-life situations, Nottingham Trent University and Stockholm University have discovered.
It's called Game Transfer Phenomena.
The study - Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study - interviewed 42 "frequent" gamers aged between 15 and 21 years old. "Many" of the subjects "appeared to integrate elements of video game playing into their real lives".
The full study must be bought for $30. One amusing excerpt reported on The Metro website describe a 15 year-old boy wanting to use a gravity gun from Half-Life 2 to fetch something from the fridge. And why not?
One 19-year-old Price of Persia: Sands of Time enthusiast dropped his sandwich and immediately his finger used to press the rewind-time button twitched. A natural response.
Another 19-year-old thought he could use World of Warcraft's search function to locate his brother in a crowd. What a good idea.
Apparently half of the gamers interviewed said they'd looked for something from a video game to solve a real-life issue. One interviewee apparently saw a menu of topics available for him to think about (Heavy Rain?); another formulated a list of possible responses after being insulted (Mass Effect 2?).
Of course, there is a darker side to all of this. Use of aggressive, criminal and/or violent fantasies as solutions to real-life problems were reported by "a few" of the players.
The Daily Mail focused on one particular 15-year-old who said that "sometimes" he wants to be able to get a gun and "shoot down" people. "Irritating people", mind you.
"A recurring trend suggests that intensive gaming may lead to negative psychological, emotional or behavioural consequences," concluded report author professor Mark Griffiths, "with enormous implications for software developers, parents, policy makers and mental health professionals."
This research is being followed up by a study of 2000 gamers.
The Game Transfer Phenomena report hits headlines a day after Grand Theft Auto was linked to a shooting spree and eventually a murder onboard a Royal Navy submarine.
Code possibly belonging to Half-Life 2: Episode 3 has been spotted in the leaked beta client for Dota 2.
The lines of code are for something called "ep3". Take a leap and transform that to Episode 3, and the code suggests the project lives on.
Not only that, we're also given an insight into some weaponry - an ice gun, a flamethrower and a "weaponizer".
Half-Life 2 was released in 2004; Episode 1 in 2006; Episode 2 in 2007.
Four years and many Valve games - Left 4 Dead, Left 4 Dead 2, Portal 2 - have passed since. And now Valve concentrates on Dota 2 and Counter-Strike: Global Offensive.
The absence of Half-Life 2: Episode 3 from Valve press releases, coupled with suggestions that the runaway success of Steam may have impeded Valve's game development, have led many to give up hope.
Has the boat sailed for Episode 3? Should Valve instead concentrate on Half-Life 3?
The Dota 2 beta client link comes from Vietnam. Lambda Generation has rounded up the data mined from the leak.
Video: Half-Life 2: Episode 2.