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Valve Announces "Steam" Content Delivery System

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 Looks like the game-publishing heavyweights (EA and Sierra) may be outdated.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."

185 comments

  1. What happens to Sierra? by zapfie · · Score: 2, Interesting

    What does Sierra think of this, considering Sierra publishes Valve's stuff, last I checked? It seems like this is the kind of service that could be offered up easier by a larger company than a smaller one. Is Sierra going to be a part of Steam, or is Valve going to cut the middleman?

    --
    slashdot!=valid HTML
    1. Re:What happens to Sierra? by Martin+Blank · · Score: 3, Insightful

      Consider the cost of bandwidth now. This makes some sense, in a theoretical way, for a new method of delivering content. How long does it take to go to the store, get a game, come back, and install it? I would estimate around an hour. Many people with broadband can fairly easily download about 280MB (averaging 80KB/sec) in an hour. Additional sections of the game could be downloaded while playing faster than the player is likely to achieve such advancement.

      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.

      --
      You can never go home again... but I guess you can shop there.
    2. Re:What happens to Sierra? by Anonymous Coward · · Score: 0

      What happened to Valve? I heard this rumor that they made games way back when. I don't believe it though... all I see are sequels.

    3. Re:What happens to Sierra? by Anonymous Coward · · Score: 1, Insightful

      You forgot that this will bring them into power of cutting off not only cheaters, but crackers as well. With obligatory and unlimited room for upgrades, it becomes impossible to crack an online game. Having a "standard" platform like this will really simplify this process and make it all the more effective.

      We can only dream of this making them games cheaper. *LAUGHS UNCONTROLLABLY ROLLING ON THE FLOOR*

    4. Re:What happens to Sierra? by Anonymous Coward · · Score: 0

      What does Sierra think of this, considering Sierra publishes Valve's stuff, last I checked? It seems like this is the kind of service that could be offered up easier by a larger company than a smaller one. Is Sierra going to be a part of Steam, or is Valve going to cut the middleman?

      Sierra had better be a part of Steam - or Valve will be in some serious trouble. Above and beyond the royalties that Valve gets for HalfLife, Sierra have been paying their salaries for the last three or four years to produce games for them. So I think Sierra might be more than a little pissed if Valve didn't continue to deliver the goods.

  2. Passport lookalike ? by selderrr · · Score: 1, Troll

    All this is cool, and I admit longing for a system that keeps proper track of patches, updates and serials. But isn't this pretty similar to passport ? The dreaded Microsoft thingie that every ./ter goes bananas about ?

    1. Re:Passport lookalike ? by Anonymous Coward · · Score: 1, Insightful
      Does anyone else find it sad that a 'typical slashdot user' is about the most hated creature on the face of the planet. They're mocked on every site. It's an easy target, almost too easy so (for me) it strips any pleasure from insulting them. It's like PETA. Or Scientology. There's no need for detail - it's a cliché and it stands up on it's own.

      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.

    2. Re:Passport lookalike ? by Anonymous Coward · · Score: 0
      "The site has bias, sure, but well reasoned arguments for Microsoft still get +5's."

      You must mean Microsoft *software* and not Microsoft The Corporate Land Shark.

  3. Perfect. by ender81b · · Score: 5, Insightful

    This is how things are supposed to work. The RIAA and MPAA should take a lesson from these guys. Wow, pay for good content (program) get to use it as much/wherever you want and completely bypass the middleman = savings for the consumer.

    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.

    1. Re:Perfect. by AstralSeeker · · Score: 2, Insightful

      I'm not so sure about that (in the game industry)

      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.

    2. Re:Perfect. by The+Cat · · Score: 3, Insightful

      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.

      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"

    3. Re:Perfect. by Stormie · · Score: 2

      Most game projects do not make any money.

      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.

    4. Re:Perfect. by gladbach · · Score: 1

      Yep, exactly what I thought. with all this crap with the SSSCA and that dork hollings, you would think that the entertainment industries would get a clue and start looking at it like valve is. Sure, there are some pretty sizeable differences and different hurdles, but its still possible, esp once/if they ever start getting serious about making broadband a widespread service.

      --
      "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms,
    5. Re:Perfect. by enjo13 · · Score: 1

      Actually the game development industry follows the 80/20 law quite well.

      Per capita profits have been consistently down over the last 5 or 6 years as the number of developers has DRASTICALLY grown. So while overall profits are way up, that isn't really a good indication of the whole picture.

      The problem? The game publishers are incredibly poorly managed. They do throw money at a lot of projects that have nothing going for them but a rather well known employee or owner (Ionstorm springs to mind immediatly). They also refuse to fund some projects with the talent and design to really create a solid game... Its a funny industry.

      --
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  4. Hype? by Pilferer · · Score: 5, Funny

    During his presentation to GameSpy, Newell showed Half-Life running off a broadband connection. Mind you, no game files were installed on the client machine . 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 ), and before you knew it, the introductory cinematic for Half-Life was running.

    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.

    1. Re:Hype? by Qrlx · · Score: 1

      Wow! where can I get broadband that fast? ;)

      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.

    2. Re:Hype? by Anonymous Coward · · Score: 0

      Linux is a buzzword, and I don't see Linux support in it. :-(

    3. Re:Hype? by RedWizzard · · Score: 2
      You and the other reply have both made the same mistake - you've assumed compression for the down-the-wire stuff but not for the CD based stuff. My baseline CDROM does 40x so with 4:1 compression it'd be 160x. Last game I bought - Diablo II - came on 3 CDs of which one is movies that definitely won't get 4:1 compression anyway. And of course everyone will want to get the game the second it's released so good luck in getting that 200KB/s.

      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.

    4. Re:Hype? by kuiken · · Score: 2, Interesting

      ok please explain this to me,
      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 ?

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      42
    5. Re:Hype? by pedershk · · Score: 1

      Yeah, obviously. That's what it's all about. No need to download the entire CD at one time. Just download what you need when (or just before) you need it. This can be accomplished quite easily, and the software can download stuff in the background while you're doing less network-intensive tasks (like playing in singleplayer mode or designing maps).

      --
      Henning Same Shit (TM)
    6. Re:Hype? by q-soe · · Score: 2

      I dont know.

      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.

      --
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    7. Re:Hype? by Anonymous Coward · · Score: 0

      Keep in mind that the compression ratio is utter bullshit. What are they compressing? The files are usually compressed on the CD too, so this ratio depends on how they store their data and package it. IOW, hype, hype and utter hype without any real meaning.

      Ie, if I store a wav-file as ASCII-text (7-bit) I can "achieve a higher compression ratio". Even if I cut out bits, I can "achieve a higher compression ratio"!

    8. Re:Hype? by Qrlx · · Score: 1

      Well, not everyone compresses the stuff they put on CD. I have known several prorams that do not compress what's on the CD. I guess the assumption is: Hey, we've got 650 MB here, no need to compress!

      I agree, though, that some things on the CD are compressed, or are not very compressable. Like Diablo's huge-ass movies. Still, I think most gamers would give up a movie in order to have a better game. Or perhaps they will start putting the movies in DivX;) or howevr you spell that and that will compress them a whole lot too, making them small enough for the bandwidth limitations of a broadband connection.

    9. Re:Hype? by Kurlon · · Score: 1

      Infact, at any given time there is only 32MB of content on your HD. The system works amazingly well on 640k DSL.

    10. Re:Hype? by Aqualung · · Score: 2
      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.

      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.

      --

      - Dave
    11. Re:Hype? by Anonymous Coward · · Score: 0

      And 100% buzzword utilization.

      Newell's good at that, but at the same time, he has some room for it, and the background (ex-MS employee). He owns a company that made a game from 2 engines (Quake and Q2) created by another company (id) which outsold the next engine (Q3) created by that company and has more players online (thanks to a mod (CS) built by someone else and bought by them) than any other game in it's genre (because Blizzard and EQ will always kill everyone if you don't exclude them). Furthermore, they've managed to pick up some of the best developers in almost every portion of fps game development, significantly reduced the bandwidth utilization of their game, and developed a lot of new technologies (animation blending techniques, this Steam distribution method, etc)

      Unfortunately, while they've been doing all of this, they have been working on the same unfinished game for 4+ years and still haven't fixed a few bugs in the game they released almost 5 years ago (not even counting bugs they added with some of their patches to incorporate new technology in the old game).

    12. Re:Hype? by Kanasta · · Score: 2

      Well, maybe he's only using a 2x CDROM

  5. Not used for what you think by CmdrTaco+(editor) · · Score: 5, Interesting
    This "Steam" content delivery system raises my eyebrows, and it should raise yours as well. We live in a world driven by advertising, especially through media such as the web and TV. I wouldn't hesitate to think that some bright executive would get the idea in his head to use this for marketing purposes.

    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.

    1. Re:Not used for what you think by Tribbles · · Score: 5, Funny
      ... then "allowing" you to purchase it with a single click of the mouse.


      Wouldn't Amazon complain about this?

    2. Re:Not used for what you think by Sarcasmooo! · · Score: 2

      I would agree 100% if it weren't for the fact that Valve was introducing it. I still share your concerns, but I was part of the half-life community from the start, and I know more about Valve than any business I've ever been a customer to. Here's to hoping that they'll actively combat abuses while they're out licensing it to third parties.

    3. Re:Not used for what you think by VoiceOfRaisin · · Score: 2, Funny

      I would agree 100% if it weren't for the fact that Valve was introducing it.

      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?

    4. Re:Not used for what you think by Anonymous Coward · · Score: 0

      Actually it is worse then you think, I guess. With Steam Valve (or other game developers that use it) have the ability to dynamically place ads into the games while they are being played. So say the Steam system knows that you prefer Pepsi, Coke can make those soda machines in half-life dispense their product, and vice-versa.

    5. Re:Not used for what you think by Aqualung · · Score: 2
      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?

      <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>

      --

      - Dave
  6. I have offered 'Steam' for years... by teamhasnoi · · Score: 2, Funny

    It hasn't been received very well.

    1. Re:I have offered 'Steam' for years... by Alzheimers · · Score: 1

      Recently released--the OpenSource "Clothespin" Steam filter. So, as much 'Steam' as you've been streaming, our clients aren't affected at all.

  7. A little skewed, perhaps? by SimplyCosmic · · Score: 2, Interesting

    "In the latest survey by Speakeasy, over 75% of players use broadband..."

    Aren't the majority of Speakeasy's 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.

    1. Re:A little skewed, perhaps? by Anonymous Coward · · Score: 1, Informative

      The statistic's actually aren't necessarily Speakeasy's. The statistics come from a survey application that was included in the last patch for Half-Life and executed upon installation of the patch. Speakeasy just provided the bandwidth and the servers for collecting the data:

      http://valve.speakeasy.net/survey/

    2. Re:A little skewed, perhaps? by arkanes · · Score: 2

      I know a suprising amount of people with low end machines hooked up to really fat pipes - broadband is generally considered a smaller cost than a new, high end computer (~$200 setup/modem/etc for broadband, ~$800-1000 for a new machine). Alot of these people, while not "power gamers", do play alot of counterstrike, half-life, quake 2, etc.

  8. Security Issues? by cybergibbons · · 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

  9. It's not off-topic by Anonymous Coward · · Score: 0

    Not to those of us who live in Kirkland, at least.

  10. Sierra is still a heavyweight? by glwtta · · Score: 1, Troll

    I thought they were dead or something?

    --
    sic transit gloria mundi
    1. Re:Sierra is still a heavyweight? by glwtta · · Score: 2

      wtf?? can someone please explain to me the concept of trolling? for instance, why is wanting to know why Sierra is still considered to be a heavyweight even though I haven't seen a game from them in years, considered to be such?

      --
      sic transit gloria mundi
    2. Re:Sierra is still a heavyweight? by Martin+Blank · · Score: 2

      Because Sierra is one of the biggest game publishers on the planet. Consider:

      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.

      --
      You can never go home again... but I guess you can shop there.
    3. Re:Sierra is still a heavyweight? by Anonymous Coward · · Score: 0

      Those are only a few selected games out of their much larger total list of software published. They're nowhere near gone.

      Ask all the employees they laid off recently that.

      Vivendi Universal have sucked the lifeblood out of Sierra. One can only hope that Mike Ryder can turn it around. And that the Sierra Home division dies quicker.

    4. Re:Sierra is still a heavyweight? by Martin+Blank · · Score: 2

      OK, you've got a point there. But having one's HR department semi-randomly hack up the rosters and being "gone" aren't the same thing.

      --
      You can never go home again... but I guess you can shop there.
  11. Do the math. by zapfie · · Score: 1

    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.

    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.

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    slashdot!=valid HTML
    1. Re:Do the math. by Anonymous Coward · · Score: 0
      With 4:1 compression, a 650 MB cd becomes a 162MB download.

      Data on the CD should already be compressed, your 650MB CD is a 650MB download.

    2. Re:Do the math. by zapfie · · Score: 1

      Article said 4:1 compression, so I'm just running with that.

      --
      slashdot!=valid HTML
  12. Ok, let's start with the... by glwtta · · Score: 1
    "Vapour" software delivery system jokes.

    Come to think of it, I guess I just did.

    --
    sic transit gloria mundi
    1. Re:Ok, let's start with the... by Anonymous Coward · · Score: 1, Informative

      And it might actually be funny, if not for the fact that 60K+ people have already been testing Steam, and YOU CAN TOO:

      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).

    2. Re:Ok, let's start with the... by Anonymous Coward · · Score: 0

      Good! +4, funny

      OTOH, you get just a 1 rating (and this for being registered). I used to post some jokes, too -- not all funny (like saying steam is a child's stream).

      Being an AC, I always get 0. Nobody laughs.

      Now, whenever I think up something real laughable, I click reply, type the joke and then click Cancel.

      It just is not worth the trouble. Nobody will read, the few who will won't understand and the very few who understand won't find funny. I wonder who watches sitcoms over there. 8-\

  13. Been Done, by sega no less by DA-MAN · · Score: 2, Interesting

    Sega use to do this way back when. They used to have the Sega Channel, an adapter that hooked up to a Genesis and would let you play games. I wonder what's so revolutionary about this time around. Doesn't sound to different based on the info provided on the links, well except that it installs in less time than a cd.

    --
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    Dog House Forum
    1. Re:Been Done, by sega no less by Anonymous Coward · · Score: 0

      Because there's the slim chance that Valve will actually advertise it and not abandon it within a year. ;)

    2. Re:Been Done, by sega no less by MisterBlister · · Score: 2

      The new thing with this system is it streams game content as needed. So you can be playing level 1 while its downloading level 2 (simple example). The Sega channel would just download the full Genesis ROM image, put it in RAM, and then play it.

    3. Re:Been Done, by sega no less by delus10n0 · · Score: 1

      Or, if you want to go back even farther, the Intellivision console in 1981 had the "PlayCable", which was a system that offered new games every month (over CABLE, no less) for you to play. Check out the linkage here.

      --
      Not All Who Wander Are Lost
    4. Re:Been Done, by sega no less by Anonymous Coward · · Score: 0

      There was also a company called Control Video Corp., that tried to do games on demand for the Atari 2600 systems. It didn't work out so well for them.

      The President of CVC, then started up a new company with some of the people from CVC, and used some of the hardware and software that was developed for a new service. That company is now known as AOL.

  14. Anything that bypasses publishers is good by voronoi++ · · Score: 1

    Publishers (and the retailers) are the bane of the
    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...)

  15. Coming up next: Pay for play by fahrvergnugen · · Score: 5, Insightful

    This is obviously a ploy aimed squarely at turning the online Half-life community into a pay-for-play revenue stream, at least over the long haul. The 'shack article alludes slightly to this, although Gabe Newell makes it sound a little more palatable, and wants to be our friend. He promises not to charge us twice for the same product. All who believe him, raise your hand.

    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.

    --
    Even Jesus hates listening to Creed.
  16. Consumer savings doubtful by AHumbleOpinion · · Score: 3, Insightful

    ... completely bypass the middleman = savings for the consumer ...

    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.

    1. Re:Consumer savings doubtful by ender81b · · Score: 1

      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.

      Which is savings.. =). Man, what I wouldn't give to pay for more linux ports on games - this way it might actually happen.

    2. Re:Consumer savings doubtful by linzeal · · Score: 1
      Are you smocking the wendsday crack cut with baby powder or joshin? A majority of the games that people play (especially single player) are pirated if at all possible as the lifespan of the non-rtcw or ut game is like a month tops on a typical gamer's computer. This idea makes it worthwile to the gamer and the industry to pay for the recieved value from the gamer not the percieved mystical mumbo jumbo of the accountant.

      We do not want this distro method to become the MTV of the gaming industry like gamespy is today. In fact I can only hope that this will kill gamespy before a torrent of vapid, cookie-cutter, corporate researched FPS/RTS/RPG are unleashed upon the unexpecting consumers out there.

      I've been playing the same free and fun online game for over 5 years and the corporate replacement even though it too is free sucks the big stinky donkey wang because it was overproduced.

    3. Re:Consumer savings doubtful by Dark+Paladin · · Score: 2

      Oh, I don't know.

      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.

    4. Re:Consumer savings doubtful by AHumbleOpinion · · Score: 1

      Publishers would still be necessary for financing, but wouldn't have the total power of distribution they have now

      Whoever puts up the money will have control. The publisher doesn't care about retail outlets, if the publisher can bypass them they will. However this updated model with change nothing. The developer is still subserviant to the publisher.

      The real opportunity for change is where the developer self-finances and retains control.

  17. Team Fortress 2 by Smuttley · · Score: 0

    Should I take it that TF2 is never going to happen?

    If it is still happening then what the bloody hell are you doing wasting your time on a CMS, we want TF2! :(

  18. Pathetic by Anonymous Coward · · Score: 0

    Let's hope people won't start to use phrases like "Steam me that content". "How do you want it delivered? I want it steamed". I don't know about you, but *I* don't want our rich computing/networking vocabulary to be polluted by marketing crap that was brainstormed in a self-masturbating committee of suit-wearing Joes.

  19. is it by Anonymous Coward · · Score: 1, Interesting

    Push Technology, 5 years too late? *grin*

  20. From a certain movie ... by Tranvisor · · Score: 1

    Watch out! It's SYNAPSE !

  21. Re:Coming up next: Pay for play by silentbozo · · Score: 1

    I dunno. Blizzard has maintained the bnet servers for years (yes, complaints about slow service not withstanding) without charging existing users lame-ass subscription fees. I think Valve could get away with it if they could use the opportunity to cut out all the overhead expenses associated with feeding the deadwood between them and the consumer.

    Now, if only we could get rid of those MPAA and RIAA middlemen and their hired guns using Steam as well...

  22. Re:Coming up next: Pay for play by AHumbleOpinion · · Score: 1

    What we may have is the virtual coin-operated game. Want to play a game, drop that virtual coin into the virtual slot.

    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.

  23. Nothing new at all by CathedralRulz · · Score: 3, Insightful
    Kind of funny to read about this on Gamespy - as they have a product, the Gamespy arcade, that does EVERYTHING that this "steam" product does.

    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.

  24. My ideas fascinate me. by Anonymous Coward · · Score: 1, Funny

    I wish to subscribe to myself.

  25. I hope they take care of the problems with by t0qer · · Score: 2

    downloading patches from servers full of banner ads and click me's and X-10 camera ads. It's annoying as hell these things, they make me want to reach through the computer screen and get very angry with someone. Lets hope they take an approach similiar to this article.

    http://slashdot.org/article.pl?sid=02/03/20/0143 24 8&mode=thread

  26. More Important is What They're Not Telling You by ewhac · · 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:

    • The need to re-install Windows at all. This is due to perennially shoddy Microsoft engineering, and it's a damn shame Valve is spending precious R&D dollars trying to compensate for it.
    • The illusory need for a CD key.
    Cut out either of those issues, and Steam's appeal to users is diminished.

    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:

    • Proxies on separate machines can still be written, nullifying local attempts to thwart hacks;
    • Release testing for Windoze takes at least a month. Regression tests against Windows 95, Windows 98, Windows ME Harder, Windows NT4, Windows NT5 (2K), Windows XP, and all the various forms of hell that is DirectX practically guarantees that the notion of quick-tweak-and-post-to-server just ain't gonna happen.

    Finally, I'm concerned about all the stuff they're not telling you. There are obvious privacy/security concerns here:

    • How is billing performed? Can I pay in advance by cash or check? Who will have access to my credit card number?
    • How does Steam know it's "me"? Are login sessions encrypted so no one can obtain my password without my permission?
    • Once I'm logged in, how much data is Steam gathering about me in the background? Are they sniffing around in my machine? Are they tracking which games I'm playing, when, and for how long? What will Steam do with that information once they obtain it? (Any why do they imagine this would be any of their damn business?)

    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

    1. Re:More Important is What They're Not Telling You by Guspaz · · Score: 1

      By "daily" update they just mean that Steam will download a fresh copy of the HalfLife EXE every day. So no hack can stay installed for longer than a day. Regards, Guspaz.

    2. Re:More Important is What They're Not Telling You by Sabalon · · Score: 2

      Good points. Also:

      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!

    3. Re:More Important is What They're Not Telling You by Anonymous Coward · · Score: 0

      I think they'll be more interested in changing the protocols every few weeks/days. That SHOULD twart cheating, but also puts more control into their hands.

    4. Re:More Important is What They're Not Telling You by Anonymous Coward · · Score: 0

      I believe you are incorrect about there not being any content on your local hard drive. To the best of my knowledge, the program will be installed locally. The only reason you would need you net connection is to get updates.

    5. Re:More Important is What They're Not Telling You by delus10n0 · · Score: 1

      I've been using the Steam system for the past 4 months or so now doing beta testing for the next version of Counter-Strike. Steam stores a "cached" copy of each game you play somewhere on your hard drive. You're able to tell it where, and how much you want to cache. You can cache an ENTIRE game to your hard disk. Also, you can leave the Steam client running in the background/system tray, and it can synchronize your cache for you automagically while you're doing other stuff. If you play a game whose cache hasn't yet been built, the initial load takes a min or two, then you are at the main menu. Going into a level also takes another minute or two, but after that, it's totally smooth.

      In Half-Life, I am able to modify files and add spraypaints for CS just like I was before, and the Stream system doesn't care. It works fine.

      As for the login procedure, the Steam client pops up asking your username (or e-mail address) and your password. And as for usage statistics, I have no way of checking this, but to my knowledge they are not monitoring any of the things you listed, other than maybe what portions of the game I downloaded at what time.

      --
      Not All Who Wander Are Lost
    6. Re:More Important is What They're Not Telling You by iainl · · Score: 1

      Hang on a moment. I missed this part:

      "You need to re-install Windows from scratch, but you can't find your Half-Life CD key! What will you do!?"

      Swear profusely and fail to do the install at all, of course. As with every CD key I've ever seen, its on the frickin' CD case. What, exactly, are the chances that I can find the CD but not the case that it lives in.

      --
      "I Know You Are But What Am I?"
    7. Re:More Important is What They're Not Telling You by JasonAsbahr · · Score: 1

      Not having seen the demo, but I strongly suspect you *are* downloading content to be stored locally on your HD. You just download it once, not every time to go to a new level...

      J

  27. Huh? by The_Shadows · · Score: 2, Funny

    Content delivery system? From Valve?

    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!

  28. Custom ads, in game textures by AHumbleOpinion · · Score: 1

    Perhaps by noting your ad viewing patterns the game content downloaded to you will be textures containing cusomized ads that will apear on wall in the game universe, posters, billboards, decals on players backs, etc. Player 1: Rally at the Toyota billboard. Player 2: What Toyota billboard? Player 1: Above the tunnel entrace we found a few minutes ago. Player 2: That was a Sony billboard. Player 3: Uh, I'm pretty sure it was "Girls Gone Wild". Yeah I'm pretty sure, I uh got distracted and got fragged.

    1. Re:Custom ads, in game textures by zapfie · · Score: 2, Funny

      Ouch.. no, no no.. I can already see it happening. Then you'll have the radio communications contain ads ("Our PlayStation 2 Command Center is under attack!").. then next thing you know, you'll be wielding the McHamburger Blaster 2000, and using it to feed hungry McDonalds customers in a non-violent, family-friendly game...

      Maybe I shouldn't post at 5 in the morning..

      --
      slashdot!=valid HTML
    2. Re:Custom ads, in game textures by Anonymous Coward · · Score: 0

      WOW, what an update to the old DOOM XXX.wad that could be.

  29. This is horseshit by Anonymous Coward · · Score: 0

    Content distributor? Sounds like their whole game is to insert themselves in between a distributor and recipient, with them skimming a little off as middleman. What a joke.

    Sounds familiar. Create a company with very fuzzy and ill defined purpose. Then insert that company in between as many deals as possible. Is Valve perchance based out of Texas?

  30. In your face ... by Hank+Chinaski · · Score: 1

    ... bpjs! The german Bundesprüfstelle für jungendgefährdende Schriften reviews games upon request if they endanger people younger than 18 years. They do (in their opinion) if they contain too much gore or glorify cruelty. They than are "indiziert". Which means you cant put up ads for it anymore, put it in your store shelfs or sell it to people younger than 18 (id required). But with steam there are no store shelfs, no german retails, whose store shelfes one could search or anything. What will they do against this? ;-)

    --
    IAAL
    1. Re:In your face ... by Anonymous Coward · · Score: 0

      I'd imagine that they'll do the same thing that they are starting to do in America and go after the ISPs that they feel are providing the objectional content.

      It will become a crime to pass packets that contain violence.

  31. Does nothing for Linux by AHumbleOpinion · · 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

    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.

    1. Re:Does nothing for Linux by Anonymous Coward · · Score: 0

      You are right to say Linux gamers mainly Dual-Boot or Emulate. This is because the game developers do not develop for Linux. Assuming that these game developers are going to get a hihger portion of the profits then they may be tempted to actully port their games across. I do not like dual-booting or emulating, when the native OS will run the software! I can take Windoze off my machine, freeing up a gig of HDD, not worry about imperfect emulators.

    2. Re:Does nothing for Linux by AHumbleOpinion · · Score: 1

      No, game developers are not going to port to Linux because you would like to get rid of Windows or emulators. You buying the Win32 vesion of a game is simpler and maximizes profit. The only new money for a developer is the person who never dual boots and never emulates and never buys a Win32 version of a game.

  32. Re:Ok, let's start with the... Yes BUT by q-soe · · Score: 4, Interesting

    Its free but it asks for credit card details and there is no indication on the site or information about why they want it.

    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.

    --
    I refuse to argue with Anonymous Cowards - if you want a discussion get an account....
  33. Re:Ok, let's start with the... Yes BUT by q-soe · · Score: 2

    Apologies i missed the bit about key generator in the setup BUT i still want to know WHY the credit card

    --
    I refuse to argue with Anonymous Cowards - if you want a discussion get an account....
  34. Re:Coming up next: Pay for play by Anonymous Coward · · Score: 2, Insightful

    How?

    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.

  35. Steam as in... by 3nd3r · · Score: 0

    BEER from San Francisco - yummy - doh.. nope some new push client method. damn wrong list...

  36. You've played "global gladiators" then by Anonymous Coward · · Score: 0
    :-)

    I Think Dave Perry wrote the Genesis version.

    1. Re:You've played "global gladiators" then by zapfie · · Score: 1

      (does a google search on Global Gladiators..) Now THAT boggles the mind.. ow.

      --
      slashdot!=valid HTML
  37. Loki Installer or Red Carpet by Anonymous Coward · · Score: 0

    Steams sounds kind of cool, however there are already two OSS solutions that could be extended to provide the "rest" of Steam. Loki Installer and Red Carpet. Loki Installer only uses GTK+, which is fairly portable. Red Carpet, not sure on how much GNOME it requires, but I'd imagine that it could be slimed down some to make it portable.

    Maybe someone should setup a Loki Installer or Red Carpet thing for OSS games. That'd be cool.

  38. Half-Life in 45 seconds by rufusdufus · · Score: 4, Informative

    I just installed their beta; took less than 10 seconds of download to get the steam code. I installed Half-Life and it took 45 seconds to install, and I was in the game.

    The process is beautifully seamless.

    1. Re:Half-Life in 45 seconds by Contact · · Score: 3, Insightful

      Sorry, could you expand on this?

      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.

    2. Re:Half-Life in 45 seconds by Ummagumma · · Score: 0

      Tim -

      I installed and ran Steam last night. I had neither Half-Life, nor any of its mods installed at any point in time on this machine.

      I ran Steam, and within 3 minutes, was browsing DoD games to play (there were painfully few however). I looked into the cache folder (where it 'installs' the game files), and there was ~500MB of files in there. I have no idea how this was done on my 1.5Mb link - it defies reason, but it worked.

      My only peeve - its actually tough to get into a game, between map downloads (though, once you have it, you keep it in the 'cache' folder, so you dont need to download it again), and the randomness you always got from Half-Life.

      Valve is onto something here - just-in-time delivery, uber-compression, I don't know, but it seems to work very well so far.

      --
      "The natural progress of things is for liberty to yield and government to gain ground." - Thomas Jefferson
    3. Re:Half-Life in 45 seconds by Anonymous Coward · · Score: 0

      whadda buncha crap you gotta be kidding me....

      500mb in under a min... pff..

      in case you missed it.. lemme say that again..

      pffff!

    4. Re:Half-Life in 45 seconds by Ummagumma · · Score: 0

      I didnt say under a minute, I said in 3 minutes. Let me see here....

      500MB in 3 minutes comes out to (once you do the conversions) about 21 megabits/second, which is still way too high. Ok, factor in the 4x compression that Gabe talked about, thats still 5.25 megabits/s, too high. Then, figure in the just-in-time-delivery - my guess is the 500mb file that I saw get loaded on my machine was just being reported as that big, but the Steam client actually was streaming the content to me, and finished the download while I was configuring the HL client - key bindings, video resoloution, etc. Then, when I went to join a server, I bet thats when the client decided to go out and grab the map/models etc. for that specific server.

      There is no way that 500mb was streamed to me in the 3 minutes - but HL did load, and I was configuring/playing in that 3 minutes, which is pretty impressive. The rest of the download (ie stuff I didnt need for that session) will probably be downloaded as needed, or in the background.

      --
      "The natural progress of things is for liberty to yield and government to gain ground." - Thomas Jefferson
    5. Re:Half-Life in 45 seconds by rufusdufus · · Score: 2

      I have AT&T broadband. Also, just because Gabe says 4x compression, some types of data, like 3d map data, can compress up to 50:1.

    6. Re:Half-Life in 45 seconds by Anonymous Coward · · Score: 0

      I also tried the beta on my machine and was fairly impressed at how well it ran. I fired up classic HalfLife and it took my machine about 90 seconds from clicking on the icon on the steam engine to seeing the Halflife opening cinematic on the monorail, all without any halflife client installed. Very cool.

      I'm not so thrilled about forcing users to get files from the server to play the game for the first time unless there's also a way to create install CDs which can replicate the process at a later time incase the internet connection isn't available. Steam is also somewhat bloated and makes a humungous cache file up to gigabytes in size.

  39. Steam is going public? by FuShanks · · Score: 2, Interesting

    (Hm. I suppose since they made a public announcement NDAs don't apply...)

    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.

    --
    like a knight in shining armor/from a long time ago
  40. Ugly business by zecg · · Score: 1

    I am not going to dwell on the fact that Gabe and the boys didn't actually make a game that was not HL in a new box for a long, long time (and NEVER so far produced a good online game) - yet are currently integrating the most annoying features of all online shenanigans into a client which we will have to use (transparently, mind you) once they DO publish a game. That would be low.

    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.

    --
    .i lu doi ringos.star. xu do puku'aroroi dunli dopecaku leni virnu li'u
  41. FUD! Taco's objections apply to EverQuest etc too by Behrooz · · Score: 2, Insightful

    Most of the objections raised by Taco and others posting here can be applied equally to EverQuest and all of the other pay2play MMORPGs, or gaming in general.

    -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.

    --
    "We have to go forth and crush every world view that doesn't believe in tolerance and free speech." - David Brin
  42. What IS their reason for doing this? by cca93014 · · Score: 5, Insightful

    Although I am a little suspicious of Valves long term strategy for Steam, I am prepared to give them the benefit of the doubt for the moment.

    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...

    1. Re:What IS their reason for doing this? by Anonymous Coward · · Score: 0
      The CS community is almost at breaking point with regard to cheating.


      Ya, this is a huge problem and it's only getting worse. It's THE make or break issue for CS right now.
  43. About time too ... by ThorbyBaslam · · Score: 0

    Perhaps now they`ve finished tinkering with this little toy, they can do some proper work.

    Like finishing Team Fortress 2.

  44. you're right by mmusn · · Score: 1
    The thought of having my computer taken over by something that controls the keyboard and screen through DRI/DirectX and that has an Internet-based marketing company at the other hand isn't exactly pleasant.

    At least with a web browser, I still have some control...

  45. Nice, But No... by Komarosu · · 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...

    --

    "What do you mean you have no ice? Do you expect me to drink this coffee hot?" - Random Customer, Clerks
    1. Re:Nice, But No... by Anonymous Coward · · Score: 0

      Read the article. It's designed for broadband users.

    2. Re:Nice, But No... by Anonymous Coward · · Score: 0

      The beta isn't a good test for 56k folks because it
      regrabs a lot of content. The GA version is supposed to just grab updates to make it a mote 56k friendly.

  46. Make No Money by piotrr · · 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.

    --
    / Per
  47. PowerPlay? by saberworks · · Score: 1

    Does anybody else remember valve's last effort called PowerPlay? It promised to make gaming over dialup as good as gaming over broadband... As far as I know, only one ISP ever came out with "support" for PowerPlay and it was generally a big flop (because it didn't DO anything?). Run a search at Bluesnews.com news for "PowerPlay" and you'll read about all the hype... but nothing ever came of it.

    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.

  48. Cost of bandwidth by crevette · · Score: 1

    I'm not sure how Valve hopes to turn in profit with their Steam engine. I was under the impression that the bandwidth was costly enough for a 'simple' game server. But they are proposing that you download the whole game (runtime file at least) every time you want to play? Or simply every time there is a new version available? Which would be the same as patching to me...

    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).

    1. Re:Cost of bandwidth by Sloppy · · Score: 2

      I was under the impression that the bandwidth was costly enough for a 'simple' game server. But they are proposing that you download the whole game (runtime file at least) every time you want to play? Or simply every time there is a new version available?

      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.

      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  49. Beta Tester by professortomoe · · Score: 1

    I beta tested Steam for awhile. It's a great idea and all, but sometimes waiting for it to download isn't all that much fun. There were also some problems where the cache got corrupted (I'd assume that's fixed). I think the best part, thought, was that I got to play Counterstrike 1.4 before a lot of people. Oh, I didn't, on the flip side, mention how cool it is to be able to play without downloading patches. I guess storing the game in the cache is a small price to pay for that. For inventiveness and a great idea, I give Valve 4/5 stars. Give it a shot once you can.

    --
    If I wasn't so lazy, I'd have a sig.
  50. You have a very fast cable modem... by ergo98 · · 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.

    1. Re:You have a very fast cable modem... by zapfie · · Score: 1

      To be honest, I don't remember the difference between Kb, KB.. etc, I know I get about half a megabyte a second transfer from sites with the capacity to serve it (I've gotten up to 9/10 megabyte/second). I am on a college LAN, our connection to the outside world is an OC3 feed, I think. I believe you about CD transfer speeds, but for whatever reason I have had games (read: Tribes 2.. it took about an hour on both me and my friends computer) that install much slower than it takes to download and install similar sized demos.

      --
      slashdot!=valid HTML
    2. Re:You have a very fast cable modem... by Anonymous Coward · · Score: 0

      Not that it matters much for the argument as a whole, but unless I got my head screwed on backward today, the divisor/multiplier for converting back and forth between Kb and KB is 8, not 10, so:

      500KB/sec = 4000Kb
      500Kb = 62.5 KB

      yadda yadda doo doo da da etc.

      AC#738472

    3. Re:You have a very fast cable modem... by ergo98 · · Score: 2

      Well adding in the overhead of Ethernet, IP, TCP, and then presumably FTP : The general number that I've come to trust is /10.

  51. Speaking from personal experience... by Cynical_Dude · · Score: 1

    ...I'm not sold on "Steam" yet.

    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.

  52. Are P.C. users smart enough. . ? by Fantastic+Lad · · Score: 2
    People who use PC's are, by neccessity, aware of how the guts of their machines work to a degree, especially on-line gamers. THIS means that 90% of Steam users will worry about the two following items:

    1) Invasion of privacy. What else is Steam doing in my system?

    2) Pay-per-use Data. "You mean I don't own what I just paid for? Games are not movies. You want to access them many many more times than once or twice.

    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

  53. Re: Valve and anticheating by slowdive1979 · · Score: 1

    While cheat prevention may be a nice benefit of Steam, it's simply part of selling their product, not a product in itself. Remember Punkbuster? From what I recall, Tony Ray stopped development of Punkbuster because Valve wouldn't give him the support he needed. While I've heard it's not omnipotent, it certainly did a lot for the TFC community with respect to cheating. If someone could do that as a part time job (though it was a lot of work), you'd think that Valve could pick up some of the slack and incorporate a similar system into HL. In retrospect, perhaps Steam is why Valve didn't support Tony and Punkbuster. There might be a lot more to the story then I remember though, since I was offline at the time it happened, but the point remains the same - anticheating is not sufficient justification for Steam.

    Now I'm just wondering if anyone will read this. =)

    slowdive

  54. I did. Don't be a loony by Anonymous Coward · · Score: 0

    > 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.

    Audio CD speed (CD-1X) is 150KB per second. That's 1200 Kb per second, or more than twice your broadband rate. (A T1 is about 193 KB/sec.) If you meant you get 500KB per second (the capital B denotes bytes, lowercase b denotes bits), you're still slower than the CD-4x that came with my Pentium 120 6 years ago.

    Uncompressed, a 16X CD beats your 4:1 compressed net connection, and most CD-ROMs are at least 32x and have been for years.

    There's no reason you can't compress the CD data and store it in 1/4 the space on the disc (and get 4x the install speed) as well. In that case, a 32x CD (4800 KB/sec) would complete your 162 MB install in a little over 30 seconds. Note that high CD-ROM seek times can be mitigated by using one big compressed file.

    Let's also look at the broadband situation for other users. Your 500K/sec is really unusual. Standard DSL download speeds are usually 384 Kbps to 1.5 Mbps (T1 speed). 384 Kbps is 48 KB/sec, less than 1/10th your speed. So a typical DSL user would need close to an hour for that same download.

    With that kind of compression, it's even viable for a 56k dial-up user: 7-8 hours, just leave it overnight (although many ISPs have a max call length shorter than that and so it would need to be done in 2 parts). Patching would then be pretty quick. The real problem is making sure you have reliable, unclogged download sites. These days when a hot demo comes out you're lucky to get it at 2K/sec and in one shot.

    > Low CPU usage is good, since most games expect to be given most of the CPU's power

    On what? 3% of a 2 GHz chip is 15% of my 400MHz chip!

    Besides, most games expect to be downloaded before you start playing them, so that's not usually an issue. More important is the auto-updating while you're in the middle of a firefight. On a slow link, you can play OR patch but don't have enough bandwidth for both simultaneously.

    > 92% wire utilization means that the network code is written well enough so it can be using 92% of
    > your network capacity.

    Which isn't too hard when you have a fast CPU and slow net connection. On the other hand, it's fairly well-known that operating systems' networking stacks aren't that efficient, and in the old days you'd only get about 50% utilization of your 100 Mbps LAN link. Some people used to run FreeBSD instead of Linux in order to get 60-70 Mbps instead of 50 Mbps. I suppose 2 GHz CPUs let you saturate fast ethernet now (what about gigabit?).

    > 50% cache hits means that servers supplying this data don't have to undergo as much burden
    > packaging together stuff to send out

    They shouldn't have to "package together" ANYTHING, since everyone gets the same 162 MB file! Later on, everyone gets the same 1.1 MB patch, etc.

    The numbers that Valve was tossing about are not specific enough. Wire utilization on what link, and how does that compare to other programs' speed? I can get that percentage just downloading stuff online using a browser and my 56k modem.

    50% Cache hits? Of what, and which cache? I assume they mean that half the time, they can serve a file from memory, and the other half, someone asks for the wrong file. Otherwise you'd serve that from memory too, and have 100% cache hits. Not to mention, how'd he get only 50% on his own demo as the only downloader? Did he ask for the wrong file the first time?

  55. Publishers hate this concept anyway. by Anonymous Coward · · Score: 0

    First up, this is not new at all, streaming of games (with patches, mods and extra maps) has been around for a while. A number of Application on Demand technologies already exist and have been widely deployed. http://www.exent.com http://www.intonetworks.com are two examples. I've played with the Exent tech, and while it amazes me, it is 100% dependant on broadband (unless of course you like the idea of downloading for a day or so before you play), and bandwidth costs of running this are potentially huge.

    Add to this that while publishers are slowly getting used to this technology, they really don't like it, as it has the potential to remove their peice of the revenue pie. There is also the fact that so many of the games are funded by publishers money, so only the self funded devs are actually going to have a real chance at making use of this.

  56. I suppose this means that the NDA is lifted... by Guspaz · · Score: 1

    I had the good fortune to be allowed to be a beta tester of Steam. It works quite well. What happens is you download a small (Was ~1MB) installer program. This installed the Steam client software onto your computer. You then chose which games you were going to "subscribe" to (Yes, you have to pay timed fees by the game, but it was free during the beta). My largest complaints are probably space and time :p Each game gets a cache folder which is by default 500MB. So, your Half-Life folder is 500MB, your TFC folder is 500MB, your CS folder is 500MB... It adds up. The other is time... There is no way that anything short of ethernet-based internet access would be able to rivel the speed of a CD. First of all, I really doubt they are getting 4:1 compression on that data. If they were, they'd make more money licensing THAT then they would selling the games! Anyhow, when you first play the game, it takes a while on my 1mbit DSL connection to download everything (Luckily they have good servers, so I get full speed). Maybe 3-5 minutes for the initial data. Then, the other annoying fact is that you have to download the maps before you play them if you've not before. So games usually have a bunch of people spectating in the beginning while everyone downloads and connects (It takes longer even when you do have the map, and it still says "Downloading and initializing" for some reason...) Nevertheless, I was impressed. While the delays were annoying, it was nothing like having to download an entire 500MB game to play... I myself only had to worry about downloading 1MB. I'd also like to comment on single-player; I was very impressed by the experience. Unlike multiplayer, single player loads ahead while you're playing. So once you download the initial footprint, and you're playing, you can just keep playing. The only way you'd know that you're not playing it off a CD is that your modem lights are blinking madly... The experience was completely seamless with no pauses for downloading, ever. Even the original CD music was included in MP3 format. Regards, Adam.

  57. The beta _NEVER_ asks for a credit card number!!! by Guspaz · · Score: 1

    The beta never asks for a credit card number. How do I know? I'm in the beta. I don't have a credit card number. End of story. Regards. Guspaz.

  58. Re:Coming up next: Pay for play by majcher · · Score: 2

    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.

    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.

  59. I must be a l33t hax0r by xenocide2 · · Score: 2

    'cuz I don't even have a credit card, and Steam runs just fine without me entering one.

    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.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

  60. We're not there, yet... by skippy5066 · · Score: 1

    The article (on Gamespy) was overly optimistic. This type of technology works fairly well in fast a LAN environment (maybe an internet cafe that caters to gamers) but over home broadband, it's just not where it needs to be for content-heavy games. Loading faster than a CD? I'm seriously doubtful, since I've worked for companies delivering similar services.

    Companies like Exent with their Games on Demand type solution and Softricity with their application on demand stuff have come a long way, by making local caches secure to thwart pirates, and by utilizing algorithms to anticipate what parts of the code you will need next, reducing the wait when a new code chunk needs to be downloaded. But the fact remains that at this point, if you have a dedicated line (DSL) your bandwidth probably isn't much higher than 640K, and if you're on cable, who knows what you're really getting when your neighbor is downloading bootleg porno for his collection.

    Diablo-style games that generate dungeons on demand can suffer from serious lag because all of the code, at one point or another, has to get pulled across the wire. And when you're surrounded by 500 orcs trying to hack your way to freedom, do you really want the game to get choppy and unresponsive? Racing games that load everything and then just run from memory work much better, but you still wait. The idea is sound, but games are just too bloated for the average guy's broadband pipe. Maybe in a year or five, if access gets faster and cheaper.

    -Jeff

  61. Re:Ok, let's start with the... Yes BUT by q-soe · · Score: 3, Informative

    A further Update.

    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.

    --
    I refuse to argue with Anonymous Cowards - if you want a discussion get an account....
  62. Server Owners by Anonymous Coward · · Score: 0

    So that rules out me running a small CS server off ADSL then... Every time a new player connects, all the others suffer because I have to upload shitloads of data?

    Its going to cost Games Service Providers loads of money in bandwidth too, because from what I can tell, the game data comes from the game server itself.

    Also, for a GSP with 15 servers for example, when a new version comes out, all their regular players have to download new content. Players already on these servers might well suffer latency and packet loss while everyone else downloads the game.

    Finally, if the beta is anything to go by, files ARE stored locally, in a cache. In CS 1.4 that I got, all these files are in the same directory structure as CS1.3 anyway.

    We'll just have to see how it goes, I guess, but those are my concerns.

  63. They can't even make Half-Life auto-update work by PatJensen · · Score: 2
    I just want to say something here about Valve's new content delivery system. This comes from the guys that can't even get a Half-Life or CounterStrike update to you, without using 20 non-working mirrors in Japan at 4k/s. Who here has downloaded the latest 38 files to upgrade CounterStrike to be playable? How many sites did you have to click on, and how many banners did you have to click through after you tried all 20 non-working mirrors?

    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

  64. Re:Coming up next: Pay for play by billcopc · · Score: 1

    The problem with RTCW is that it's not Half-Life. Sure, HL was great in its day, I played it for a few weeks and was quite fascinated by the smooth gameplay and bizarre plot. But it did eventually get old and now it's sitting in the closet. On the other hand, I still play Quake 2 and 3.. I actually bought my current Geforce2 GTS, two years ago, mainly to play Quake3. I still play it sometimes, because that's what I like. Others prefer Unreal Tournament, which is OK.

    Every FPS'er has a preference, be it Quake, UT, HL, Tribes.. whatever. They each have a different 'feel', and that's why they're all so great. RTCW has its feel, and for people like me, I think it rocks. However it is radically different from the rest and thus, it cannot be everyone's favorite, no matter what anyone says.

    --
    -Billco, Fnarg.com
  65. Vaporware? by jcc · · Score: 2, Funny

    (Score:5, Funny)
    Steam? Sounds like vaporware to me!

  66. Team Fortress 2 by Tom7 · · Score: 2

    Ah, good thing they've been holding off on Team Fortress 2 for YEARS in order to create this masterpiece.

    Back to work, Valve!

  67. Linux gaming? by Anonymous Coward · · Score: 0

    I don't know enough about this, but is it possible that Stream, being network-based, could open up Linux gaming in dramatic ways?

  68. Re:Ok, let's start with the... Yes BUT by SuperRob · · Score: 2

    THIS, my friends, is one of my biggest complaints about the Internet. The uninformed can start bashing anything to their hearts content. Here is a case where someone started baching a product he hadn't yet used. Then he used it, and bashed various parts of it without fully reading the notes on what he was using. Then, he finally figures it all out, and posts a "retraction" ... that few people will ever read.

    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.

  69. Steam has been great by Chuckaluphagus · · Score: 3, Interesting

    I've been a beta tester for Steam since mid-January, and I've been immensely pleased with the software and the gameplay. In order to play any game, you have to go through an initial download of compressed files, and it all takes up about half a gigabyte on your hard drive. This can take a while, but it's a one-shot deal, so I'd pick up a book or make myself dinner for twenty minutes. After this first delay, all updates are handled automatically at login, and they're transparent- unless you bother to check, you're never going to notice that some small patch has been installed to the software.

    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...

    1. Re:Steam has been great by delus10n0 · · Score: 1

      Heh. I loved that too. "Why can't we bunny hop anymore!? This is gay!"

      Along with a ton of other things, like them finally fixing the aiming problems and hitbox problems..

      --
      Not All Who Wander Are Lost
  70. Advertising, sure, but there's a larger issue... by artemis67 · · Score: 2

    Namely, the push into subscription-based models for ALL games. If we could imagine a scenario where all game publishers are using Steam to deliver games, sooner or later (probably sooner), one of the suits is going to suggest that they could make a heck of a lot more revenue selling subscriptions to games rather than selling the actual game.

    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. :-(

  71. Re:Ok, let's start with the... Yes BUT by eudas · · Score: 1

    well kudos to you for checking, verifying, and then having the balls to apologize. *clap clap*

    eudas

    --
    Blessed is he who expects the worst, for he shall not be disappointed.
  72. all hype by mshurpik · · Score: 2, Interesting

    So you play online games, right? You play Counter-Strike? Team Fortress Classic?

    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!!

  73. ummm by asv108 · · Score: 2

    Shouldn't they be spending more time on TF2? I preordered it from ebworld.com in September of 98, it was suppose to arrive on my doorstep in late November of 1998 and I have been waiting diligently on my doorstep every day since for my TF2 add-on pack.

  74. Doesn't Sierra own Valve? by lukegalea1234 · · Score: 1

    I thought Sierra owned Valve? What is the whole "Looks like the giants are behind the times" reference about?

    1. Re:Doesn't Sierra own Valve? by TheDarkRogue · · Score: 1

      No, Sierra is a Publisher, they just market and distribute the game for valve.

      --
      (Score:0, Interesting)
    2. Re:Doesn't Sierra own Valve? by Anonymous Coward · · Score: 0

      This is a whole new way of distributing games, thus removing the need for the middle-man.

  75. one can hope... oh yes they can by Stalcair · · Score: 1
    in theory... if a system like this is sucessful (or more exactly spawns a whole movement that is very sucessful) then this could be a great thing for both developers/designers and players. I will even venture to say that, pun intended, many investors will find this to be a great thing. I don't adopt any 'fight da man' attitude or have any quest against Evil (c) Corporations (tm). However, it has become apparent to me, and through many others by word of mouth and on forums, that the uber-producing companies like EA are really gettting in the way of good game development. Developers have to put up with snotty management, stupid processes, idiotic deveoopment constraints and moronic deadlines. During the development cycle, especially with very large games (did I mention that this is mainly about PC games? :) the marketroids might freak out on the latest incomplete statistics they have and force a change in deadline, a rewrite to features, or a full change of direction for the game development in general... usually all of the above. Its that frustration you get if you were to wake up at 2 am, drive 8 hours to pick someone up, only to find they decided when you get within 10 miles they want to stay, or maybe even go several hours away from your home (making your trip even longer). This backtracking, not to mention the additional work of the 'new' feature takes quite a while and therefore quite a lot of money. This causes even more of a timeline clenching, because some buffoon in marketing said that it would/should be released for Christmas. end result is a piece of crap, that could be good, if given the time and effort to actually finish it. (resulting in layoffs and budget cuts for the development team, yet raises and promotions for the foolish decision makers that caused the problem. which leads too...

    the player/consumer. what the consumer sees is yet another cookie cutter p.o.s. that really is only differentiated from all the other p.o.s.'s by a witty character trait here, or a city/dungeon/craft name there.... and MAYBE better graphics. Plus, the 'elements' that were obviously introduced ad hoc into the game merely to appeal to certain markets do not melt together good, are not done well and not really finished (half baked).

    Perhaps this is one more step in allowing developers to make games that they want to make, and players being able to pick and play the games they want. The players could pick the styles they want and not be forced to put up with erradic mixtures of crap they don't care about resulting from the 'try to make everyone happy all the time' mentality often dictated by large production shops.

    This could also be a great benefit for small startup development teams as well. I for one think this is a good thing

    --

    I seek not only to follow in the footsteps of the men of old, I seek the things they sought.

  76. hmmm, some questions on licensing by Stalcair · · Score: 1

    what about licensing? Most know about the complexity surounding the litigation and subsequent delay (and almost canceling it was whispered) of Neverwinter Nights by Bioware. I believe that the holders of the rights of these ideas, will need to be more open to individual development teams and not just license to large producers. So, is that likely? Will the licensing issue even be a big deal?

    --

    I seek not only to follow in the footsteps of the men of old, I seek the things they sought.

  77. Poor low-band users by Anonymous Coward · · Score: 1, Interesting

    I was a beta tester for 2 months on the steam project and let me say one thing. Sucks to be 56k. I tried the system on my old modem and it just did not work. The initial connect to a steam server downloads all the data. Sometimes more than 5 megs of content. Thats a lot for a sad little modem user.

  78. Keys are necessary to developers economics. by Anonymous Coward · · Score: 0

    If people who want to manipulate their CD Keys would take a few seconds, they could find them via RegEdit at the following location...

    HKEY_USERS\[installed user]\Software\Valve\Half-Life\Settings\Key

    It is in plain text and can be changed at will without any negative repercussions.

  79. Re:FUD! Taco's objections apply to EverQuest etc t by Erik+Fish · · Score: 1

    Most of the objections raised by Taco and others posting here can be applied equally to EverQuest and all of the other pay2play MMORPGs

    Which is exactly why I don't, haven't and won't play MMORPGs. The fact that everything is server-side makes the level of control the company has ridiculous and ridiculously easy to abuse. Even if they don't decide to ban me from the game (which is not a product but a service) a single mistake on their end can cost me untold hours of character building and I have no recourse but to leave. This is not acceptable and I won't pay for it one time -- let alone monthly.

    The idea of more games going with this model of "everthing is controlled by the company" disturbs me. One reason is that it may mean more games going to monthly subscription models and implementing enforcable EULAs that cause me to not purchase them for the same reasons I currently don't purchase MMORPGs. Another reason is that I don't want to use my broadband for downloading games. I pay a significant amount of money for my cable modem service and I don't think it's unreasonable to demand complete control over what my own equipment is used for and when.

    "They can choose when they wish to interrupt us [...]": 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.

    This is a theoretical problem with any application with internet privs. In practice very few actually implement anything like this -- and those that do can be easily detected, avoided and bypassed. A system which requires the internet to be present in order to work makes such abuses easier to perpetrate -- it encourages them and makes them difficult or impossible to bypass or avoid all at once. This is all very obvious and you seem to work pretty hard to ignore it. Who writes your paychecks anyway?

    As for concerns about advertising... *why*? This is obviously being modeled as a continuous revenue stream-- monthly fees.

    To that I say: "Not 'no' but 'HELL no!'". All the games I know of with monthly fees (MMORPGs) have highly restrictive and highly enforcable EULAs. Why should I pay what amounts to MORE money for what amounts to FEWER rights and what in most cases will amount to the SAME service? As it stands when an upgrade to a game comes out I have the freedom to read up on it, choose to upgrade (and take on the risks associated with any software upgrade) or ignore it.

    Ads that annoy and alienate players are a net LOSE for their bottom line.

    Then why are so many ads on the internet annoying as hell? Even ads that can be pretty well targeted just by the sites they're on! If you went to Penny Arcade last week you'd know exactly what I mean. I still have nightmares about the guy in that ad. It makes me want to seek out and destroy Sega products rather than purchasing them.

    The scary parts of Steam aren't anything new

    They are indeed new. I don't currently need permission from anyone or even an internet connection to play any of the games on my computer. I intend to use every method at my disposal to ensure this does not change, including abandoning games that go to this more restrictive model.

    Imagine being able to get a refund for games that simply refuse to run on your system

    Keep imagining it. Also keep imagining the "savings" you will be getting by not paying for games you don't want to play after a month. In reality you will be paying so much more for the games you DO want to play that it will entirely nullify any of these "savings". This entire system and those like it are designed for only one real purpose: To make customers even more dependant on and beholden to software companies than they already are.

  80. Re:Ok, let's start with the... Yes BUT by azethoth · · Score: 1

    I'm not sure why it wants credit card info from you but when I downloaded the Steam beta it was free, with no hassles. The code I gave it came from a key-gen program that takes your half-life cd key and spits out a code usable by Steam. This was a few weeks ago and it was all legal and sanctioned by Valve. Perhaps they've changed the process since then.

  81. Remember when Valve made GAMES? by nobodyman · · 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??

  82. "bypass the middleman" by Anonymous Coward · · Score: 0


    The MPAA and RIAA don't wan't to bypass the
    middleman - they ARE the middleman.

  83. Re:Coming up next: Pay for play by McSpew · · 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.

  84. Nothing new here by decesare · · Score: 1

    Into Networks has developed technology similar to what Valve is doing, and has been selling it for a while. A few sites offer software streaming using Into's technology; the offerings at EB1, Disney, and RealArcade are powered this way. In fact, when EB1 rolled out their site a year or so ago, it got a story on Slashdot (though I can't find the link to it at the moment)

  85. Valve and Evil and Pimping by Perianwyr+Stormcrow · · Score: 2

    Steam does sound a lot like it is a tool that could be turned to the side of evil (i.e. you don't own anything, you pay by the hour to play, la la la) but it is being released by Valve, who's shown that they do understand what the people who play their games want out of them, and what they won't stand for.

    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.

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  86. Who says they're paying for any bandwidth? by Convergence · · Score: 2

    Who says you're paying for any of the bandwidth you're supposedly going to use to their servers to download the games.

    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...

    1. Re:Who says they're paying for any bandwidth? by Martin+Blank · · Score: 2

      It may well become pay-for-play. But the bandwidth costs out of decent datacenters is dropping rapidly. I work at a datacenter myself, and I see the difference between what a T1/DS1 costs from the phone company and what we charge for a T1-equivalent out of our own connections. I know of a couple of larger companies that are getting even sweeter deals than we are, and I expect the numbers to continue to drop. Bandwidth, assuming Valve gets a nice clean connection to a major backbone provider, will be a much smaller piece of the distribution costs than CDs now are.

      --
      You can never go home again... but I guess you can shop there.
  87. Re:Coming up next: Pay for play by mati · · Score: 1

    "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)"

    Not meaning to be inflammatory, but is this a troll? RTCW had the least buggy multiplayer of any game I can think of at release.

    Moving from fact to opinion, I won't dispute RTCW's bland single player, but Half-Life just doesn't cut it as a multiplayer engine for many of us who started gaming pre-HL - slow, jerky, and restrictive control. Not to mention the game's lag compensation was a joke for many months after release. Half-Life was a superb single-player game, but since its release Valve has done nothing besides fix bugs at a snail's pace, rehash multiplayer classics for their bastardized Quake engine, and milk third parties and mod developers for all the $$ they're worth. If it wasn't for the exceptional game design of Counter-Strike (which I personally don't enjoy, but to each his own), Valve might actually have finished TF2 by now instead of repackaging Half-Life a million times and cooking up hare-brained ideas like PowerPlay and Steam.

  88. you don't understand the technology by Khopesh · · Score: 2

    not 500mb in 3 minutes.
    i used to work for the first company to develop such a technology (Into Networks - they power the Real Networks RealArcade). 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!

    --
    Use my userscript to add story images to Slashdot. There's no going back.
  89. thank you very much, but.... by Anonymous Coward · · Score: 0

    MOST OF US STILL HAVE 56k
    it's not our fault, it's the damn phone company that won't make broadband available everywhere

  90. I think you're missing the point. by Behrooz · · Score: 1

    I think you're missing the point-- single-player gaming is being out-competed in the marketplace by multiplayer gaming... because in multiplayer gaming, a great deal of the "content" is generated by the interaction with other players.

    Multiplayer games work better with an increasing level of developer support. Patches, servers, matchmaking, all of these are necessary for a smoothly-running multiplayer experience. Also expensive, probably a lot more than you would think. As an example, close to 40% of the gross subscription fees paid by EQ players go directly into paying for the bandwidth they use.

    Thus, in order to get the support that multiplayer games need, the move to a subscription-based model is necessary, and good. Better servers, better service, more players. Subscription-based is the best model for supporting true quality in a multiplayer gaming experience.

    The overall experience of multiplayer gaming *is* inherently a service, not a product. Look at a large multiplayer community, and you will see that *someone* is paying for the external costs-- either independent server operators, volunteers, and their ilk, or the game developer/publisher.

    I'm quite happy to pay a reasonable price for a worthwhile service... and if you don't think that the service is worthwhile, you don't have to purchase it.

    The switch to a subscription-based model will expand the possibilities for multiplayer gaming by extending the financial support available for providing an excellent service.

    I want to play the kind of games that a cohesive revenue model will allow, and I want to see great game developers rewarded for when they raise the bar on quality, immersiveness, and fun.

    Your objections are still FUD. If you don't want to use a service, don't-- make your own games.

    --
    "We have to go forth and crush every world view that doesn't believe in tolerance and free speech." - David Brin
    1. Re:I think you're missing the point. by Erik+Fish · · Score: 1



      I think you're missing the point-- single-player gaming is being out-competed in the marketplace by multiplayer gaming...


      This is not true. If you look at the sales figures you'll still find the lists dominated by single-player titles (often shockingly low quality). Most people still have dial-up internet connections and no money nor incentive to purchase broadband even if it is available to them (which isn't in most areas). Hell, most people are probably as likely to play Windows Solitaire as they are the (few) games they purchase.



      Multiplayer games work better with an increasing level of developer support. Patches, servers, matchmaking, all of these are necessary for a smoothly-running multiplayer experience.


      If I'm using FUD then pot, kettle, black. These features are such a necessity that Counter-Strike is still the single most popular FPS on the internet and has been for years now.


      There are two distinctly different approaches to multi-player gaming that can be taken: centralized and decentralized. I am in favor of a decentralized model that gives users more control at a better price. You are in favor of a centralized approach that gives users less control at a higher price. It really is this simple.


      As with any proponent/apologist for attempts to transition any class of product into a service you claim that it is nebulously "worth" the additional price (and your cute answer to anyone who disagrees is to tell them not to buy it -- nevermind that I've already stated I won't). History tells me that quality multi-player PC games with a decentralized server model created by companies willing to meet their customers half way on support will attract communities that provide better service than any game with a centralized server model for free. The developers of a little game you might have heard of called "Neverwinter Nights" seem to believe this.


      Behind every game with a monthly fee is a company that is gouging it's customers, not confident in the quality of it's product or both.



      The switch to a subscription-based model will expand the possibilities for multiplayer gaming by extending the financial support available for providing an excellent service.


      Or the switch to a subscription-based model will expand the possibilities for gaming companies to make more money while doing less development and providing service which may or may not be excellent (and could even vary widely in quality from day to day, month to month). Just leave you say? Not so easy after you've spent months of gameplay and hundreds of dollars on something that goes away forever when you stop paying.



      I want to play the kind of games that a cohesive revenue model will allow


      Yes, like EverQuest. Didn't they just drastically increase the price of that particular service three times what it was? Is the game really three times bigger/better/more fun now?

  91. Intrusive by McG33k · · Score: 1

    I am not sure it could be stated in fewer words. giving anyone the ability to update your system (or parts of it or software on it) *caugh* microsoft *caugh* makes me a little uneasy. Is this a change for the worse in the gaming industry? Are we going to start seeing "installation" software adding a "1.2.3.4 gameserver #pre" to our lmhosts file and then mapping some X: to \\gameserver\some-game-we-play so we always run off *their* version? Sure, the bandwidth on the internet isn't redily available, since not everyone runs on a DS3, but broadband is expanding quickly! As a side note, I would like to put in a plug for www.beerSpray.com -- They've got spray logo generation setup to the point of "upload image, download pldecal.wad" for the Half-Life community :) --McG33k

  92. Real benifits of Steam by ghastard · · Score: 1
    I've been a part of the beta testing team, and since they have gone public I guess the NDA is more lax.

    There seem to be ups and downs in Steam. Sure, it takes a little longer to initially load, but that is only when you access stuff for the first time. You can also choose to "enable background caching", where it downloads everything while your computer is sitting idle, resulting in no waiting for downloads.

    Ultimately, Valve's goal with Steam seems to use it as a strong measure to curb cheating. Throughout online communities today, cheating has been running rampant, and honest gamers are being turned away. You could use the traditional approach, and release regular patches every so often to address cheating exploits, but those take time, and still leave some areas vulnerable.

    Steam can easily implement something that verifies the integrity of it's *.dll files (which are often hacked to exploit cheats), and if the checksum doesn't match, it could download the original on demand. Better yet, if the files aren't that big, it wouldn't be too hard to download the file every time the application is loaded.

    Granted, Steam takes up some bandwidth, and could pave the way towards true "pay per play" services, but the bottom line is that many gamers are pissed off at the cheating, and would happily pay a small fee or put up with a little longer loading if it meant there were considerably less cheaters.

    Cheating groups like Myg0t are already worried. They realize that Steam will be a real burden to exploit, and their days will soon come to an end.

  93. Re:Ok, let's start with the... Yes BUT by q-soe · · Score: 2

    I apologised for my error and i didnt bash the product - i have bought every one of valves releases and until i contacted them i had no idea what the issue was, the documentation on the site wasn' good enough.

    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

    --
    I refuse to argue with Anonymous Cowards - if you want a discussion get an account....
  94. A hybrid system would work better by cjb110 · · Score: 1

    Tried it with Day of Defeat...its ok but jesus it takes ages. Ok I'm in the UK and servers are probly in the US, but even with out that it took 5-10 mins to get to the menu, and then another 15-20 to get into the game proper.

    I would think a hybrid system would work best, ie you download a 30-50Mb core and then the steam system is used for the non essential items.

    --
    ----- I refuse to have an argument with an unarmed person