Gabe Newell Reveals More About Steam Boxes, New Input Devices
adeelarshad82 writes "Valve's presence at CES this year isn't to show off some new games, it's all about meeting with hardware manufacturers behind closed doors to talk about Steam Box. In an interview at CES which highlights Valve's plans for the console, Gabe Newell describes Steam Box as two projects. The first, codenamed Bigfoot, focuses on the hardware for use in the home with a TV. The second, codenamed Littlefoot, is investigating mobile gaming. Gabe goes on to discuss Valve plans on having three levels of Steam Box described as 'Good, Better, or Best' and expectations for the controller where the company wants something that's more high precision than anything else out there at the moment."
The interview at the Verge is pretty extensive.
Well I'm all for innovation but I remain skeptical that any of this can really rival the advantage of the raw compute power and versatility of a traditional PC
Where's Half Life 2 Episode 3...?
Trust valve to be the first to be putting thought into this. If it’s truly a steam based console, I expect console players to be mixed in with pc players online. If that minor leap of gestimation is correct, they will need high precision controllers to stand any chance of not getting destroyed by much more proficient and accurate pc gamers with keyboards and mice. I will look forward to seeing how this developes.
about different levels of hardware... I can certainly see where they're coming from, but it's certainly not the route I would take. But hey, what do I know?
I'm bored with Steam. Where is HL2 Ep3? Where is HL3? Get with it!
Dream come true: Half-Life 3 with a real crowbar controller!
High precision, how about VR _&_ high precision? http://en.wikipedia.org/wiki/Oculus_Rift
... is the universal prognostication from producers and technical directors where I work. I'd personally love to see a Linux console succeed, but I just don't know if this is gonna work. I'd heard that the consoles are going to be priced in the neighborhood of $500 or more, and I fear they may price themselves out of the market for all but people who were planning on getting the console anyways simply for the sake of owning one. As an even worse side effect, if their device does not succeed, it might even have the consequence of steering future people away from the idea of trying to use Linux as a viable gaming platform ever again.
File under 'M' for 'Manic ranting'
It's nice to watch a company in that phase of its existence where it's still essentially "good", i.e. doing interesting things in a better way, just ramping up, and morally fairly neutral. If they get anywhere they'll inevitably metamorphose into rapacious consumer-o-phobes, but for the moment I wish them godspeed.
A keyboard has no precision at all, it's either 1 or 0.
Dude. You need a new keyboard. Morse clickers went out a long time ago.
My keyboard has what - about 40 keys? And I know I can do combinations of at least 3 keys at once - but I don't know the full limit. Let's say it's 3, and any 3 at that.
That means my keyboard is capable of about 40^3 combinations. Hey - that looks like 64,000, which is closer to 2^16 than it is to 2^1.
Replace the D-pad with a thumb-sized trackball mouse and I'm sold.
If I have been able to see further than others, it is because I bought a pair of binoculars.
From the Verge article: "For example, Valve intends to make Steam Box a server, which can serve games on multiple TVs around the home simultaneously. So you could purchase a single Steam Box and use it with multiple controllers for playing games on the different TVs around your home." I'd like this very much please, thank you. If I could share games in a steam account within a household that would be awesome. Currently, when I'm logged in and playing Game X from the account then no one can play Game Y. That's not any different than with consoles but you can buy multiple consoles. Buying multiple consoles solves the problem completely. Having multiple steam accounts with games split across them doesn't. You aren't going to have a separate steam account for each game. And then you still can have the issue of two desired-at-the-moment games being on the same account. And constant account switching. This is not a major issue, but it would be a very-nice-to-have.
They're making a PC and not only that they're already planning for people to install windows on it. So it sounds more like this is a half assed move to piss of Microsoft.
"The internet is super smart. If you do something that is cool, that's actually worth people's time, then they'll adopt it. If you do something that's not cool and sucks, you can spend as many marketing dollars as you want, [they] just won't." ... riiiiiight. The "internet" is full of morons who promote stupid worthless crap and wouldn't use or promote something good if their lives depended on it.
Valve, please, make a "companion cube"-styled Steam Box and take all our monies
Signed, the Internets
"So... Netflix on the Steam Box?" "Oh absolutely. You can fire up a web browser, you can do whatever you want."
Until Netflix runs in something other than silverlight, this isn't going to work the way Gabe seems to think it is.
No more multi-function consoles, please. Please refocus all energies into Half Life 3 / 2 - Episode: 3.
That is all. Thank you.
Where is my watch? My Alarm Clock? Oh, that's right, I don't use one. I use the general purpose computer in my pocket: A "Smart" Phone...
Once, not so long ago, Game machines were purely mechanical. Levers, knobs, gears, buttons and contractors shot balls through hoops or pucks into goals, etc. This meant that each Arcade Game's hardware was custom fit to the game itself. With the advent of digital games with integrated circuits it got cheaper to mass produce the games because you could install multiple different games onto the hardware, but memory constraints and controller configurations meant that the arcade cabinets only supported one game at a time.
As hardware got cheap enough the demand for digital games resulted in home gaming consoles. These early consoles weren't as powerful as the arcade machines, but they allowed one piece of hardware to run many different games. The console hardware was necessarily dedicated to gaming because it needed to be designed for speed: Consoles favored read-only cartridges for near instant data access speed vs slow magnetic media, and dedicated graphics systems with hardware collision detection over general purpose computing logic. The game consoles were less powerful than the arcade machines, but eventually they closed the gap.
As before with single game Arcade Cabinet hardware vs multi-game supporting hardware, the more general purpose game hardware became dominant; Thus, Consoles destroyed the Arcade market. PCs were even more general purpose that consoles, but as with the more powerful dedicated Arcade Cabinets vs weaker Consoles, the consoles held dominion in the game market. The circuitry in game consoles had become so generalized it was nearly indistinguishable from PCs. Some consoles even flirted with being both a Console and a general purpose PC (Atari PC), but their hardware optimizations for sprite collisions and scrolling kept them in in first place.
As the gap closed between PC and Game Console, the game consoles themselves became the exact same as a PC in hardware terms, even to the point of running PC OSs like a modified version of Windows, and Linux. At this point the PCs had eclipsed Game Consoles in terms of raw power. The PC's more general purpose design had been eroding all dedicated electronics, not just the game industry. Everything from, Televisions, set-top cable boxes, TV remotes, phones, had been installed with general purpose computing components. The future looked bleak for any dedicated circuitry, especially dedicated gaming hardware, as phones and tablet computers quickly approached and even surpassed the power of some gaming hardware (Wii).
We are at the end of the dedicated gaming hardware history, having caught up with the present. Vendor lock-in, DRM, and dedicated controllers have become the only differentiating features between general purpose computing and dedicated gaming hardware -- And console like controllers are now available for PCs (but the more general purpose keyboard and mouse aren't on consoles...), leaving only anti-features as "pros" in the console's corner. Console hardware cycles have slowed, unable to keep pace with the more rapidly improving mobile and desktop computing markets, they need to take more time to make the next leap because they know the console hardware is sub-par vs PCs even before the console is released (this wasn't always true in the past, however), and they can milk the console for the most money possible -- Much to the chagrin of hardcore gamers and developers alike who both want to play and make better games if only the hardware were better... Gamers continue to buy games for dedicated hardware made by entrenched publishers due to nostalgia, ease of install and availability only, everything else from exclusivity to DRM being ant-features. Meanwhile developers try ever harder to make cross platform titles so that all gamers can play their games. AAA studios, being forced to dumb down games because of the lowest common denominator (consoles
Mass-market computer keyboards have binary keys. The microcontroller in the keyboard sends one code when a key is pressed and another when it is released. Unlike musical keyboards, and unlike PS2 and PS3 controllers, computer keyboards aren't sensitive to strike velocity or key pressure ("aftertouch"). To switch between W walking forward and running forward requires a "run button", just like on the NES and Super NES.
my PC is *ALREADY* connected to my tv
I wish other gamers were as enlightened as you. But in the real world, I get the impression from other Slashdot comments that you are in a slim minority. Mass-produced products are for the masses, not the edge cases.
Hopefully Ep3 will be worth the weight.
If Ep3 is like a certain Ep3, I have one word for you: "Nooooooo..."
The $100 price does include one controller
So does the Chinese tablet.
If you only have one decent PC, it's probably stuck on a desk. A Steam box would fit in the living room.
There are no sales on console that come anywhere near Steam Sales. Its not even close. Rage for $5 on Xbox360, never happening.
Super Mario Bros. 3 for $5 on Wii, happening.
Sleeping Dogs for $16, forget it
"Player's Choice" series for $20 each, remember it
And console like controllers are now available for PCs
But PC game developers can't depend on people owning controllers. One reason is that almost nobody appears to want to connect a PC to a television. The monitors that users end up connecting to PCs tend to be far smaller than, say, a living room TV, and they're not exactly big enough for two to four people to comfortably fit around.
(but the more general purpose keyboard and mouse aren't on consoles...)
Wii came with a Wii Remote, and Wii U comes with a Wii U GamePad. Both fulfill the same positional input role as a mouse.
leaving only anti-features as "pros" in the console's corner.
The other "pro" is that mass-produced consoles, unlike mass-produced PCs, come in cases designed to sit next to a TV monitor.
indie games can once again compete with them because they take more risks, run on more platforms (everyone with a console has a home PC, most have smart phones)
Just because someone has a home PC doesn't mean it's a gaming PC. Someone might have bought a PC with no video card, instead relying on Intel GMA (which, it is joked, stands for Graphics My Behind). Smartphones have the additional distinction of lacking physical buttons, putting them at a disadvantage for genres that involve making a character move, jump, and use a weapon, rather than selecting items on the screen.
I already HAVE a PC. Why would I buy another device just to play games?
Because your PC is tied to your desk, and you have one to three friends visiting who want to play a fighting game, party game, or cooperative platformer with you. Granted, this doesn't apply as much to loners who only play online with strangers.
Driver issues? They'll be ironed out by the market place if you stop babying the hardware MFGs and working around their bugs.
How can an indie PC game developer gain enough clout to pressure hardware manufacturers into fixing their bugs?
I could still load up Doom or Commander Keen, on my 368, 486, Pentium, Pentium 2/3/4 PC.
Would it run with sound on the operating system that shipped with Pentium III PCs (Windows 2000 or Windows Me) and Pentium 4 PCs (Windows XP)?
Let's see how well console gamers handle having to deal with minimum/recommended requirements and upgrading. What advantage does this offer over a PC, again?
The Wii is for when I have friends over and want to play together regardless of skill level. The PC is where I go to play complex games or play for any length of time, completely different requirements and roles.
Then what do you recommend for indie developers, who aren't yet "tall enough" to qualify for Nintendo's developer program, to target the use case "when I have friends over and want to play together"?
Developers target a framework like Direct X
Or OpenGL. The problem is that sometimes a certain sequence of DirectX or OpenGL calls might crash a particular card's driver. The 3D drivers don't have nearly as much real-world test coverage as the 2D drivers.
I can hook a Wiimote up to my Android phone.
That worked for me in Android 4.1, but as of Android 4.2, it no longer works: "In this update Google has swapped out an essential component of bluetooth with a different solution. This broke the existing way of connecting with Wiimotes."
The infrastructure is there, all phones/tablets these days have bluetooth, it's just a mater of software.
That and a way to hold both the Bluetooth controller and the phone or tablet.
This is why I believe that in the near future, consoles will be tablets with UI's and programs specifically designed for gaming and gaming peripherals
In other words, you're telling me you believe in Ouya. Am I understanding you right?
As I understand it, the crash was due to retailers, which had limited shelf space, not wanting to carry games that wouldn't sell. Shelf space isn't necessarily as much of an issue with paid downloads as it is with physical media sold in retail stores.
To understand the market before making things. Understand your capabilities and you potential client base before making business decisions.
Then it's an OpenGL or Direct X issue. The entire reason for using a VM or framework like OpenGL is so you dont have to code for every single combination of driver and hardware out there.
So because the Wiimote does not work on one version of Android, all bluetooth controllers are now useless.
Sorry, I expected you to understand that it was an example.
The tablet would be connected to the TV, outputting as a normal console would. When on the go, it can be used as a tablet, when plugged into a TV, it can be used as a console. Existing tablets can both accept bluetooth input and have HDMI output. I left this part out of my previous post accidentally but it still should fairly obvious.
Belief would be the wrong word.
I see the potential of OUYA and similar consoles. The theory is good but remains to be put into practice. I think the OUYA will sell but because it's basically a beta version, it wont be a smashing success. What it will do is pave the way for future products by ironing out the bugs and identifying how the market wants to use it. Maybe an OUYA 2 will be a success.
I definitely see this as a strong force for change in console gaming though.
Calling someone a "hater" only means you can not rationally rebut their argument.
it was consumers getting burned by 2600 shovelware and rushed arcade ports
Let's analyze that, shall we? An InfoWorld article points out that in 1982, Atari 2600 game cartridges cost $4.50 to $6.00 to replicate and $1.00 to $2.00 to advertise and sold for $18.95 wholesale, or $43.47 in 2011 dollars according to this calculator. Assuming a 30 percent retailer margin, the same that Apple currently takes in its App Store, a game might have sold for $26.95, or $61.82 in 2011 dollars. That's release-day AAA pricing, and I can understand how people would react to having bought absolute crap for that much money.
Fast forward three decades to the present day. Release-day AAA disc games still cost $59.95, whether on PC or on console. But the rapid decline in replication costs allowed tiers of less ambitious software to take shape. In the 1990s, the shareware model of distributing a $0.00 trial version with only the first episode was common. I've seen casual PC disc games for $9.98 in retail stores. Downloadable games of a similarly limited scope can be $10 for a Steam game or a game in a console's store.
Now consider platforms that are not as open as the PC but not as closed as PlayStation or Nintendo consoles: iOS App Store and Xbox Live Indie Games. For about $1,000, anyone in a supported country can buy a computer, the device, and a certificate, and get started developing a game for these platforms. Prices for games on the App Store and XBLIG (in countries where available) tend to range from $1 to $5. Many iOS game publishers offer a pricing structure similar to shareware, with free trial versions that treat later levels as paid DLC. All XBLIG titles have an eight-minute free trial, and I've read that all games in the Ouya Store will have a free trial as well. I imagine that gamers feel far less burned by a free trial than by what Atari 2600 games cost. That's why I contend that the entry barrier familiar from PlayStation and Nintendo consoles is no longer necessary to avoid another 1984.
cheap true "home computers" like the C64, which itself was killed by the NES.
What exactly caused the NES to beat the C64? Was it the price of the 1541 floppy disk drive?
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how about a trackball on a steambox controler? more precise then mice, and you can hide it on the back of the control if you need. set a choice in games, right stick or underside trackball for view.
I have a PC and LOVE Steam. Hell, I probably have all (or close) to all 38 of the games available on Steam Linux (thank you Humble Bundles), but I have to ask... what is the actual value add to having a Dedicated "SteamBox" in the living room running linux ? Near as I can tell, it's more expensive than the PC I have, I lose access to most of may game library and about 98% of their store so ... why wouldn't I just plug my Win7 pc into the living room with an HDMI cable and call it a day ?
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