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What Valve's Announcements Mean for Gaming

Now that we have the full picture of Valve's efforts to bring PC gaming to the living room (SteamOS, dedicated hardware, and a fresh controller design), people are starting to analyze what those efforts will mean for gaming, and what Valve must do to be successful. Eurogamer's Oli Welsh points out that even if Steam Machines aren't able to take the market away from Sony, Microsoft, and Nintendo, they put us a step closer to the final console generation. "Valve has hopefully sidestepped the most depressing aspect of console gaming: the enforced obsolescence that makes you consign your entire games collection to a dusty cupboard every five years." GamesRadar notes that Valve's approach is fundamentally different from that of the current console manufacturers because it's about putting more power into the hands of the users. "The takeaway from SteamOS, then, is that openness breeds innovation. Valve's putting the very source code of its operating system in the hands of everyone who wants it just to see what happens. Comparatively, Microsoft is pushing its Windows Store, turning Windows into an increasingly closed platform (i.e. one that charges costly development licensing fees and restricts access to certain content providers)." Everyone's curious to see how the controller will perform, so Gamasutra and Kotaku reached out to a number of game developers who have experimented with prototypes already. "[Dan Tabar of indie studio Data Realms] said the configuration map for the controller allows you to do 'pretty much anything.' For example, developers can slice up a pad into quarters, each one representing a different input, or even into eight radial sections, again, each section representing whatever you want, mapping to key combinations, or to the mouse." Tommy Refenes, co-creator of Super Meat Boy, wrote an in-depth description of his experience with the device. He summed up his reaction by saying, "Great Start, needs some improvements, but I could play any game I wanted with it just fine."

5 of 182 comments (clear)

  1. Unless your engine already supports OpenGL by tepples · · Score: 5, Insightful

    I was under the impression that engines that already support OpenGL won't need too much modification. SteamOS is just a desktop Linux distribution bundled with the Steam client in Big Picture mode. This means it uses the same video drivers and the same APIs as desktop Linux. The only engines that would need extensive modification are the ones that target only Windows and Xbox 360, as the other gaming platforms use OpenGL or something very much like it.

  2. Re::Living Room? by ichthus · · Score: 5, Insightful

    What the hell are you talking about. Contrary to the Verizon commercials, people aren't watching movies on their phones in subways or coffee shops. They're scarcely watching them in theaters either. Where, then, are they watching them? In ... *cough* the.. ah... LIVING ROOM. Yeah, and people still game there too.

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    sig: sauer
  3. When will the right people get to test controller by ShiftyOne · · Score: 5, Insightful

    I'd much rather see the headline "pro-gamers get their hands on the steam controller and approve" than anything else. Especially any that use the claw or hammer grips (aka keeping a finger on the a b x y buttons at all times). Game developers aren't necessarily known for being good at their games.

  4. This is the future by tom229 · · Score: 5, Insightful

    This is another company using open platforms, and standards, to sell their services. We've already seen this work extraordinarily well with Android, and being that Steam is already the largest online repository for games, I see this working out well for Valve.

    This is a fantastic leap forward for gaming and open standards. Unfortunately Microsoft is just barely figuring out how to poorly copy the declining success of the Apple model... looks like they'll have to play catch up again.

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    If it ain't broke, don't fix it.
  5. "more power in the hands of the users" by swampfriend · · Score: 5, Insightful

    What I see is less power in the hands of users as all games become subscription and "early access." The developer is freed from its obligation to ever provide a finished product that actually belongs to the user, rather than being leased or sold "on spec"