That being said, GOG has gotten great, and their download client has been getting more and more robust.
It's definitely 'DRM' - its just a good DRM that tends to not get in the way of the users.\
If I have a game on GOG or Steam, I'm more likely to use Steam, unless I'm traveling and might be Internetless.
Honestly, I wonder if they may have suspended GOG Connect during the GOG Summer Sale. Everything is still up at gog.com/connect, but nothing's available.
That's no different from what you'll get in non-Steam games. You cheat, you get banned.
Quite a number: http://steam.wikia.com/wiki/List_of_DRM-free_games
but the vast majority of the store is DRMmed.
Currently everything needed is reverse enginered so you can actually download games using open source tool, but I pretty sure this is forbidden by Steam EULA. Even if we all know Valve will unlikely enforce it it's still gray area you don't want depend on.
The fact that you need a client to download your game is not DRM, but it is inconvenient I suppose. DRM comes in when you cannot distribute your purchased game freely, and you're limited to a set number of PCs or installs.
Still disagree? Let's look at GoG, the standard DRM-free game store. You need to login before you can download your games, correct? Would you call that a form of DRM? The difference between logging in and downloading a client is negligible in this day and age imo.
If you don't agree with any of the above, then I'm afraid that the way you think of DRM-free gaming is only achievable through piracy.
I personally find Steam, buggy, ugly, intrusive and effectively spyware that is logging and tracking god knows what. I feel very uncomfortable installing it on my machines and in general having to go through software A to get to software B makes a lot of people uncomfortable.
By contrast, logging in confines the the website to tracking my activity on the website itself - which they probably can do with a cookie anyways...
The only difference between Steam and GoG is that GoG runs software A on their servers and in your browser, whereas Steam runs software A on your machine in the custom-skinned browser they give you.
Any security or privacy ramifications of the two different approaches are quit irrelevant to a discussion of whether it constitutes DRM in the generally accepted sense of technical measures to prevent you from copying, sharing, etc. digital content that you already have in your possession. It's not DRM to require some authentication before they'll serve up the download to you. DRM is what gets in the way after the download.
You can have open source DRM (for example hardware enforced schemes).
First, the success of VR is an existential risk for Oculus. This is not true for Valve; Valve just doesn't want to be left behind (at least at a business level, I have no doubt their engineering organization wants to continue to be the tech leader).
Second, they are very concerned about whether people have good VR experiences, because the well has been poisoned by people's memories of 90s VR, Cardboard, concerns about motion sickness, overhype, headsets looking dumb, etc.
Third, they're a fairly small organization, and they already have to support engagements with GPU vendors, OS, as well, as getting their hardware built and supported. Having to support other hardware on their platform (especially as there is a race to the bottom between HTC, Razer, etc) is a huge additional burden. They do have financial resources from Facebook, but you can't just throw money at an engineering org, you have to scale carefully.
So to make VR is successful, they have to make sure that people have good experiences, but they have a small team. Buying exclusives makes perfect sense for them: it's a way to leverage Facebook's financial resources, and since the titles are exclusive they can focus on making those titles work as well as possible on a SW/HW stack that they own.
VR headsets on the PC are just another device like your keyboard, mouse and monitor. I haven't heard of an LG-monitor-exclusive game before, so why should it exist for VR?
It's different on consoles.
Firs there was DRM and now the insistence on exclusivity. For some reason Oculus seems to have forgotten their promise of an open ecosystem, and I hope it's not some Facebook influence Palmer is unable to fight against, and if that's case, I hope Carmack isn't getting pissed. Remember, John is the driving force behind GPL'ing all the engines/games at id software. It's reasonable to doubt any future GPL id software release since John left.
Between the Vive providing an arguably better experience (at a hefty price) and Oculus alienating PC gamers left and right, I have no idea what's going on in their management department. It looks like the wrong people got control.
I'm exclusively a PC gamer and I'd even argue that this is false. Exclusives are bad for the industry and bad for gamers in general. It doesn't matter which platform you can afford/desire.
Even PSVR might be coming to PC. Many Xbox games are coming to PC. The industry seems to be turning its back on exclusivity. What does Facebook do? "Naaaa, we can make exclusivity work."
When industry leaders are aborting a strategy, it isn't a good strategy. What Facebook is doing makes sense only 5 years ago.
I totally agree that for gamers it's a loss. Most skip games on that other platform, but some grudgingly buy an Xbox or Playstation just for one game.
Another very stupid tactic is making PC gamers wait like Rockstar does with GTA. This is especially bad given the history of the GTA games and them being PC first back in the day.
Don't they have both have very similar specs and hardware (ignoring input for now)? Also, the whole point of drivers/SDKs is to abstract hardware differences away so software can work on a variety of hardware. It doesn't strike me that they are so different the drivers/SDKs can't cope with the differences. Given Revive lets Vive users play Oculus locked down games and both the Oculus and Vive are supported on Steam it's clear their hardware differences isn't a huge deal.
Zuckerberg mentions the number in this stream, I think it was around 700 or so employees, but can't remember for sure: http://www.pocket-lint.com/news/137176-watch-mark-zuckerberg...
Valve has some of the most valuable franchises (Dota 2, Team Fortress, Portal etc) around and are under-utilizing them, not to mention they operate the largest PC gaming distribution platform.
They can definitely set the terms of that kind of partnership.
Yeah, I'm playing the world's smallest violin for Facebook, of all companies. THEY ARE TOO SMALL!
In general I don't like exclusivity, but I don't downvote for a well-intended, thoughtful contribution. I do think you ignore the more obvious motivation of them wanting a larger cut of the price.
Why is it now locked down?
I'll use vim and you can wave your arms around like Cumberbatch-era Sherlock with your mumble-powered magic hat and we'll see who's the fastest!
I just wonder why, with his stance, he doesn't apply just one string: a sort of "non-exclusivity clause" where the devs agree not to sign any game exclusivity contract.
https://www.reddit.com/r/Vive/comments/4odsce/ive_sent_gabe_...
If you need context:
Oculus has been offering funds to VR devs in exchange for limited time exclusivity to the Oculus Store. This wouldn't be such a stink if the news didn't immediately follow Oculus Store DRM adding checks for the Oculus headset hardware. So, a game bought through Steam can play on either a Vive or a Rift depending on support put in by the dev. But, a game bought on the Oculus Store is blocked from running on a Vive.
IMHO, the conversation about this topic is very muddied between the four issues of funding, store exclusivity, DRM and hardware blocking. But, AFAICT, the PC gaming openness advocates are clearly OK with Steam DRM and mostly fine with funded, temporary store exclusivity. However, the hardware block is a serious issue. (At least in it's intent. In practice, it was immediately worked around.)