however it was still miles better than "Games for Windows Live", which was so bad I don't even try replaying the games that still require it
Initial Steam was a horrible horrible experience, it also didn't have a store, and it was mainly just something you had for Counter Strike. Now, CS was MASSIVE, it still is, but that was enough to get a whole lot of people experience Steam.
It didn't help the internet connection back then was, to put it mildly, shit for most people, so a constantly disconnecting program wasn't a shocking outcome in hindsight, remember, this is 2003-2004.
It also felt unnecessary, you bought the game off Steam, Steam didn't let you buy anything and then anything not-made-by-valve, so why couldn't you just play CS directly, why did you have to install an additional app on your limited hardware?
And then things have changed. It's my go-to shop, and their contributions to the Linux ecosystem is much welcome. There's self interest, since operating a shop on Windows comes with inherent risks, but I don't see the same interest in other parties, so I'll take it over anything else today.
Wikipedia tells me that "window" of time was a year or two
One copy of the Half Life box set (with Blue Force, Opposing Forces, etc) could basically become as many copies as the whole thing.
I turned that one box set into several Steam accounts for my friends/I to share. Each 'mod' (turned game) basically granted a new Half Life license and cloned the derivatives
That was not included as part of that bundle.. but if you used the dedicated server tool to download the czero mod and copied it to your halflife folder you could play both the single player and multiplayer version on steam
My understanding was they were solving the update problem:
Back in the day, every CS update broke the community - not everyone updated at the same time, and if you update then you can only join a server that's updated. Most people don't update immediately, and servers want to only update when most users have updated, so as a result the servers don't update. But now users don't want to update because their favourite server hasn't updated yet.
This happens every time the CS devs ship a bugfix.
Solution: force updates. Servers now have no reason not to update. The community stays unified, updates aren't inherently socially painful. That's what Steam accomplished for CS.
I also... Fondly?... Recall the time everybody was excited to have Xmas or star trek themes desktop with windowblinds.... Funny how not just fashion changes, but even need for fashion - virtually nobody customizes their windows desktop anymore :)
It wasn't until a few weeks later that I realized I could take my laptop to campus, download it over their incredibly fast WiFi, and then transfer the files to my desktop that had a decent GPU.
The popularity of the mods, CS included, is what drove Steam to become the store that it is.
We are, admittedly, in a pretty sweet spot right now with games running the genre gamut from Rimworld to Minecraft to Cities: Skylines to Starsector to the Bethesda RPGs having vibrant mod scenes but man, I have serious nostalgia for CS, NS, and DoD, oh and Tribes.
If it's even still possible to install/activate them. Whenever any of them became available on Steam I would rebuy them there just for the convenience.
The profile pages and screenshot uploads were fun too.
Another online community lost to the sands of time, alas.
Do people really think this? I remember applying updates to CS before steam and it was awful. Steam streamlined that and gave us a much needed friends list. I never ever thought steam the application was a bad.
the UI was exceptionally slow and it took forever to do anything
this wasn't a meme for no reason: https://imgur.com/a/bpGpe0o
Few people then knew that it was way ahead of its time, and even fewer knew how much of a fight valve would be putting up against capitalist regimes trying to kill gaming.
But for some reason people will insist on ignoring those problems, or instead compare it to some earlier experience with standalone games or some Microsoft pile of garbage, and will defend Steam in places like this.
Valve's Steam service is super nice for consumers (though developers get squeezed terribly), but the client is just horrible.
I don't think there's any grand conspiracy like you make it out to be, perhaps you've had an outlier experience.
Having access to so many gamers, at once, without me having to setup a storefront, and pci compliance, and credit card data, is actually good for me. If you live in part of the world where there isn’t a tax treaty with the United States, that’s not exactly Valves fault. Blame your government for the squeeze.
In general their policy very good, but it's not quite no questions asked—they're pretty strict about the 2 hour playtime limit, which is quite a short time to decide if a game will actually be fun. In many types of games by the time you get through the tutorial and have access to all the game mechanics you're already past the two hour mark, and they also can't tell the difference between actual play time and time in the menu while you're doing something else.
EDIT: To be clear, I'm not saying it's a bad policy, there are obviously reasons for this. But it's not truly no questions asked.
It still is abused for short indie games, with people buying them with the intention of speed-running through and refunding.
The refund policy is intended more for “crashed repeatedly”, “far too slow despite my machine matching the stated specs”, and “simply wouldn't run”, type problems, rather than not liking the game. There isn't much a service like Steam can do about that, that won't be abused, other than offer demos (enough for you to try out those core mechanics) which is really down to the game creators and out of their power. Other than that you just have to not be first in line, and wait for reviews from sources you trust.
Too much shovelware on Steam these days, and the user has to pay retail price to even try it.
The current limits are 14 days since-purchase as long as you've played the game for less than 2 hours.
Costco has a no-questions-asked return policy, and demo-ing your purchase is absolutely part of the expectation for how people will use said policy. Steam even explicitly includes "it wasn't fun" as a valid return option, as long as you reached that conclusion quickly enough.
To be clear, I'm not saying the policy is wrong, it's clearly designed to prevent abuse, I'm just saying that it's not no-questions-asked.
https://bestlifeonline.com/costcos-return-policy-membership-...
You sound like the type of person who has a problem with Dropbox offering unlimited storage and then reneging when people upload 17 petabytes of anime.
Valve is there to facilitate the sale of the game, not guarantee the game is good.
Steam is by far the jankiest program I have installed on my machine. It's TSAB (time to seeing a bug, I just made it up) is measured in seconds, not minutes or hours. I know they're raking in money for being what is mostly a very large FTP server (I kid...), but please spend some of it on the basic experience.
A lot more stable than Tim Sweeneys ego.
Used it on hard drives, SATA SSDs and NVMe SSDs.
And I deal with a bunch of them; Gnome Software, Microsoft Store, Epic Games Store, Google Play Store, (Samsung) Galaxy Store, F-droid, not counting some dedicated pseudo-stores aberrations like JetBrains Toolbox and Wargaming.net Game Center... Those are all much smaller (ok, Google Play Store is probably the largest), almost featureless in comparison, yet they are slow as molasses and buggy as hell.
Try disabling the options that preload and refresh all the store/community "stuff" behind the scenes. Maybe auto-updates too.
Whereas things like DRM and returns and even royalties differ amongst platforms, and none of those have the same hegemony as Steam does; and the compulsory platforms, like the App Store and Google Play, developers complain bitterly about them in a way I've never heard regarding Steam, which they participate in voluntarily.
Years later, Valve again: “You know, we just kept going on that thing we told you about, here’s a full fledged x86 win32 compatibility layer for anything posix. We had to patch the kernel but they were receptive.” Who does this? No one. Not a single company does this. They all have ulterior motives. Patch Linux for some hardware they are introducing for sale or patching it for some platform to get your PII data. Valve is the only company that is patching to make things better for the sake of making “the ecosystem” better. Apple: “We have the best products” yet those products aren’t helping the compute ecosystem. Microsoft: “We have AI” yet those products are still being worked out and is under active litigation from pretty much every creative out there. Valve: “We just want to play, make sense of players, to make better play experiences, to make better games, and not write more code than we have to. Our business is games, not code”.
Google on the other hand...
Google, isn’t the same Google. Eric Schmidt is from my area of the world but advertising poisoned the company (one would argue, gave it a monetary value). Like Napster, Google was designed with good intentions in the beginning. That’s why it beat Excite, Webcrawler, Yahoo, Bing, AskJeeves, etc was because its usefulness at searching AND ranking.
All the FAANGs contribute to open source. That’s not what I’m getting at. I’m saying Valve does it not just for them but for everyone. With the only hope that Gabe can get HL3 running on a CoreBoot Linux Handheld because console royalties suck.
Sure it is self-serving in the sense that they do get a lot out of the community as well, but I don't feel that super min-maxing of resource allocation on their open source projects.
In Valve’s case, it pays them to have this “good guy” look - some other stores try different strategies, but overall we really should never put personalities behind companies. They all are lawnmowers.
The only thing I care about my set of ETFs is how profitable they are. If one of them stops giving me profits, I'll sell it, contributing to de downward trend of the etf and its underlying stocks.
Social, environmental or other aspects do not play in capitalism.
That was however not Valve's idea, but only came in response to EA Origin offering a return policy in 2013, Valve follow up in 2015 with their own.
One of the very rare cases where the competition was a little ahead for once.
Rod Sims, head of ACCC at the time, asserted that Valve's original no-refund stance broke Australian law.
> Under Australian Consumer Law, everybody who buys a product or a service has a right to a refund if the product doesn’t work. They have a right to a refund, or a repair. Those rights are enshrined in Australian Law, and our allegation is that Valve sought to remove those consumer rights which is a breach of Australian Consumer Law
[1] https://gizmodo.com.au/2014/08/accc-commissioner-heres-why-w...
Digital goods are treated differently by the act to other goods(hence them being mentioned specifically in this section).
Purchasing non-digital goods online provides a greater right to return them even if they are not faulty. Digital goods, as your quoted section points out, can be returned if they are not of (objectively) satisfactory quality.
The two week mandatory, no-fuss return you mentioned originally only applies to non-digital goods/services bought remotely.
But by reliability issues I don't mean it occasionally failed. It did, but that was early on. I assume they just killed the backend and never pushed a client update to remove it because I remember what was at least months if not a full year of the friends UI just saying it failed to connect to the Friends network.
The actual matchmaking never had any real issues that I remember, but the login servers definitely did, and deleting clientregistry.blob and restarting steam was just a routine thing you did to get steam working again.
None of this is really that surprising though, steam was originally a tool just for beta testers, while the live game used WON for matchmaking. WON was shutting down and Valve had to rush steams public release.
I wasn't trying to imply they were released on literally the same day, of course steam was out before HL2, but HL2 is what drove its popularity because people were forced to install steam to get access to HL2.
And most people resented them for it. At that time, store purchases was still the common way to get at PC games.
Steam was the first “online required” for offline play I think. Others like EA and Ubisoft followed shortly after but didn’t have their own stores until many many years later.
Perhaps this is all wishful thinking, but history has proven that Valve was perhaps the best steward we could have asked for in supporting the transition to online distribution. If we look at the alternatives be it Microsoft, Epic, or even GOG, no one has done it better. And, when tested, Valve continues to show they strive to do the right thing. For example look at returns. I never thought we'd see a no questions asked return policy for digital games and yet, with steam, it's a fairly simple process. On top of this, when the policy doesn't work (e.g. games which are broken outside of the return window), Valve again does the right thing and creates exceptions.