I mentioned this -- you can only do so if you use Steam as the launcher, Steam Input is tied to using the overall Steam client. Additionally, you'll have to make that config by scratch, Steam's community sharing for configs is much more limited for non-Steam games. This seems like a small complaint but if you're buying new games you don't know what the optimal config is, so the Steam Input experience for non-Steam games is that you load up the game and as you play it you constantly adjust the config until you find an setup that works, as opposed to Steam games where you just download the highest rated community config and go from there.
On top of that, there are Steam Input features that flat-out don't work for 3rd-party games; specifically input glyphs within the game. Steam offers an API for developers to define "action sets" that among other features will make sure that instructions within the game use the correct keybindings and pictures. 3rd-party game are (as far as I can tell) completely locked out of that service.
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> I am also aware of tools that let you download workshop mods for games you don't own [...] but they hardly make it impossible, so it's not like the mods are actually locked in to the platform.
I mentioned this as well, Steam has actually gone after and shut down community projects that allow you to do this. It's much harder than it used to be and for some games it's outright impossible.
Steam Workshop is literally DRM as far as I'm concerned; there are plenty of games that are completely inaccessible. Even if that wasn't the case, the inability for 3rd-party games to be linked to Steam Workshop profiles by users is vendor lock-in. The vast majority of gamers didn't have the technical skills to route around Steam's restrictions even before Steam started shutting down community projects and putting ownership checks in front of downloads.
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What would be far more market-friendly and what would actually benefit everyone would be for Valve to debundle those services from Steam -- I'm not saying every developer should be able to use Steam Workshop for free, but Steam Workshop should not be tied to Steam. It should just be "Valve Workshop".
There are a lot of games that are Steam exclusive specifically because there are Steam APIs that they can't take advantage of on other storefronts. And it's very common for games to come to other platforms outright missing features (particularly online content) because developers don't even have a choice to pay to utilize those features outside of Steam.
I think modding and input configuration are the two most obvious examples of this, but if you've ever bought a game on GoG and then found out after the fact that it's missing an entire game mode, Steam is (in my experience) probably the reason for that.
The input thing does seem like a niche complaint, sorry to say. I don't think I've ever encountered that, and I think even if I did it wouldn't stop me from playing the game, I would just bind the controls myself. I guess this could be decoupled as well, but I don't think the reason that it isn't is necessarily lock-in; I would bet that there just aren't enough people that care about it, so to Valve it would be wasted effort. But now I'm assuming intent so what do I know, really.
SDL is currently working on an Action Set equivalent, and I think their plan is to just use configuration files on disk for the most part. So in the same way that ProtonDB is mostly community maintained and outside of Steam and you can look up a game's settings and apply them to a 3rd-party game, what I think would be the easiest improvement would be allowing arbitrary search for community-supplied configs and moving that to be an independent URL that Steam hits that just downloads an encapsulated config file that Steam reads.
There is some way to do share non-Steam configs, if you link a 3rd-party game in Steam you will sometimes in community configs and then see a subset of the normal configs? I have no idea how that subset is calculated or if users need to do something to enable it though, the entire interface around sharing Steam Input configs even for games purchased from Steam is a little bit of a mess, or at least it is on Steam Deck.
I feel like I'm settling by saying this because I'd also like straight-up input binding outside of Steam, but even ignoring stuff like action sets, 3rd-party clients -- just being able to load a community config by typing a game name into a search box instead of needing to build my own would get rid of a lot of my problems, particularly for control schemes like flick stick that require me to take measurements of mouse/gyro sensitivity.
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> but an independent Steam workshop page that developers pay to opt into would be a good approach to that
My current plan for my own games I'm working on is to leverage git for modding support -- I'm not going to build a studio-specific mod hosting service or partner with a company, I similarly don't really like ModDB that much and don't think they're great community players. So instead I'm going bundle a small git client with the final game and use that to download/update mods and handle stuff like versioning, readmes, etc...
That doesn't help with discoverability or ratings, but my thought process is that a lot of games (Terraria, Celeste, Hollow Knight, etc..) are organized around Github/Gitlab/Codeberg already for the primary modding engines, so at least if people are using that they can get issue trackers and embedded wikis, there's a standard way to download, it encourages releasing the mod source, you can look at activity to see whether or not a mod is active, you can have beta branches, you can check for updates without re-downloading everything, you can have a canonical source URL without wondering if a mod is only updated on Workshop/ModDB/whatever.
At least for the moment I don't plan to enable Steam Workshop for any of the games I'm working on, I think git will give me most of the same features minus a search function and user ratings. To be fair, search and user ratings are pretty important though, so :shrug: I'll see how that goes.
I think that the Steam Workshop would be at least partially fine IF they allowed all Workshop items to be downloaded without a steam account. And even if a game developer enables this option, steam randomly disables it occasionally and the game developer has to re enable it all over again (this happened with Terraria).
Furthermore, its really, really hard to download Workshop items for a lot of games. Short of buying the game (a good $30-70 down the drain), your only options are to:
- Download through steamcmd. this only works if the game has explicitly enabled the anonymous download thing I talked about earlier. steamcmd (like the name suggests) also has a CLI which a lot of gamers can't/won't navigate.
- Go through external services. These external services often charge you if you download Workshop items for popular games or if you download Workshop items that are new.
- As a player playing through steam to download the item and then send it to you. In the Terraria discord server you'll find plenty of these people (I'm one of them!). This also doesn't work for games without an active playerbase.
> As(k) a player playing through steam to download the item and then send it to you.
If anything this might be my biggest critique of Valve's handling of the situation. Even with the DRM on top of Workshop mods, community mirroring of locked-down games would be possible to do in a way that was convenient for end-users outside of Steam... if Valve didn't occasionally just straight-up send cease-and-desist letters to those services.
It wouldn't cover every game, it would still be a problem, there would still be legal and ethical questions about distributing mods without modder consent, but it would be a lot better than the current situation. Right now if a game has those restrictions turned on (which Valve seems to specifically encourage) you kind of have to go underground or interact with shady services or ask players directly, and so coordination between communities becomes very difficult.
I can't read Valve's mind, but I lose a lot of sympathy for them when they're both not supplying any option for users to get access to mods without rebuying the game on Steam and stopping anyone else from trying to solve the problem Steam created for them -- at that point it's very hard for me to avoid thinking that Valve is being deliberately anticompetitive.
I'd still have criticism of a less locked-down system, but it would be easier for me to assume Valve just doesn't see it as worth the effort to support rather than thinking that they seem to be taking a lot of active steps to make the situation worse than it needs to be.
And regarding the workshop, I would be lying if I said that I never bought a game on Steam only for the convenience of using the workshop for said game... But then I have also paid Nexus for their mods because by default they cap downloads at 1 mb/s. I am also aware of tools that let you download workshop mods for games you don't own. It's certainly less convenient to have to manually download them and drag-and-drop them into your mod manager or mods folder or whatever, but they hardly make it impossible, so it's not like the mods are actually locked in to the platform.