Essentially, how often will Valve upgrade its Steam Box? Certainly more than every 6-7 years. For those of you thinking right now: "you can ugprade it yourself!", well, yes you could , but that defeats the whole purpose of having one standardized spec for developers to target. Throw in a new graphics card here and there, and you've suddenly splintered your user base into those with PCs, Official Steam Boxes from Valve, and Official Steam Boxes from Valve that have been upgrade by the users. And now, certain games will only work on some combination of those three.
I'm a fan of Valve, their games, and their culture, and want to see this succeed. I'm sure they've put much thought into scenarios like this and trust them to make the right decision.
The hardware isn't sold, it's leased, but the effect is the same: we manage the onsite hardware, fix it when it breaks (next day replacement), and send out new hardware every few years. The hardware is literally plug and play, and works correctly behind a NAT router with DHCP.
We actually decide what hardware a customer gets (it's based on load -- standard provisioning stuff), although customers can upgrade to a system they don't actually need for a fee.
I think this approach is way better for customers, and the response so far has been extremely positive. No longer do they have to worry about provisioning and maintaining hardware, or even deciding what to buy. Of course they don't know the best way to provision hardware for our software. Why would they?
It'd be really interesting to see this approach done in the consumer space.
This being said I am not sure this is really going to be necessary because there has not been much of race for graphics in game recently on PC - I still have a GPU from 2 years ago and it still runs all games very well, even the latest ones. This may change with the introduction of new consoles, but I am not too sure about that yet.
All custom specs will be handled like they are now, expect now there is a single target spec everyone agrees on.
Given how aggressively they've pushed to make their games work on Mac and Linux (going against the grain of the industry), and given the years of massive user configuration surveys, and the fact that they've essentially run a fractured ecosystem for years, I'd bet they have something up their sleeve here... or they have a reason why this isn't as big a problem as it's been in the past.
That isn’t exactly expensive... $13.33/year is basically a rounding error compared to the costs of console gaming.
They'll still have to convince people to develop a Linux version in the first place, though...
I think that Valve will eventually put out a libvalve which can be used to target a number of linux specific integration points for typical windows programs.
But I can see it working. In addition to being able to fix issues in the software itself, they are also working with a known hardware configuration and they can sandbox each wine instance.
PlayOnLinux already helps doing the latter, to the point where it lets you use separate wine versions for each sandbox. Much better than using synaptic to jump between different package versions.
I hope they'll stick with native versions, though.
The Steam big-picture mode is pretty slick, but not all of the games work seamlessly with an xbox controller so I've found that you generally need to keep the mouse and keyboard around.
Instead of keeping it plugged into my TV, I now plugged in an old monitor and the girlfriend has been enjoying the sims 3.
Steam absolutely knows what they're doing and they have a real shot of widespread adoption if they build their own linux based Steam Box. The big issue is going to be game compatibility with whatever hardware / controller configuration they go with.