Tokyo_Bunny_8990: Tell me when steam provides offline installers and gives me the ability to add any mods I want that doesnt need to go through the workshop for approval.
The thing is that I can create my own installers for S**** games (or GOG for that matter), and they're actually better than what GOG provides. Yes, there's no additional "work" with GOG "out of box", but the GOG offline installers are not exactly good for a variety of reasons.
Where do mods come into play here? S**** doesn't restrict what mods users can add to their games. I can get and install mods for outside sources and use them in Skyrim or any other game that has modding. The workshop has no affect on that whatsoever and you're certainly not forced to only use approved workshop mods.
I'm starting to wonder if you have any clue at all about what you're talking about. Having an opinion is one thing, but you're saying things that are just flat out wrong.
Tokyo_Bunny_8990: Sure, they have some games but as shown, a far smaller proportion than even Epic.
This is based off of the list you linked where you yourself said, and I quote -
"isn't the most reliable source?Riight...
The list you quoted as a source even says that it's only tracking "confirmed" so it's possible that the number of DRM-free titles on a platform is much higher in reality.
Anyways, I've always disputed that list. If you go over to S**** and just search for games, not DLC or anything else, just Games, you get over 70,000 results. Do you really believe that only 802 of those games are DRM-free? But hey, if you want to chalk up an imaginary win for Epic and GOG for at least beating S**** at something, well, knock yourself out.
Tokyo_Bunny_8990: And yet I need to load the launcher every time I want to play Gwent? Sure, my statement that there are no DRM-free games was extreme
This is your response? When I dispute your statement that "Everything needs to be done through a launcher" you respond with "I need to load the launcher everytime I want to play Gwent". Dude...
Tokyo_Bunny_8990: Steam is playing a platform game like Epic and GOG. Once you have your users buy-in and its hard to leave the platform due to other costs, you have successfully locked in your customer. Its because steam offers things like achievements, cards, limited time profiles, etc that shows how long the user has been on steam that the user is unwilling to move to other platforms. Same with Playstation and Xbox with their achievements.
There's no "other costs" on PC that are preventing someone from buying on other stores. This isn't a console where you've bought in on proprietary hardware needed to run the software you bought. Nothing is stopping anyone from buying a game on GOG or Epic. Those services both have achievements also, by the way.
So basically what you're saying is that S**** is a service that has more features people care about and because of that they're unwilling to move? Gotcha.
I think you're being a little hyperbolic with what you're saying, but there's some truth to it. Ultimately, it's about the games more than anything, and S**** just has far more major games than the other PC stores. There's plenty who are perfectly happy with shipping exclusively on S****.
Don't make it sound like people are trapped, because they're not. People are happy with S**** and Valve has given them no reason to look elsewhere when it comes to application features and software support. Both things are sorely lacking from GOG (software) and Epic (both).
Tokyo_Bunny_8990: Wrong. Just because a product is digital does not mean consumers dont benefit any less from the forces of competition. Convenience encourages the desire to shop at one market but convenience comes at the cost of other benefits like lower prices or higher quality products which comes from competition.
This is what every platform business wants you to think. Just shop with us and only us because its convenient (Amazon, any streaming service, Uber, etc.) so they can kill off the competition. They price cut and operate at a loss. Once they gain majority marketshare, then they ramp up the pressure and start enjoying the fruits of their labor. Game developers have already vented their frustration about steam.
https://www.polygon.com/2018/10/19/17959138/steam-valve-developer-support-pricing-reviews https://hackernoon.com/barely-surviving-as-a-game-developer-while-steam-gets-its-cut-7028x34z8 Hell, this is why Uber and Lyft are no longer cheap. Now that other car sharing companies are gone, Uber prices rose by 92% between 2018 and 2021. Uber operated at a loss, subsidizing every ride with investor money so it can be top dog. Now they are, its time to cash in.
I'm not wrong, because it's my opinion. Now moving on - Where has convenience come at a cost for people who prefer only buying on S****?
Your whole argument here about "They price cut and operate at a loss" which doesn't even apply to S****. The revenue split on S**** was always 30%, so how does that apply? They didn't have a better revenue split for developers and then all of a sudden jack it up once they became the dominate PC gaming store.
If anything your argument here is reason why people shouldn't be buying from Epic Games. Epic has already said their store is not sustainable. Maintaing and operating a major PC store while working with a 12% revenue split is not possible. Have we seen any savings passed on to the customer for Epic giving developers 88% of the pie? Nope. Epic is subsidizing game cost themselves with their coupons because they're basically begging people to buy something on the store.
And Yeah-Yeah, I see some developers venting about S****, and crying about the algorithm and not having front page visibility when there's hundreds of titles probably more deserving. Boo hoo. Like we don't hear that kind of crap from bitter people all the time on Youtube, S****, consoles and everywhere else.
Again, S**** has never done what you're basing this whole defense of "competition being good" around. They've never operated at lower costs or provided a better developer revenue split only to jack it up later on after they found themselves in a monopolistic position.
Tokyo_Bunny_8990: And what is this value? Is having everything in one launcher so important? If thats the case, shouldn't Galaxy be king because you can access your gaming library from steam, epic, ubi, etc. from Galaxy?
This value comes from the achievements you earn from the game, the time spent, badges earned, etc isnt it? All stuff created by Valve through steam?
You've just been talking about how many of you GOG users make a big issue about Galaxy, so why would I want my software library to be fragmented across a bunch of Galaxies?
Also, Galaxy doesn't remove the requirement of having those applications installed and running. It doesn't remove the need for accounts on these services to access games. There's absolutely no benefit in it for anyone by having a bunch of games on S****, some more on GOG, more on Epic, more on EA Origin, more on Ubisoft, more on Battle.net, and so on.
Tokyo_Bunny_8990: If this is really the case, then why have steamworks in the first place? Its own description says its weak and can be removed by a motivated attacker to recommend being used with other DRM measures but that doesnt mean that steam wrapper itself isnt DRM.
Yeah, why the need for multiplayer, leaderboards, stats and achievements, cloud saving, and so on... Think McFly...
S****works isn't just a "DRM" which, again, is totally optional.
Tokyo_Bunny_8990: Well do you have any other data? I say its not the most reliable source because its from a wiki but I dont see any other more reliable source. The numbers show us that as a proportion compared to its entire library, its very low, lower than even Epic. Epic isnt exactly a strong proponent for anti-DRM but they did open with the Epic launcher being DRM-free with no license check in contrast to steam.
Already touched on this above.
Tokyo_Bunny_8990: Except that Half Life 2 required users to install steam to first run the game. You're argument is essentially "Steam isnt DRM because Valve says isnt not DRM even though it its used to combat casual piracy. Since it can be broken, its not a DRM measure."
When it first released Half-Life was like that, but that hasn't been the case for a long time now. As for S**** being a DRM, well, it isn't. S**** itself isn't a DRM. There doesn't need to be an argument or defense about it, because it's a factual statement. The S**** client itself isn't a DRM, and is nothing more than application based store designed to deliver purchased content to users. It's no more of a DRM than Galaxy is, or the GOG website.
People who are ignorant on the subject automatically assume Steam is a DRM when the "DRM" part is just a totally optional feature within Steamworks. It's not much of a DRM either, because like I said, Valve has said it's not an anti-piracy solution.