Showing posts with label valve. Show all posts
Showing posts with label valve. Show all posts

Thursday, May 29, 2008

Steam Gets Cloudy

Steamcloud! Sounds like some cool cyberpunk game right? Well, not exactly, but it's still pretty cool.

Steamcloud is a new feature coming to Valve's Steam service which will let users store their game data server side. Save files, control configurations, in game preferences can all be stored online and retrieved through your Steam account.

I'm not really a PC gamer, but I had hoped for similar features out of the 360 before it launched (particularly online save storage) seeing as we all shell out $50 a year for the service. Now that Steam is offering it up for free, it gives me hope that we might see it on consoles at some point.

As time goes on MS is going to have to justify Live's annual price tag against the PS3's free service which is rumored to soon be adding a universal friends list as well as several other features that are currently 360 exclusive. Adding a Steamcloud-like feature would be one way to keep a leg up on the competition.

[via Kotaku]

Monday, April 28, 2008

Microsoft Shot Down Portal for XBLA

Portal was, without a doubt, the biggest surprise of last year. What was essentially a "bonus" game in the Half-Life 2 showcase, The Orange Box, completely stole the show, and the hearts of gamers everywhere.

You'd think then that MS would jump at the chance to make Portal available as a standalone downloadable title for XBLA. Then you'd remember that Microsoft has rules. Rules that they break when they see fit, but apparently Portal is not such a case.

Valve wants to see it on XBLA, but just like the free maps they want to offer for Team Fortress 2, Microsoft is having none of it.

Valve's Doug Lombardi has hope though, telling GameIndustry.biz that, "It always happens once it's been proven and I think it's been proven now on Steam, so I'm sure it'll migrate back to the consoles just like everything else does."

I say, put Portal up on PSN. Just as with Bionic Commando and Street Fighter II HD, Microsoft will change their tune when Sony has something they don't.



[via Destructoid]

Tuesday, March 4, 2008

Valve Wants TF2 Maps to be Free

It was just about a year ago that Epic was fighting with Microsoft over Gears of War's Hidden Fronts Map Pack. Epic wanted to give it away for free, while the big M (their publisher) wanted to charge for it. They "compromised", charging $10 before making the pack free last September (long after everyone had stopped caring about Gears of War).

Well, here we are once again, but this time it's Valve who wants to give away maps for its Orange Box FPS, Team Fortress 2. Problem is, according to Valve's Doug Lombardi, they "don't have full say over that". Eurogamer's article isn't clear on whether Lombardi is referring to Microsoft, or EA (the publisher of The Orange Box). EA has been one of the biggest proponents of premium DLC on Xbox Live, stirring up controversy by charging for all sorts of stupid things from cars you can unlock for free just by playing Need for Speed Carbon, or outright selling in-game currency in The Godfather.

Maps for Team Fortress 2 on PC have already been made available for free through Valve's Steam service though, so the stumbling block would seem to be Microsoft and not EA in this case. Sony has proven to be much more lax about this kind of thing, Epic's Unreal Tournament III, for example, already supports downloadable user modifications, including maps and game modes. If it's the case that Team Fortress 2's maps are made available for free on PS3, hopefully Microsoft will follow suit.

Are we really paying $50 a year for Xbox Live for the privilege of having to pay for content that has been available for free on the PC for weeks?

[via Eurogamer]

Saturday, May 19, 2007

Digital Distribution strikes again...





















If you're a PC gamer your purchasing options for the upcoming bundled release of Half Life 2: Episode Two, Team Fortress 2, and Portal just got smaller.

Publisher/Developer Valve recently announced that the $39.99 "Black Box" version of the game, which would've contained only the three aforementioned titles and was geared towards those who already own Half Life 2 and Episode I -arguably the majority of those who would be interested in Episode Two- has been canceled. That leaves only the $49.99 Orange Box package which also throws in the original Half Life 2 and Episode One. This release was obviously geared towards that handful of people who don't already own Half Life 2 and Episode I but at this juncture have suddenly become interested.

What that means for Half Life 2 fans is that they are now going to be forced to purchase 2 titles they already own in order to get Episode II. As it was, many Half Life fans might not have any interest in Team Fortress II or Portal but would have to shell out $40 for the Black Box just to get Episode Two. What started out as a simple $20 expansion to Half Life 2 has somehow transformed into a $50 bundle full of stuff you may or may not want, or even worse, already own.

Don't get me wrong, the Orange Box is a tremendous value, for an extra $10 you're getting Half Life 2 and Episode I. But that's only a value if you hadn't already shelled out $60 and $20 for them previously.

So where does digital distribution fit into this scheme, you ask? Valve of course, with their Steam service, is one of the biggest proponents of the digital distribution of video games. For them, this is a way to squeeze more money out of their customers no matter how they purchase the game. If you want to buy it in the store and get a box, manual, disc etc. you're going to pay the extra $10 for the stuff you already own. If you want to save yourself the $10 you'll still be able to get just the Black Box titles, but only as a download through Steam, which Valve sees more profit from since there are significantly fewer costs associated with downloads than there are with physical packages. Either way, Valve wins and customers lose.

As I've previously written, my biggest beef with digital distribution is when customers are charged the same price for a download (or more!) as they would be for a physical package. It's fine to offer a download as an alternative but why should you pay more as a customer when you are getting less? If the Black Box was to be sold for $40 in stores why not offer it as a download for $30 or even $35? Valve is also aware of this problem and it is exactly why the Black Box was eliminated as a retail SKU. Who would pay $40 for a download when they can get a tangible product in the store for the same price? With no retail alternative they are free to charge $40 for it online.

Look at HL2: Episode One. It was released as a $20 download on Steam back in 2006, at the same time, it was also released in stores with a $20 MSRP but, as is often the case with PC games it was discounted widely, with some stores selling it for as little as $10 and most no more than $17-$18. Now picture if it had only been released online. Everyone would pay $20, no exceptions, and that $20 is going directly into Valve's pockets. There's every benefit for them and absolutely none for the consumer who, now, doesn't even actually "own" the game.

Publishers desperately want digital distribution to become the norm because it means more money for them and tight control over their customers. Now, I have no problem with Valve increasing their profits, I'd much rather see all the money go to the creators of the game as opposed to Gamestop or Best Buy. But charging people a premium for downloads or forcing them to buy stuff they don't need is not the way to endear yourself to your customers. The whole point of digital distribution from a customer standpoint is that it's supposed to be cheaper and more convenient. The way Valve is pushing things, it is neither, and is only going to encourage people to stay away from digitally distributed games.