Valve Announces Steamworks: Free Tool Suite Available to All PC Developers
by Nick Breckon, Jan 29, 2008 10:15am PSTValve Software today announced Steamworks, a suite of tools freely available for any developers to use with retail or online PC releases.
The tools include real-time sales, gameplay, and product activation statistics, an encryption system, territory control, auto updating, voice chat, multiplayer matchmaking, social networking services such as leaderboards, and other development tools. The full list of features can be found on Shacknews.
Many of the features are already integrated into the Steam Community platform. The tool set is similar to what Microsoft offers to developers--for a fee--in both Windows Live and Xbox Live.
"Developers and publishers are spending more and more time and money cobbling together all the tools and backend systems needed to build and launch a successful title in today's market," said Valve president Gabe Newell. "Steamworks puts all those tools and systems together in one free package, liberating publishers and developers to concentrate on the game instead of the plumbing."
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Comments
Scenario 1:
Valve seems to be saying that developers and publishers can set up their own little mini-steam system within their own environments; meaning EA Steam, Blizzardvision Steam, etc.
While the tools themselves are for the most part better than what exists currently, I fail to see any additional consumer benefits. We will still have a segregated PC user base, we still have to worry about multiple community tools and configurations to play games, we still don't have a unified PC gaming platform. Additionally, I am 100% positive publishers and developers will fuck around with piles of additional restrictions which will be per mini-steam environment (or not) creating significant consumer confusion in the long run.
People are making comparisons with Xbox Live, but in this scenario, you will not have a unified platform and most certainly would be missing out on the greatest feature of Xbox Live (universal community connectivity) in addition to the other Xbox Live benefits.
This is more like Valves version of an enhanced Gamespy like system.
Scenario 2:
On the other hand (and the scenario I am leaning towards), is that Valve is saying that everyone will use their Steam but the developers and publishers can have control over how they distribute the game, and what Steam features they wish to support.
In other words, Steamworks is mearly a "prep" package for Valves Steam, without the need to distribute through steam.
The RPS article and RomSteady's questions seem to support this scenario but there is still considerable confusion here, most notably absent is the benefit of going this route over simply publishing on steam as it is setup now, or the pricing for the steam services you wish to support.
Either way I fail to see how this benefits developers. Instead of paying a publisher independent entity like Gamespy for community features, they are paying their direct competitors for such services. They would have better tools but at the high price of supporting their competition in the process.
Scenario 3:
Collect underpants?
As another developer pointed out a while ago (sorry can't recall who it is at the moment), Valve should break away Steam Powered into an independent company, separate from Valve entirely with its own board of directors and independent goals. In fact, it would be nice to see them to open it up as a not-for-profit to a committee of publishers and industry figures covering all aspects of PC gaming, from indie to big bucks publishers and finally have a unified PC gaming space.
.. because there seems to be a great conflict of interest at this point.
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It’s a bit confusing what this will actually means, so here’s what we understand: A publisher can sell their game in the shops or distribute it digitally via their own system, customers install it, and then have Steam drop in the executable. It kills off day-one piracy in a single shot. Bam. Then updates will be delivered automatically for the game via Steam, and all the post-release stats and tools will be available, with Valve charging no one any money for this at all.
http://www.rockpapershotgun.com/?p=1011
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Boooooo!
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Lets hope this is the deathknell for Gamespy and GFWLive.
Although lol @ TF2 comment. Not quite http://www.onlinegamingzeitgeist.com/graphs/games_10_players.png
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1) Did they ever get it so that you could sell additional content piecemeal or have a prerequisite sale condition?
2) Is this just for .GCF file systems or for the older file systems?
3) While the tools may be free, what is the percentage cost per Steam sale to cover this? Per retail sale? Are these negotiated per title, or is there a set percentage used because you are using Steamworks?
4) What support requirements are developers required to abide by to keep come of these going? Ritual just stopped getting "SiN Episodes" stats updates after awhile.
5) Have the tools been made a bit more user friendly? Steaming up a game using .GCF's wasn't exactly the most enjoyable experience on the face of the planet.
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Incidentally, you could have warned me Google Image Search for 'Steamworks' also provides gay porn and a goatse image x.x
I can already tell most of the Shack is gonna enjoy Steamworks... a lot.
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It doesn't sound like they're just giving more tools to non-Valve developers/publishers that use Steam; it sounds like at least some of this stuff applies whether or not someone distributes their game on Steam. If any of the features require a Steam-like service to be running, then I hope we don't see a proliferation of those.
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So can someone actually publish games to steam with this?
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