It's almost kind of a shame that it's more or less entirely for games and game development software - something like it with sourceforge/github integration or an API for general purpose Windows installers would be nice.
[0]notwithstanding whatever Windows 10 might have, because I still refuse to touch that, but it's probably not as good as the Steam client.
- Backing up application data in the cloud (game saves)
- Update priorities (ASAP, before next launch, before everything else)
- Throttling bandwidth use or background updates (because I know you're streaming Youtube and your battery got low and you just want to have enough juice to finish your video, but Google Play Music/TV/Movies/Bloatware must update now, what's a little buffering for the next 20 minutes anyway?)
- Update windows (like when the phone is idle in the middle of the night, not when I'm in the middle of using it)
It doesn't seem like any of these things would be hard to build. I guess "package manager UX" doesn't look good on a product manager resume.
No, no, no. That's how I ended up with a laptop burned screen. Or being woken up by whatever music it was playing at that time. Solution: update when I press the button or when I planned it myself.
iCloud has been doing that for years, with more features and flexibility for both users as well as developers than Steam.
> Update priorities (ASAP, before next launch, before everything else)
Disable auto-updates and let the user decide. Manually choosing updates works better on the App Store than on Steam.
> Update windows (like when the phone is idle in the middle of the night, not when I'm in the middle of using it)
macOS, iOS, tvOS and watchOS all let you choose whether to download OS updates in the background and when to install them.
On our tests we saw that the game does not run if the PC does not have following libraries, check those tickboxes on that page to install them as well
It really is a package managerhttps://github.com/lukesampson/scoop/wiki/Chocolatey-Compari... (scoop) is an option focused on dev tools, http://boxstarter.org for repaving dev/vm machines.
Proprietary https://ninite.com for normally-installed stuff, not sure if the free edition updates things.
And I say that realizing it's only a step removed from downloading an installer and running it, but still.
I don't understand this obsession with package managers. You guys really have less trouble with package managers than Windows installers? It was literally just 2-3 days ago I was trying to update Ubuntu and I couldn't, because of some stupid error (I don't remember exactly) along the lines of "libgl1-mesa-glx depends libglapi-mesa XX.YY but ZZ.WW is present" (again: I don't remember the error exactly). And no matter which packages I tried to upgrade/fix/uninstall/whatever or in what order I tried it, it wouldn't budge. I guess the package dependency graph was somehow impossible to satisfy? I assume because different packages required different versions of the same package? This was not the first time I've ran into problems like this... eventually I just wiped it and restored from a backup. (Which I had made from moments earlier, because, well, did I mention this wasn't the first time this has happened?) To say I don't see what all the fuss and obsession with package managers is about is putting it very... mildly.
Hell yeah. I remember when I had to set aside entire weekends to reinstall a Windows machine. These days, when I need to reinstall one of my Linux boxes, I just fire up the Arch installer, and instead of installing the "base" package group as the manual instructs you, I install my configuration package for that machine which pulls in all applications (from the kernel and coreutils all the way up to Steam) and contains all configuration. When I recently reinstalled my notebook to enable full-disk encryption, it took me around 30 minutes, of which most time was spent downloading packages, and downloading /home from the backup storage. Net working time was maybe 5 minutes. I actually watched a movie while doing it.
The issues that you're seeing are because the particular package manager you encountered is shit. (Or rather, because Debian's/Ubuntu's byzantine packaging processes create a ton of pathological cases.) I've never had such problems on Arch. (Except for those cases about once a year when they restructure something and the package manager is confused, in which case you go to archlinux.org and the most recent news item contains the magic shell incantation that immediately resolves the issue.)
No, I do not think Installers are better than package management. By far, package managers are a key factor in system stability.
I only hit a similar problem in Windows once, when it hung up installing a new C++ runtime, and since then I could neither install another C++ runtime nor rollback it (restore system did nothing), resulting in applications randomly crashing or refusing to run because they were loading the wrong C++ libraries, and the only solution I found was reinstalling Windows again.
Right now, my biggest nightmare are VST plugins. They are in fact the reason why I didn't upgrade my PC from an i7 920 for years. I estimate it will take me at least a week of full spare time use to deinstall them on the old machine and re-install them on the new machine. Steam would make many people a huge favor if they managed to enter the pro audio market, which still comes with their own installers, licensing schemes, DRM, spurious hidden support services, etc. All the bad stuff, exclusively for honest customers.
You wouldn't have this problem if you didn't give up your freedoms to mega corps (only some snark).
OneCore does have a package manager.
Windows Store (Win10, WP10, Xbox OS) use it and it works great but with old win32 apps, nothing is "standardized" in terms of storage, app state and versioning so that's an open challenge still.
Gamers love platforms and what they provide at least as much as they love games themselves.
For example, cable TV (from whereever you are from), Netflix, HBO, Amazon Prime is 4 already.
For gaming, there is Steam, Origin, Battle.net, GOG that's 4 already.
If you take a smaller "app store" like Origin the question arises why does this even exist? It brings nothing on top of Steam.
If you want to compete with a product you need to compete on price or features. Well, price is zero, so you gotta compete on features. They can't compete on features, so EA enforces you to use Origin. Screw that. I want all my games in one managing app.
The reason Origin and Battle.net exist is because EA and Blizzard want control and keep people within their own infrastructure and offerings. I do get that from Blizzard's PoV. From EA's, not so much.
Plus that only works because they're reasonably big, and I doubt it works on the long term.
Valve, instead, choose to not only distribute their own games but also provide a complete platform for other publishers. They even allow you to import games which aren't on Steam such as Battle.net ones.
GOG specialises in DRM-free games which Steam doesn't.
Before Steam, when I bought a game, the purchase was tied to a physical disc. I'm very bad with physical things: I break them, misplace them, give them to friends and forget about it forever. I don't have any of those physical games now.
I still have Half-life 2 that I bought in 2004 on Steam though.
The identity of belonging to a specific platform, which games are exclusives and social events promoted for gamers and devs alike by the platform holder, are very important facets.
Game distribution is NOT one of them, at all, by any stretch of the imagination, at this point in time.
I've saved this article to share every time I hear that pitch.
- Messaging (WhatsApp, SMS)
- Social Media (Facebook)
There needs to be a serious competitor to Steam, something with significant enough market share that Steam gets scared. Steam could be so much better than it is -- I'm not saying that it's a bad product, just that it could be better.
Discord seems perfectly positioned to take on Steam. They already have incredible adoption in the gaming community. And they have quite a bit of experience at this rate too. (Maybe I should go work for them and push this line from within...)
They turned the Curse application into a game/mod store that also integrated custom servers that essentially mirrored Discord's application.
They also are using Twitch Prime and other service integrations to promote it. And they are well backed, which isn't something that could be said about Discord.
They're an ever growing market, backed by a publisher with a strong lineup, just like Steam was in its early days.
GOG is a great service; their main limitations is that many AAA publishers absolutely refuse to release without DRM, though this is sloooooowly eroding, somewhat. GOG can't go back on their DRM-free promise without a revolt from their audience, but it also limits what big-ticket games they can sign.
I like GOG a lot, they've carved out a nice niche for themselves, but from every developer I've talked to, they're still a fraction of Steam's market share. I don't expect them to take over anytime soon, but I'll always support them and hope they continue to grow.
EDIT: $725 million. Not cheap.
Itch supports indie game dev by letting community manage "Game Jams": http://itch.io/jams
Their site + client is open source: https://github.com/itchio
I feel like I can no longer discover cool titles or great things people are buying on the site.
One I like: 'Weird games for your pleasure' http://store.steampowered.com/curator/7099409-Weird-Games-fo...
i.e., just like you can take your phone number to any other phone company, or how banks in europe have to share info, you were able to take your game library with you to any other game distribution service?
Perhaps the same could be done for iOS/Android portability
It's not about the customer--none of them cares, except at that moment in time the customer forks over the cash for it.
Then players would move all their games from crap clients like Origin and Uplay to Steam.
Could be extended to a lot of services tbh : Music Libraries in Spotify Contacts in Facebook
One of the reasons I love GOG is Connect : got a game on Steam ? Now you have it on GOG too.
Assuming it would work both ways, I would consolidate, on Steam, all the games I currently have on Origin, Bethesda Launcher, Battle.Net Launcher, Epic Games Launcher, uPlay, Twitch Desktop App, a few I've forgotten, and whateverthefuck Rockstar's GTAV launcher is called.. Though that's probably not what you had in mind.
Even the discount sites and Humble Bundle aren't able to match up against Steam in third world countries.
It's clever because it takes purchasing power into account. So a game that's about 1 hour salary in the US would cost about 1 hour on a Indonesian salary as well.
This is going to be really hard for many competitors to match.
I cannot even imagine a game distribution product that would get me to switch from Steam, unless there were Very Important games on it I couldn't get on Steam, or unless the prices were at least 10-15% lower.
Article's author here :) You couldn't even do this, because every distributor I've ever heard of reserves the right to match your full retail price. So you can't even cut your margins in a bid to pass on the savings to the consumer.
So yeah, it's tough out there.
Steam is generally pretty great. But off the top of my head I can think of two areas where Steam arent delivering;
- Greenlight. Good idea, didnt work as planned. Room in the market for some kind of Greenlight/Kickstarter hybrid?
- Gaming for kids and educational software. A Kahn Academy approach but with games instead of lessons.
GOG.com got started in 2008, which was critical to their success. Steam had much lower market share back then. If GOG started today I would give them much, much, lower odds of succeeding.
And consider also that Desura, Direct2Drive, Impulse, etc, which also were around in that rough time period, are all dead and gone.
So they didn't really start out of nothing when it comes to having connections with game developers.
If you are interested in how it works, I highly encourage you to read his blog [1].
He's spent his own time and money to help big name companies get more customers, helped smaller companies expand their business without much incentive to himself at first other than a mention here or there or some free products, in turn he used those products to gain more business for those companies and eventually became well known enough to start getting small amounts of cash and more expensive products. Eventually these companies trusted him enough to make some of his custom designed things and get commission on their sales.
I'm kind of getting sick of hearing about instagram but it's been cool watching him grow this weird little business he's been doing.
I bought an add-on to a game, it downloaded to 99% and refused to finish. I mailed support, perhaps 2 weeks later I received a generic did you try to reboot your PC response. So I listed the 10 different (including and up to complicated) things I had tried up to then and mailed back.
Another 2 weeks later I get another response along the lines of whether I've tried restarting my Steam client.
After a 3rd round I just gave up. In the end it was a network issue on their side that auto-magically resolved itself (after 1.x months)
The best thing Steam has ever done was allowing(but not requiring) importing of other games to it. We (as in myself and other users) will voluntarily move to Steam in many cases, just to avoid dealing with whatever download site the game had before, or to get the automatic updates. I've done that with KSP and Elite Dangerous (which has a non-shitty site).
And then Steam added VR - a very good implementation at that, which also supports Oculus Rift.
Updates just work flawlessly, download speeds are good in general, one can move games around, you can backup them if needed, etc.
Other competitors would not only have to match that, but do it better. And still most people wouldn't bother, because of their existing friends and libraries.
The article is spot on.
(Also, Origin is garbage, the only good thing is the name)
I've had no issues with Origin.
It downloads/updates the games and launches them, and hasn't failed at that yet. I don't much care for any other feature.
Outside of Windows/Android/iStore... There's nothing worth switching.
I've passed up on purchasing games (IE: Mass Effect 3) because it's tied to a shitty NotSteam...
I also use GOG when the GOG-tuned Dosbox version of a game is better than the Steam one. I don't use their downloader app.
Maybe taking on newgrounds or miniclip with a wasm based gaming platform is the niche?
It sounds like itch is more of a lifestyle business than something trying to compete with Steam. And maybe they got started with indies back when that was more of a "blue ocean" (Steam used to be quite anti-indie in the early days).
> Maybe taking on newgrounds or miniclip with a wasm based gaming platform is the niche?
Now that is a good idea.
It's kind of ridiculous they don't.
1. The gamers
Gamers are by definition quasi-technical and, by their very nature, will be welcome to (at least) trying out a new client or platform. I, and most of my friends, and probably most of Twitch, have not only Steam, but also GOG, and also the God-awful Origin, and Epic's launcher, etc. So installing a new client so I could play some games I like is really not that big of a deal. Steams social aspects were always secondary to its game delivery platform -- besides, most people use Discord to keep in touch, no one really takes Steam's "social network" seriously. I think that's a non-issue.
2. The developers
If you're an indie dev that's toiled for the past 3 years on a small game that you hope will make it big, you will release it on every platform -- let me say that again: you'll release on Steam, on Itch, etc. On every. Single. Platform. If you (really) want to sell AAA games, you can just be a run-of-the-mill distributor at first, and just sell keys. Worrying about developer friction I think is fundamentally misguided.
3. How to win
Imo, winning would look something like this: scout indie developers building the next big thing (they'll be a lot of false positives, so a lot of $$$ helps here). Make them sign contracts to only distribute through your platform. Do this for like 10 or 20 games, even if the contracts suck for you (hell, I'd give them > 100% revenue share). Now you're funneling people through your platform to play the newest "Cuphead" or "Super Meatboy" or "Dark Souls" -- obviously this isn't easy, but I do think you could hypothetically compete.and slow.
Especially for the model of early access & building community gradually instead of risking it all on a big release --- since you're sometimes putting out new builds weekly the update pipeline becomes a real time factor.
3. If it was a numerically advantageous proposition to scout & invest in indies, we'd see more people doing that. Try for a month going through new releases on Steam and predicting which ones are gonna be successes. It's a near-impossible game, much less if each bet cost you tens of thousands of dollars.
Plus, if somebody offered me such a contract, I'd be deeply skeptical that 100% of their revenue share (plus a straight-up cash bonus even) would beat out what I could get by going with established avenues --- especially if I had something I had good reason to believe was the next Cuphead.
I think you forget you're posting on YC's forum. YC literally does this (with much higher stakes, by the way). Obviously, the great majority of YC companies don't end up being unicorns, but every now and then you get a Dropbox.
And to address your first point, Steam's SDK (for anyone that's worked with it) obviously sucks. But Valve can afford to release a crappy SDK because they're the big player and they don't care. Obviously, if I made a game distribution platform, the back-end would be minimal and packaging would be programmatic. E.g.: upload your binary, we'll package it and deploy. You don't need half the crap Valve peddles anyway (Steam overlay, chat, etc.)