[HN Gopher] Valve is a wonderful upstream contributor to Linux a...
       ___________________________________________________________________
        
       Valve is a wonderful upstream contributor to Linux and the open-
       source community
        
       Author : WithinReason
       Score  : 799 points
       Date   : 2023-09-22 13:57 UTC (9 hours ago)
        
 (HTM) web link (www.phoronix.com)
 (TXT) w3m dump (www.phoronix.com)
        
       | howinteresting wrote:
       | There's the whole dialectic in history between structural and
       | contingent factors.
       | 
       | Valve and PC gaming is massively, massively contingent. It could
       | very easily have been a much worse player at the helm.
        
       | Symmetry wrote:
       | Probably just as much a wonderfully successful effort at
       | commoditizing their complement[1] as altruism. But the fruits
       | they gather are good, so they get my good will regardless.
       | 
       | [1] https://www.joelonsoftware.com/2002/06/12/strategy-letter-v/
        
       | andrewclunn wrote:
       | > The elephant in the room meanwhile is the countless
       | improvements Valve engineers have made to the the Mesa OpenGL and
       | Vulkan drivers as well as to the kernel graphics driver
       | components. Not just to the AMD graphics drivers for benefiting
       | the Steam Deck's hardware but also to Zink OpenGL-on-Vulkan and
       | then other common infrastructure. But in this area of the Linux
       | graphics driver support, Valve's contributions and those of their
       | partners have been incredibly beneficial to the Linux desktop
       | ecosystem even outside gaming.
       | 
       | Yep. Vulkan (the open version of Mantel) for graphics, Proton for
       | low level Windows emulation, driver support and controller
       | customization and options (the Steam Controller was NOT a failed
       | project, just a precursor), and giving it all away upstream...
       | There's something to be said about the ability of a privately
       | held company to execute a vision long term. Everyone from
       | Canonical, to Nintendo, to Activision/Blizzard should be worried
       | about Valve coming to eat their lunch, and they'll do it by
       | giving customers a better experience and thinking long term.
        
         | Jyaif wrote:
         | > Everyone from Canonical, to Nintendo, to Activision/Blizzard
         | should be worried about Valve
         | 
         | Valve have got their shit together regarding technical stuff,
         | but not regarding creative stuff. Nintendo will be fine.
        
         | johnnyanmac wrote:
         | Cacnonical, maybe. But I don't think the AAA companies are
         | shaking in their boots. Heck, It's a symbiotic relationship as
         | long as they think it's not worth 30% rev share to roll their
         | own store. And Valve already bent the knee there by offering
         | lower share if you make over $Xm.
        
         | blibble wrote:
         | > There's something to be said about the ability of a privately
         | held company to execute a vision long term.
         | 
         | plus Gabe has so much $$$ already he doesn't care about
         | Microsoft's cheques
        
       | wejick wrote:
       | Igalia once again proving themselves as the right partner for
       | companies seeking to work with opensource projects. I'm curious
       | how big Igalia's influence on this "good" oss way of working.
        
       | james2doyle wrote:
       | I really only bought a Steam Deck because I wanted to support the
       | _spirit_ of a Steam Deck. I thought it could be a really fun and
       | interesting computer. I am happy that Valve has been contributing
       | back. I think the sales of it clearly drive that attitude. Not
       | that they weren't before, but it helps to have a successful
       | product to drive the work.
       | 
       | I have ended up buying 2 dozen games since it arrived and have
       | gotten back into games. It is a life saver when travelling. At
       | home, I leave it on the dock and actually use an old Stadia
       | controller as the main input.
       | 
       | The Steam Deck is a special device.
        
         | PH95VuimJjqBqy wrote:
         | My biggest complaint with the steam deck is that if you let it
         | sleep you often have to manually power it back on, it won't
         | come back on by itself.
         | 
         | Other than that, it has some clunkiness, but I'm happy with it.
        
         | kettro wrote:
         | Thank you for justifying a steam deck for me. Right now, I have
         | to move my desktop over to the TV to play there, but with a
         | Deck I don't need to do any hauling. I've been looking for a
         | good excuse haha. Are you using just the 1st party dock?
        
         | jzb wrote:
         | Pretty much same. I bought a Deck primarily because I wanted to
         | support the company putting them out and to tinker with it. I'm
         | not a hardcore gamer or anything like that - I've been using it
         | a bit to play a few games but mostly when I have time I play on
         | the Switch or my gaming laptop that has a higher-end NVIDIA
         | card (works great on Pop_OS!).
         | 
         | I do wish that the desktop stuff was a bit more polished. TBH a
         | lot of people could probably just use the Deck as a primary
         | computing device in addition to playing games.
        
           | james2doyle wrote:
           | In my experience the keyboard solution is just a bit too
           | awkward to use for anything other than short sentences. I do
           | enjoy the keyboard experience but for me to use it as a
           | computer would require a lot of accessories. I have used it
           | on a plane to watch movies though! Something I needed to
           | switch to the desktop for (used VLC) and it worked perfectly.
        
         | ndsipa_pomu wrote:
         | Similarly, I'd stopped playing computer games as I couldn't be
         | bothered/find the time to go and use my desktop windows PC. As
         | soon as the Steam Deck was announced, I put my deposit down,
         | but was a way down the queue. However, I was on holiday when I
         | reached the front of the queue and missed the notification, but
         | instead saw the refund three days later of my deposit! Somewhat
         | annoyed, I paid the deposit again and joined the back of the
         | queue, but luckily they were ramping up production and I didn't
         | have to wait too long.
         | 
         | It's the sheer convenience of it that makes it a winner. You
         | can just pause/resume it and even just play a bit of a game
         | during a TV ad break. It's great for exploring old, unplayed
         | games from my Steam collection.
         | 
         | Now, if I can just figure out how to enter a cheat code to get
         | me past a Half-Life 2 save point (in Ravenholm) where I don't
         | have enough health (or more likely skill) to survive.
        
       | artyom wrote:
       | PC gamers, and gamers in general, owe a big one to Gabe forever.
       | 
       | For an industry this big, we have countless examples to know very
       | well that it could have gone much, much worse.
        
         | Ekaros wrote:
         | Just look at pretty much any other big player and quality of
         | their products. I think GOG is only one that comes comparably
         | close and they are much smaller.
        
           | artyom wrote:
           | They're there for the storefront alone and it shows. Valve's
           | vision was to become the _platform_ for the PC and then add a
           | store.
           | 
           | GOG at least tries to do things right with far less
           | resources. The rest are simply abysmal.
        
       | pmarreck wrote:
       | Gabe knows that gaming deserves a home on an open-source OS and
       | not a proprietary one.
       | 
       | And he's right, you know. 100 years from now, the only OS that
       | will be easily resurrectable will be some flavor of open-source
       | OS.
        
         | hedora wrote:
         | In particular, that OS will have a 150 year back catalog of
         | video games, and the closed ones probably will not.
        
         | johnnyanmac wrote:
         | You never know. Disney survived for 100+ years. It's only
         | getting easier to survive these days, short of apocalyptic
         | disaster.
        
       | carapace wrote:
       | > Igalia is an open source tech co-op success story. We have been
       | around for 22 years; we have 140 members. We play an essential
       | role in several open web platform projects such as
       | Chromium/Blink, WebKit (WPE & WebKitGTK), Firefox and Servo. We
       | have contributed to GNOME / GTK+ / Maemo, WebKit / WebKitGtk+ /
       | JSC, Blink / V8, Gecko / SpiderMonkey projects, amongst others.
       | 
       | > ...
       | 
       | > We hope that this talk will expand the limits of your
       | imagination on what a company can look like, and that next time
       | you think about starting your own company or looking for a new
       | job, you consider a co-op!
       | 
       | https://archive.org/details/fossy2023_Inside_Igalia_Scaling_...
        
       | bachmeier wrote:
       | It's great to see what Valve is doing, but in some sense the
       | gratitude should also be flowing in the other direction. The
       | origin of this was concern about Windows having control of their
       | main revenue-generating platform[1]. Valve was lucky that all
       | those developers put the hours into making Linux what it was, so
       | they had a good alternative platform to build on.
       | 
       | [1] https://www.bbc.com/news/technology-18996377
       | https://web.archive.org/web/20230709000125/https://www.bbc.c...
        
       | rs_rs_rs_rs_rs wrote:
       | Thank you, Valve!
        
       | bastardoperator wrote:
       | Press F in chat to pay your respects to Gaben/Steam.
        
         | theandrewbailey wrote:
         | They are still alive?
        
           | bastardoperator wrote:
           | Gabe Newell aka Gaben, Founder and CEO of Valve, is alive and
           | well.
        
       | birracerveza wrote:
       | When they initially stated they wanted to bring games on Linux, I
       | was ... skeptical, to say the least. It seemed like posturing to
       | fend off Microsoft's predatory policies, but ultimately an empty
       | promise that would never work out, despite every good intention
       | they had.
       | 
       | I mean Linux? Running Windows games? Without hacks and tricks and
       | magic and stuff to make it run maybe good enough to say "yeah, it
       | kinda runs sometimes if you don't pay attention to the bugs"?
       | Absolute lunacy.
       | 
       | But they did it.
       | 
       | The absolute madmen did it in just a couple years. That's
       | incredible.
       | 
       | Congratulations to Gabe, Steam devs and proton devs.
        
         | CivBase wrote:
         | > Without hacks and tricks and magic and stuff
         | 
         | I'd say Proton absolutely qualifies as "hacks ans tricks and
         | magic and stuff". It's just polished and packaged so
         | increadibly well it doesn't feel hackey. I'm constantly amazed
         | at how well it all just works.
        
         | Sakos wrote:
         | I feel like you're unfairly underplaying all the hard work and
         | success of Wine. None of this would be possible without it. It
         | allowed a _lot_ of games to work on Linux that didn 't have
         | native ports. Proton and SteamOS are bridging the last mile
         | (particularly in regards to polish and ease of use), which is
         | important because of the Pareto principle, but I wouldn't
         | credit Valve with everything.
        
           | sh79 wrote:
           | Everything builds upon Wine, but when it comes to games it
           | alone wasn't doing so well outside older dx9 titles.
           | 
           | It's mostly DXVK/Proton's VKD3D that actually allowed a lot
           | of games to work on Linux with little overhead, both are
           | funded by Valve. So I don't think calling upon Pareto
           | principle in regards to Valve is fair either.
        
             | Sakos wrote:
             | And yet none of it would be possible without all the
             | emulation of all the other parts of the OS. You need more
             | than emulating DX10/11/12 to get games to run. Valve is
             | standing on the shoulders of giants here. The original
             | comment didn't even mention Wine, which I think is
             | criminally unfair. I do think Valve has made insanely
             | valuable contributions, I just don't want anybody to forget
             | that they're not the sole reason why any of this is
             | possible. Wine and all its contributors deserve to be
             | mentioned.
        
               | sh79 wrote:
               | I don't think anybody is attributing it solely to Valve,
               | but it's hard to deny that Valve is currently the main
               | driving force behind gaming on Linux, hence they're
               | getting lots of praise. The Linux gaming stack consists
               | of quite a few open source projects however, and I don't
               | think it's that criminal that they aren't being mentioned
               | in a comment to an article that does mention them :)
        
       | charcircuit wrote:
       | It's easy to be open when you have a money printer by practically
       | having a monopoly over PC gaming.
       | 
       | If competitors are just as open they no longer have a competitive
       | advantage and are essentially just helping improve Steam.
        
         | smoldesu wrote:
         | > If competitors are just as open they no longer have a
         | competitive advantage and are essentially just helping improve
         | Steam.
         | 
         | Isn't that basically an admission that all of Valve's most
         | meaningful developments are Open Source? To the contrary, why
         | are competitors having such a hard time when stuff like Proton
         | and pressure-vessel is freely available?
        
           | charcircuit wrote:
           | >Isn't that basically an admission that all of Valve's most
           | meaningful developments are Open Source?
           | 
           | Source 2 is still closed source and they still haven't
           | released the SDK despite it now being over 3.5 years since
           | HL:A released.
           | 
           | >To the contrary, why are competitors having such a hard time
           | when stuff like Proton and pressure-vessel is freely
           | available?
           | 
           | Because Valve already has the user content flywheel going.
           | Valve has most content that people want and has a large
           | install base that developers can target. There are a lot of
           | gamers who only want to buy games on Steam due to the
           | integrated experience doing so offers.
           | 
           | Convincing AAA devs to release on your platform is not easy
           | to do. Adding Proton to your platform won't convince
           | developers to use it.
        
         | andrewclunn wrote:
         | Does Steam force game exclusivity for their platform? No. Do
         | they put up barriers to entry to keep small devs / publishers
         | out unless they pay to play? No. Do they force you to
         | repurchase your games if you move to new hardware? No. Do they
         | prevent you from using other people's hardware? No. Do they
         | engage in mass censorship or shadow banning of content? No. Do
         | they force annoying ads on you? No.
         | 
         | Do they contribute to open source development, upstream so that
         | even competitors could use it? Yes. Do they allow you to share
         | your library with family (and let's be honest friends too)?
         | Yes. Do they allow you to play your games offline while not
         | connected to their servers? Yes. Do they allow and actively
         | encourage mods and user control of their content? Yes. Are they
         | a "first mover" that actively brought new business models and
         | technologies to market, which they themselves developed? Yes.
         | Have they reversed course when users complain or give negative
         | feedback? Yes (such as the paid mod idea years back).
         | 
         | About the only shame thing regarding Valve is that they were in
         | on the microtransactions craze along with many others in the
         | industry for a bit there (TF2 hats anyone?). Not a perfect
         | company, but the "monopoly" here isn't "competitors can't come
         | to market." It's more that they just offer a far better service
         | and have NOT abused their market leadership in order to chase
         | short term profitablity over long term success. More monopolies
         | like this please.
        
           | jWhick wrote:
           | I think the key to it is that Gabe is a simple guy, not a
           | wannabe like half of the investment firms buying stocks.
        
           | johnnyanmac wrote:
           | >Does Steam force game exclusivity for their platform?
           | 
           | In the same way Nintendo doesn't, no.
           | 
           | >Do they put up barriers to entry to keep small devs /
           | publishers out unless they pay to play? No
           | 
           | Technically $100 is a barrier. The smallest non-free barrier,
           | but a barrier nonetheless.
           | 
           | The bigger barrier is the opaque rules they sometimes have
           | regarding certain sexual games. Even a few rated by the ESRB
           | were rejected, so who knows where the barrier is. The only
           | thing worse than a high barrier is a misty one.
           | 
           | >Do they prevent you from using other people's hardware? No.
           | 
           | Because they didn't have their own successul hardware until
           | 2021. And 1m copies isn't a market large enough to do much
           | with. Even the failed Vita sold a few million in the US.
           | 
           | >Do they engage in mass censorship or shadow banning of
           | content? No.
           | 
           | yup, just not for the kinds of games people care to try and
           | defend. Except that Stein's Gate one. Never underestimate
           | anime fans, I guess.
           | 
           | They've done good stuff but let's not pretend they are saints
           | nor perfect.
           | 
           | >Have they reversed course when users complain or give
           | negative feedback? Yes (such as the paid mod idea years
           | back).
           | 
           | still went through later. Heck, Steam marketplace is worse
           | than any paid mod. I'm still so confused how people don't see
           | this. Any other AAA studio woulda been burned for this (and
           | still are burned).
           | 
           | >More monopolies like this please.
           | 
           | I'll pass.
        
             | smoldesu wrote:
             | > Technically $100 is a barrier. The smallest non-free
             | barrier, but a barrier nonetheless.
             | 
             | To be fair, it's only a barrier to _Steam_. Every device
             | that can install Steam can _also_ install another game, app
             | or even launcher. Steam will even put it in your library
             | and launch it with Proton if you add it, just not give it a
             | Store page or discussion /workshop/whatever.
             | 
             | > Because they didn't have their own successul hardware
             | until 2021.
             | 
             | How exactly did that change things, though? No part of the
             | Steam Deck is capable of being locked down in a potentially
             | harmful way.
             | 
             | > yup, just not for the kinds of games people care to try
             | and defend. Except that Stein's Gate one. Never
             | underestimate anime fans, I guess.
             | 
             |  _facepalm_
             | 
             | Taking games off an optional storefront is not
             | "censorship". It's the same argument as people who say that
             | Walmart is censoring America by taking confederate flags
             | off the shelves.
             | 
             | > Heck, Steam marketplace is worse than any paid mod.
             | 
             | > Any other AAA studio woulda been burned for this (and
             | still are burned).
             | 
             | You seem to miss the point of why people don't care.
             | Contrast these two scenarios:
             | 
             | - Scenario A: EA not letting you play as _Darth Vader_
             | until you unlock enough lootboxes; Bethesda making certain
             | in-game missions exclusive to pre-orders or specific
             | retailers; Blizzard locking off _Overwatch_ characters even
             | to paying customers who bought both games; et. al
             | 
             | - Scenario B: Valve selling hats for _Team Fortress 2_ ,
             | letting users trade and purchase cosmetics in _Dota_ ,
             | giving users a platform to trade game stickers and trading
             | cards, etc.
             | 
             | It should be plainly obvious why other studios are burned
             | and Valve is not. Honestly speaking, the closest Valve ever
             | flew to the sun was with _Mann Vs. Machine_ requiring paid
             | tickets to play. The marketplace itself doesn 't prevent
             | you from enjoying anything in any of their base games.
        
               | johnnyanmac wrote:
               | >Every device that can install Steam can also install
               | another game, app or even launcher.
               | 
               | technically, you can put apps on
               | Nintendo/Sony/Microsoft's consoles as well. It's more a
               | matter of popularity and long term support. I guess we
               | can definitely talk about adding other game stores on
               | consoles, but it doesn't seem like a conversation that
               | got much traction. Even from people like Epic that is
               | going hard after Apple over this issue.
               | 
               | >How exactly did that change things, though?
               | 
               | you can't lock down hardware if you don't make hardware.
               | I'm not speaking metaphorically here.
               | 
               | Steam is a software company that dabbles in hardware. The
               | hardware being open source is not its selling point nor a
               | point of business, like other hardware manufacturers.
               | 
               | >Taking games off an optional storefront is not
               | "censorship".
               | 
               | in the same lens that rating a game AO isn't
               | "censorship", sure. Ewen though such a rating kicks you
               | out of all major brick and mortar stores and doesn't let
               | you publish on Xbox/Playstation/Nintendo. I agree the
               | term is used loosely in the games industry, and I am
               | using the term loosely here.
               | 
               | But really, there isn't much ACTUAL censorship in games
               | period, so it's not really a plus to say "steam doesn't
               | allow games it doesn't allow on its optional store". I am
               | more criticizing its opaque rulings and its infamous non-
               | communication to devs over such issues.
               | 
               | >It should be plainly obvious why other studios are
               | burned and Valve is not.
               | 
               | because others can make money off the cosmetics instead
               | of just AAA studios, sure. Makes sense. That's what
               | Crypto promised but that also crashed and burned because
               | the wrong leadership was behind it, so that boat has
               | sailed. I think AAA should just eat the cost like Valve
               | and even older games like Second Life and just make a
               | normal marketfront. I think Blizzard kinda did this with
               | Diablo 3.
               | 
               | That doesn't explain the paid mod kerfluffle, though.
               | What's the difference between modding a hat to sell for
               | $5 and collecting a hat in-game to trade for $5 to
               | someone else? Hell, one of them involves work to actually
               | create that asset.
               | 
               | >The marketplace itself doesn't prevent you from enjoying
               | anything in any of their base games.
               | 
               | I guess it depends on framing. I don't play GaaS, but the
               | only difference between Darth Vader DLC and Darth Vader
               | Lootbox is a guaranteed transaction. You can argue
               | neither is "in the base game".
               | 
               | But I guess players complained about on-disc DLC back in
               | the day too. the difference in "base game" is much more
               | ephemeral now that you can launch updates on the fly.
        
         | hedora wrote:
         | Valve got where they are by having a solid software packaging
         | and installation stack for games.
         | 
         | I don't know of any other software companies that are trying
         | for "just works" on Windows, Linux and MacOS, other than the
         | electron / web ecosystem. Valve's stuff also cares about
         | exposing low-level performance optimizations, unlike that
         | stuff.
         | 
         | If I could buy ahead-of-time compiled slack and zoom clients
         | from steam, I'd do it.
        
         | thrdbndndn wrote:
         | > It's easy to be open when you have a money printer by
         | practically having a monopoly
         | 
         | I'd argue it's actually hard(er), based on history.
        
       | gmerc wrote:
       | Without valve we would have to pay per download/install. Because
       | that's what the publishers wanted. Or what Unity is trying to
       | bring about.
       | 
       | Valve is privately held. Thank god.
        
       | babuloseo wrote:
       | based
        
       | entuno wrote:
       | I don't have a Steam Deck, and I've never used SteamOS. But it's
       | been incredible over the last few years how much better the
       | support for games (both old and new ) on Linux has become, to the
       | point where it seems more likely than not that a game will be
       | playable.
       | 
       | It's been great to see that Valve have been pushing so many of
       | their improvements upstream rather than trying to keep them to
       | themselves - long may it continue.
        
         | dcdc123 wrote:
         | I have been a gamer my entire life and about three years ago I
         | became a full-time digital nomad. I preordered the Steam Deck
         | the moment the window opened and received mine in the first
         | couple of batches. It has been absolutely phenomenal. It is not
         | perfect and not everything runs great, but _almost_ everything
         | I want it to run works and _almost_ everything I play on it
         | runs pretty well. I have even been playing BG3 on it. When i do
         | finally settle back down and build a new gaming rig it will run
         | Linux.
        
         | bil7 wrote:
         | I can't believe the current state of things is so good, that
         | I'd default to using the Proton version of a game over the
         | linux native port.
        
           | yyyk wrote:
           | It's more how bad the state of things is regarding Linux
           | binary compatibility...
        
             | johnnyanmac wrote:
             | I'd ask how we fix this as someone planning to make a linux
             | port of their game. But a place full of consumers in a
             | Valve thread may not be the best place for productive
             | answers.
             | 
             | Like, I've used Linux through college and dual-booted for a
             | good decade, so I'm familiar with how Linux works as a
             | daily driver. But what makes it so hard to distribute a
             | Linux version? Even for devs who do think the same they
             | seem to struggle with that compatibility.
        
               | ric2b wrote:
               | There is the extra complexity of differences between
               | distros and such, but it seems like the biggest reason is
               | simply that companies don't dedicate the same resources
               | to a Linux version that they do to Windows, due to it
               | being a much smaller market.
        
               | johnnyanmac wrote:
               | Alright, thanks. I just want to make sure I'm not walking
               | into some weird pitfall where suddenly some very niche
               | Linux distro has some core graphical issue to address. I
               | know I can't optimize for every flavor of Linux under the
               | sun.
        
         | godshatter wrote:
         | I'd also like to give a shoutout to protondb.com. The
         | combination of proton taking us 90+% of the way for most games
         | out there plus the reports on protondb.com that show the tweaks
         | that allow you to make it the rest of the way is huge.
        
         | mabbo wrote:
         | I saw a cool looking indie game the other day on steam and
         | excitedly bought it.
         | 
         | Then realized it doesn't support Linux. I can't install it. I
         | was shocked.
         | 
         | And then I realized how crazy it is that I had _presumed_ a
         | game would run on Linux. How far we 've come.
        
           | sentimentscan wrote:
           | even with proton?
        
           | temp0826 wrote:
           | I think there's a switch to flip in Steam's settings that
           | allows you to use any game with Proton even if
           | untested/unsupported. (Something to that effect, can't look
           | now)
        
             | mabbo wrote:
             | No no don't tell me this. I had things I wanted to get done
             | this weekend!
        
               | LooseMarmoset wrote:
               | If you go into a game's properties in Steam (the little
               | gear icon), and and then choose "Compatibility" from the
               | resulting window, you can choose a version of Proton to
               | run the game, usually the latest stable is good,
               | sometimes you have to play around to find a good version.
               | 
               | Once you've chosen a Proton version, the option to
               | "Install" will be available in your game menu.
               | 
               | I gave up on Windows a couple years ago, and most Steam
               | games run in Linux using Proton through Steam. Some
               | modern titles with fancy DRM don't work, but I generally
               | don't buy those anyway (Denuvo, certain anticheats, etc).
        
               | murrain wrote:
               | You can also check compatibility on protondb
               | (https://www.protondb.com/)
        
           | sickofparadox wrote:
           | If you go into properties, you might be able to install it by
           | choosing a specific version of proton (I think the option is
           | properties> compatibility).
        
           | taeric wrote:
           | As the others have said, odds are you only need to flip the
           | switch in steam to ignore OS. I've been overwhelmingly happy
           | with how many games work this way.
           | 
           | To the point that I'm far more likely to find a game with
           | clunky default controls on Steam Deck than I am one that
           | won't play. And learning to use some of the more advanced
           | control features of the system goes a long way to fixing
           | that.
        
             | ncallaway wrote:
             | > And learning to use some of the more advanced control
             | features of the system goes a long way to fixing that.
             | 
             | I need to take the time to do that some day. I've seen
             | people swear Factorio was playable and fun on the deck, but
             | the controls were just always too much of a struggle to get
             | working in a way that worked for my brain.
             | 
             | I could play, but I just couldn't get it smooth enough that
             | the controls got out of my way.
             | 
             | I'd love (and hate) to have Factorio playable on the steam
             | deck.
        
               | dotnet00 wrote:
               | If it's been a while since you last tried it on the Deck,
               | you might want to try again since recently they've added
               | official controller support.
               | 
               | I had managed to get used to the Steam Input mappings so
               | my experience may not reflect too much on you, but the
               | official mappings are also pretty nice. IIRC they also
               | show control hints underneath the map for context-
               | sensitive actions, which help a lot too.
        
               | ncallaway wrote:
               | > If it's been a while since you last tried it on the
               | Deck, you might want to try again since recently they've
               | added official controller support.
               | 
               | Thanks, that's deeply concerning to me since I have a
               | baby I need to keep alive. But I'll give it a go
               | sometime.
        
         | coldpie wrote:
         | > It's been great to see that Valve have been pushing so many
         | of their improvements upstream rather than trying to keep them
         | to themselves - long may it continue.
         | 
         | Yes, the Linux team at Valve really understands how open source
         | incentives align with their own. Since they & their contractors
         | upstream almost everything they do, they don't have to maintain
         | a diff, or even build most of the software they ship (they just
         | use Arch packages for most stuff, as mentioned in the article).
         | Unlike many proprietary companies who try to keep as much as
         | possible in-house, Valve understands you get higher quality
         | software with a lot less work overall when you work with and
         | are friendly to upstream projects, even if it means a bit more
         | work and negotiation up front.
         | 
         | I was the creator & lead dev on Proton for its first 5 years
         | (2016-2021), and from day 1 Valve understood that most of the
         | work we did for them would be going upstream[1]. It wasn't even
         | a conversation point in the early meetings. They've taken the
         | same approach with every other OSS project they've worked with,
         | and it shows in the great results & community relations. Valve
         | is a great open source citizen.
         | 
         | [1] E.g. https://www.codeweavers.com/blog/aeikum/2019/3/27/how-
         | proton...
        
           | ncallaway wrote:
           | > I was the creator & lead dev on Proton for its first 5
           | years (2016-2021),
           | 
           | Wow, than k you. I know it takes a village, and it's always a
           | team effort, but still thank you. My windows PC is gathering
           | dust now. I only use my Linux laptop and steam deck now. If a
           | game doesn't run on Linux, I just won't play it anymore.
           | 
           | That's a huge change, and I really appreciate it.
           | 
           | Thanks to everyone who contributed.
        
             | coldpie wrote:
             | Thanks, it was quite a ride! Definitely a team effort, not
             | only developers, but also a fantastic QA team that puts a
             | ton of work into polishing every single release. Also don't
             | forget that Proton was built on top of 20 years of hard
             | work on Wine before Valve even entered the picture.
             | 
             | I know I'm not the only (ex-)Wine/Proton dev who posts here
             | on HN :)
        
               | yomlica8 wrote:
               | It bothers me a bit when I see the narrative on here that
               | the introduction of the Steam Deck changed everything for
               | linux gaming, but really it is a culmination of steady
               | ongoing work that didn't even start with Valve. I've been
               | primary linux gaming since probably about 2014. When
               | Steam machines fizzled out Valve just quietly brushed it
               | off and continued investing in the general concept.
        
               | entuno wrote:
               | There was a huge amount of work by WINE (and others), but
               | it really was a huge leap in how accessible Linux gaming
               | was to people.
               | 
               | Going back a few years, my experience was that you had to
               | do some research to see if a game was likely to work,
               | install it through wine, and then usually faff around
               | with a load of winetricks/configurations/packages/etc to
               | get a game that mostly worked (often with some weird
               | bugs, performance issues, etc).
               | 
               | Now there's a whole library of games that you can just
               | right click -> install and they work perfectly well on
               | Linux. And of course that wouldn't have been possible
               | without the years of work building up to it - but it was
               | a massive improvement when Valve threw their weight
               | behind it and built it directly into the Steam client.
        
               | xethos wrote:
               | > When Steam machines fizzled out Valve just quietly
               | brushed it off and continued investing in the general
               | concept.
               | 
               | I remember being really disappointed when they did - I
               | assumed gaming on Linux would be following the same path,
               | because what the fuck kind of company breaks down a wall
               | by repeatedly bashing their forehead into it?
               | 
               | Steam machines did not do well, and instead of Valve
               | saying "Maybe this is a money pit we should abandon",
               | they just shoveled money into it until it was mostly
               | full.
        
               | [deleted]
        
           | danparsonson wrote:
           | Side note: thank you for your contributions to Linux gaming -
           | Proton helped me finally shed Windows as a base OS and I
           | couldn't be happier about it.
        
           | solardev wrote:
           | Do you think Mac gamers would ever see similar love, like
           | Game Porting Toolkit integrated into Steam?
        
             | coldpie wrote:
             | I don't know anything about Valve's future plans, and I
             | don't know anything at all about that toolkit (it was
             | announced after I stopped working on Wine). My gut feeling
             | is it's unlikely. There was a lot of incentive to target
             | Linux with this tech, even though it's a smaller market
             | than macOS, because you can control the whole stack and do
             | cool stuff like SteamOS, which is what allowed the Deck to
             | happen. On macOS, all you can do is sell stuff to end-
             | users, where you also have to compete with the Apple store,
             | which is owned by Apple, who also make the OS. Apple has
             | also shown they're a bad partner for game companies (nuking
             | 32-bit support; crummy OpenGL support; no Vulkan support;
             | shaky record on OS updates breaking stuff). My experience
             | is there's generally a lot of bad feelings and skepticism
             | about Apple and macOS in the gaming industry due to that
             | record.
        
               | rollcat wrote:
               | > Apple has also shown they're a bad partner for game
               | companies (nuking 32-bit support; crummy OpenGL support;
               | no Vulkan support; shaky record on OS updates breaking
               | stuff). My experience is there's generally a lot of bad
               | feelings and skepticism about Apple and macOS in the
               | gaming industry due to that record.
               | 
               | In your opinion, what steps should Apple take, and in
               | what order, to make Mac a compelling, long-term platform
               | for third-party game developers? They're certainly
               | showing some interest in making games happen (GPT,
               | raytracing), but most of the efforts so far seem to be
               | pre-aligned in their favour (Metal, Apple Arcade).
        
               | coldpie wrote:
               | I don't know that I'm the best person to ask, my scope is
               | fairly narrow and definitely more Linux-focused (I don't
               | even own a Mac). But, I think inventing a time machine so
               | they can avoid making their partners write articles like
               | this[1] would be a good first step. After that, stop
               | putting out stupid special-snowflake APIs like Metal and
               | adopt industry standards like Vulkan and OpenGL. Then
               | build a 20-year track record of API and OS stability so
               | game devs & users can expect their back catalog to
               | continue to work.
               | 
               | I dunno, man. They've burned a lot of bridges, and they
               | are a small piece of the pie[2]. Not a lot of incentive
               | for people to put up with their BS.
               | 
               | [1] https://help.steampowered.com/en/faqs/view/5E0D-522A-
               | 4E62-B6...
               | 
               | [2] macOS: 1.57%, Linux: 1.82%, Windows: 96.61%
               | https://store.steampowered.com/hwsurvey/Steam-Hardware-
               | Softw...
        
               | solardev wrote:
               | That makes a lot of sense. Thanks for the explanation!
        
             | pmarreck wrote:
             | I was a long-time "Mac gamer" who held out until the very
             | end (where I personally define "very end" as Blizzard
             | releasing their first non-simultaneous-platform-released
             | game, Overwatch).
             | 
             | I'm here to inform you that that ship (with some notable
             | exceptions, such as Baldur's Gate 3 releasing on Macs
             | _today_ , I think, which is FANTASTIC) has more or less
             | sailed. Tim Cook is neither a programmer, nor a gamer, nor
             | an open-source advocate, and every move Apple makes and has
             | made since he took the helm shows where his priorities lie,
             | and they're not in the AAA gaming market (and additionally,
             | they're starting to be open-source-developer-hostile,
             | IMHO). I think macOS would have achieved a ton more success
             | (it would have basically become a better, more user-
             | friendly Linux) had Apple open-sourced it and simply made
             | Mac hardware the "reference" macOS hardware (between you
             | and me, I also think this move would have instantly
             | garnered Gabe's support), but it's simply not going to be.
             | Apple likes their walled garden and their 30% App Store cut
             | and their iOS-specific lame-games and their proprietary
             | CPU/GPU/SoC architecture that is only being pried open by
             | extremely clever individuals like Asahi Lina
             | https://github.com/asahilina and Alyssa Rosenzweig (with
             | zero help from Apple other than "leaving the door open,"
             | essentially... Which, by the way, they can still shut at
             | any time...)
             | 
             | I've become more of a Linux fan over the years but only
             | after I found NixOS- which unfortunately has kind of a
             | steep learning curve. The reason why I couldn't use Linux
             | as a daily driver until NixOS is that Linux's huge
             | customizability (and my need to experiment and explore!)
             | also lead directly to huge opportunities to brick your
             | system or just break things in general (which happened
             | again, and again, and again for me, across many distros
             | such as Ubuntu, Arch, Manjaro, Pop_OS, etc.). Linux is thus
             | like a hugely customizable sports car without brakes or
             | safety belts. NixOS gives you both of those, so you get to
             | fly with the sports car, enjoy all the customizability, but
             | if anything goes wrong (which it rarely does, thanks to
             | NixOS's architecture), you can instantly roll back to any
             | prior version of the OS and its declaratively-installed
             | apps and configs. It's the best of all worlds, currently,
             | completely open-source, but the learning curve is still too
             | steep for most. (I have hope that a NixOS-derived more-
             | user-friendly distro like https://snowflakeos.org/ may help
             | here, but it will take time.)
             | 
             | In parallel with that, gaming on Linux became "viable"
             | (modding is still tougher than on Windows, but that will
             | eventually be easier too) thanks to Valve's Proton efforts.
        
               | solardev wrote:
               | I hear ya. Here I'm hoping that with Apple Silicon and
               | GPT, maybe some devs will take it upon themselves to port
               | games even if Apple and Valve don't.
               | 
               | Gaming on Mac is definitely not my first choice, but I
               | don't have the time, energy, or budget to deal with
               | separate computers these days (or the fan noise and
               | summer heat of a desktop GPU). Limited to whatever comes
               | out on Mac or GeForce Now :/
               | 
               | And unfortunately it's hard to use Linux on desktop for
               | frontend work. Adobe Suite is a must for me, and Linux
               | font rendering is different enough to Macs and Windows
               | that it's hard to get an apple to apple comparison of how
               | a web page would look on mainstream computers.
               | 
               | I'm sure it's come a long way though! When I first tried
               | desktop Linux in the 2000s, it didn't have the right fan
               | drivers and melted my laptop, cracking the glass table
               | underneath lol.
               | 
               | In the meantime... off to play BG3!
        
               | depressedpanda wrote:
               | Ever consider a Steam Deck?
               | 
               | I'm a frontend dev happily using Linux, btw. I have no
               | use for Adobe Suite, though. Figma is enough, and runs on
               | any OS with a web browser. I agree font rendering is a
               | bit different, but not so much that it's ever been a
               | problem in my experience.
        
               | solardev wrote:
               | I tried a Steam Deck but ended up selling it. Coming from
               | high-end PC gaming from my younger days, the Deck just
               | wasn't quite enough, between the low-medium graphics and
               | the lack of mouse/keyboard + big monitor (yes, you can
               | dock it, but then you're running at a super low FPS even
               | on ultra-low settings, especially without DLSS support).
               | It was also really loud. These days I usually play with
               | GeForce Now, which can do ultra graphics with minimal
               | lag, works great on my ultrawide, is totally silent, and
               | doesn't eat up the battery.
               | 
               | In fact GFN works so well I ended up getting a Logitech
               | GCloud (https://www.logitechg.com/en-us/products/cloud-
               | gaming/cloud-...) to replace the Deck, because it has a
               | much better screen, battery life, and is like half the
               | weight. It only streams games though (cheap Android
               | hardware) and has sketchy ties to Tencent, unfortunately.
               | But for anywhere with good internet, it's wonderful...
               | ultra graphics on a nice screen in a lightweight and
               | quiet form factor.
               | 
               | As for dev on Linux, yeah, that sounds right! I use Adobe
               | less and less these days, frankly, but I do really enjoy
               | any chance I get. Used to do a lot of graphics work with
               | the dev work, before my job became super-specialized :(
               | Right now I'm really happy with my Macbook, but if ARM
               | ever gains a foothold in the PC laptop market and we see
               | better hardware (especially performance/watt and
               | decibels/performance) in the future, I'd reconsider that.
               | Apple Silicon is pretty phenomenal for the time being...
               | blows my old ThinkPads out of the water.
        
               | johnnyanmac wrote:
               | > I think macOS would have achieved a ton more success
               | had Apple open-sourced it and simply made Mac hardware
               | the "reference" macOS hardware, but it's simply not going
               | to be.
               | 
               | Success in the gaming market, maybe. But Apple isn't a
               | dedicated gaming company like Vavle. Mac is still a
               | status icon (and most of the time, a pretty good machine
               | in general) and macs dominate college campuses and
               | especially the art industry. Which is why they have a
               | higher market share than Linux.
               | 
               | Their moves are more hostile to open source, but it has a
               | similar goal to Valve: make and own the entire vertical
               | stack. And now with M1, they can converge that and more
               | or less launch IOS and Mac devices on the same chips.
               | That's why the IPhone 15 is running pretty modern games.
        
               | smoldesu wrote:
               | Hah! I had roughly the same route; I held out for things
               | to improve on MacOS up until Catalina, then drifted
               | around to settle on NixOS. Funny how things work out like
               | that.
               | 
               | Largely though, I agree with your conclusion. It speaks
               | volumes that Apple's most significant GPU translation
               | efforts to-date (Game Porting Toolkit) is largely based
               | on Open Source DXVK code. Apple and Microsoft basically
               | have the same tactic now; push a high-level GPU API
               | across your software platforms, using your clout to force
               | developers onto it and 'lock them in' to your ecosystem,
               | so to speak. The bigwigs might try to tell you that this
               | is necessary for a quality native port, but I've doubted
               | those words since I beat Elden Ring on Linux. Apple
               | publishing the G.P.T. is their shameful admission that a
               | Vulkan driver would fix gaming on Mac.
        
               | yomlica8 wrote:
               | My understanding is that GPT can't actually be used to
               | port a game to sell, ostensibly it is for proving out
               | performance possibilities available from when you do port
               | your game (to native metal). Has that changed?
               | 
               | To me it sounded like there was a group within Apple that
               | wants to create an emulation layer (and did essentially)
               | but that leadership hates the idea and in its current
               | state it is a compromise that it even exists at all.
        
               | solardev wrote:
               | > To me it sounded like there was a group within Apple
               | that wants to create an emulation layer (and did
               | essentially) but that leadership hates the idea and in
               | its current state it is a compromise that it even exists
               | at all.
               | 
               | Heh, I hadn't heard that, but I can totally believe it.
               | Openness really isn't their forte.
        
           | ACS_Solver wrote:
           | Thank you for your, and your team's, work on Proton! It's one
           | of the biggest software leaps I've experienced. I'd been
           | using Wine to launch games on Linux for more than ten years
           | and across all those years, it remained inconvenient and
           | success rates remained fairly low despite some definite
           | improvement. Then with the first Proton release, most of the
           | games I wanted to play... just worked. These days my default
           | expectation has changed to games working well on Linux unless
           | they have stuff like kernel-mode DRM (such as Denuvo) and I
           | refuse to buy games using that anyway.
        
         | treis wrote:
         | It's interesting to see people stay this. I tried switching
         | over to Linux full time and Rocket League plays but stutters
         | badly. It's about the only game I play these days so not sure
         | if I'm unlucky or if it's a continuation of the "Year of Linux
         | Desktop" stuff I've been hearing for like 10 years.
        
       | o0banky0o wrote:
       | And the fact that they aren't stopping the use of scene cracks in
       | distribution is cool too, that is awesome.
        
       | 1-6 wrote:
       | Shameless plug for Steam Remote Play:
       | https://partner.steamgames.com/doc/features/remoteplay
       | 
       | Here's a case where there were no good alternatives (in linux) to
       | remotely play latency free. Now, some prefer this method for
       | remote desktop more than VNC.
        
         | figmert wrote:
         | For PS owners there's also Chiaki for Playstation Remote Play.
         | It can be launched from Steam OS as with everything else.
        
         | Sakos wrote:
         | Sunshine and Moonlight are fantastic though?
        
         | ireallywantthat wrote:
         | Look at https://github.com/LizardByte/Sunshine
        
       | [deleted]
        
       | BimJeam wrote:
       | I thank you too, Valve. Longtime Steam user here.
        
       | ramesh31 wrote:
       | Valve can do things like this because they have a huge stable of
       | some of the best and most experienced C++ programmers on earth,
       | (and pretty much all SWEs on staff are expected to be at least
       | fluent).
       | 
       | World class culture and compensation will do that for you.
        
         | diesal11 wrote:
         | I'm pretty sure they outsource/fund a fairly large amount of
         | the work, the article mentions Igalia & from memory Codeweavers
         | are largely responsible for Proton.
         | 
         | Valve itself is a pretty small shop. Although their own efforts
         | & funding absolutely should be praised.
        
           | ramesh31 wrote:
           | > I'm pretty sure they outsource/fund a fairly large amount
           | of the work, the article mentions Igalia & from memory
           | Codeweavers are largely responsible for Proton.
           | 
           | Userspace stuff for sure. But the drivers are mostly Valve.
        
             | idontknoworcare wrote:
             | In 2008 they outsource all the kernel work I read
        
             | MegaDeKay wrote:
             | Take a look at the PDF of the talk from the article. There
             | are numerous examples of Igalia contributions to the
             | kernel.
        
       | sylware wrote:
       | Too much c++ though, I would have prefered plain and simple C
       | (ofc course, without the latest ISO tantrums), for instance for
       | mesa amd aco, or backporting some of dxvk in wined3d (even though
       | vkd3d for dx12 seems the way to go on forward and forget about
       | dxvk and wined3d).
        
       | bobse wrote:
       | You don't own games rented on Steam. Sage!
        
       | marcodiego wrote:
       | No kernel has ever had such a gigantic mind share and
       | adaptability as Linux. Very few tasks demand so much of different
       | areas of an operating system as games. The moment game
       | developers, especially the ones who deeply optimize engines,
       | start contributing and tuning Linux to get as much performance,
       | throughput and low latency as possible will be the moment when
       | games will improve in ways that current option can't compete or
       | offer anything close.
       | 
       | If any of the big vendors of AAA is reading this, please consider
       | that there is a severely under served community who is willing to
       | collaborate, help and improve everything that is needed to make
       | your product run better. Consider that your company would have
       | the power to tune the environment in ways that the competition
       | can't even dream of. Consider what we did to servers, mobile and
       | HPC and enable us to do just the same with games.
        
       | camdenlock wrote:
       | I've been terrified for years that MICROS~1 is going to figure
       | out some way to do a hostile acquisition of Valve...
        
       | sickofparadox wrote:
       | Proton is really an incredible project, and a great example of
       | why Steam is such a beloved platform by the community! Expanding
       | choices, increasing compatibility, and all for no direct profit
       | motive.
       | 
       | Now if we could just get those anti-cheat companies to support
       | Linux, protonDB scores would explode upward overnight.
        
         | variadix wrote:
         | They definitely have a profit motive, mostly to avoid being
         | subject to MS shenanigans. It's just mutually beneficial for
         | Linux users
        
           | Avshalom wrote:
           | And they were pretty upfront about that when they started
           | their Linux work.
           | 
           | That said I'd bet they're pretty happy with that decision, I
           | don't know that Linux has made them any money yet but
           | Microsoft has definitely continued to shenanig
        
             | mpixel wrote:
             | It's making them money even if it doesn't up in a balance
             | sheet. A push from MS that would threaten Steam's business
             | model would only trigger a stronger push towards the Linux
             | side of things and MS knowing that would tread carefully,
             | which affects the Windows side of the business for Valve.
        
           | caskstrength wrote:
           | > They definitely have a profit motive, mostly to avoid being
           | subject to MS shenanigans. It's just mutually beneficial for
           | Linux users
           | 
           | Good! I would prefer them not to go bankrupt while working on
           | all those wonderful things.
        
             | johnnyanmac wrote:
             | Meanwhile, all the flak devs get when they charge more than
             | $5 for a game... Rough market.
        
               | Zambyte wrote:
               | Huh? I haven't played Baulder's Gate 3 yet but I have
               | seen nothing but praise for that game, and I don't
               | believe a copy has been sold for less than $60 yet.
               | 
               | I don't think games being too expensive is the issue.
               | Games simply not being interesting or fun is.
        
               | johnnyanmac wrote:
               | it's more for indie games than AAA stuff. But AAA did
               | have complaints of going from $60-70, so there's that.
               | 
               | >I don't think games being too expensive is the issue.
               | Games simply not being interesting or fun is.
               | 
               | Certainly. When prices raise demands change. But I don't
               | think any other industry would call a $10 price hike
               | "anti-consumer". That's where it gets a bit weird.
               | 
               | It is ultimately internet noise either way, though. Not
               | reflective of how consumers really buy. Zelda sold fine
               | even without a new console to justify its price raise to.
               | I'm not worried about Spiderman 2 either.
        
           | HeckFeck wrote:
           | If they profit in a way that gives back to everyone else,
           | that's pretty good as I see it. Even RMS wouldn't be against
           | this idea (though he'd hate the proprietary binaries of games
           | ofc).
        
             | johnnyanmac wrote:
             | Technically Epic does too, but consumers still hate them.
        
               | throwaway2990 wrote:
               | Consumers hate epic cos Tim is a liar and pretends to
               | care about gamers and developers. In reality he's jealous
               | of gabe.
        
               | johnnyanmac wrote:
               | Case and point.
        
             | Zambyte wrote:
             | RMS is also not against the idea of selling software for
             | profit and not giving back to everyone else. All that he
             | cares about related to this is:
             | 
             | * The sale includes access to the source code
             | 
             | * The access to the source code includes the right to
             | redistribute it, or modified versions.
             | 
             | If the people who pay for software choose not to
             | redistribute it, it would not benefit everyone else.
        
           | smoldesu wrote:
           | Honestly, I consider a profit motive to upstream open source
           | work more altruistic than selling a proprietary graphics API.
        
       | qwertox wrote:
       | I wasn't aware of this. Good to know.
        
       | micromacrofoot wrote:
       | The way they've been pushing gaming forward on Linux is just
       | fantastic, others have tried with some success here and there,
       | but none have had quite the same weight.
       | 
       | Thank you Valve!
        
       | mdtrooper wrote:
       | These last weeks, in several spanish webs was writing about
       | Micro$oft tried to buy Valve. It is a easy plan, they cut green
       | sprout to avoid the future forest.
        
       | ronnier wrote:
       | Reddit speak has twisted the meaning of words, when I read "Valve
       | is a wonderful upstream contributor to Linux" I don't know if it
       | literally means that or if it's saying the opposite.
        
       | tomalaci wrote:
       | I think big reason Valve is so good is because they are a private
       | company and that allows non-traditional management style.
       | 
       | Unlike certain public companies that bring in executives that
       | perform spectacularly bad decisions (cough, cough, Unity).
        
         | no_time wrote:
         | This is my thought process too. But at the same time this
         | doesn't answer how CD Projekt, a public company, can own and
         | operate GOG.com, which is even more consumer friendly than
         | Steam.
        
         | dividuum wrote:
         | I'm incredibly fearful of the day Valve's leadership changes at
         | some point. They really are one of the few bigger players (heh)
         | in the gaming industry that's not driven by corporate greed.
        
           | fallat wrote:
           | There have been a couple of interviews with Gabe and the
           | company, and the guy that's "next in line" really seems just
           | as fit and right as Gabe. No worries.
        
             | depressedpanda wrote:
             | Who? Do you have any links?
        
         | ric2b wrote:
         | That's no silver bullet of course, Twitter being a very visible
         | example lately.
        
         | hx8 wrote:
         | The influence of Wall Street and Private Equity firms play a
         | large role in enshittification. Private ownership might be the
         | strongest protection against it for for-profit companies. This
         | protection can feel temporary as human mortality will force the
         | company to change hands. Wall Street seems content to wait for
         | their chance to pounce.
        
         | iamstupidsimple wrote:
         | Somewhat relevant: Chet Faliszek (ex-Valve) is currently
         | posting videos about how the flat hierarchy works:
         | 
         | https://www.tiktok.com/@chetfaliszek/video/72814172402960335...
         | 
         | https://www.tiktok.com/@chetfaliszek/video/72814409728508593...
         | 
         | https://www.tiktok.com/@chetfaliszek/video/72814159128240653...
        
         | coffeebeqn wrote:
         | Private and they didn't just grow for the sake of market cap or
         | "because they can" until it's a unwieldy behemoth
        
           | toomuchtodo wrote:
           | Parallels to Craigslist. Lots of value, profitable, not
           | beholden to the ghouls who would squeeze everything good out
           | for every last dividend or share buyback.
        
         | kridsdale3 wrote:
         | I completely agree. Enshitification eventually becomes
         | mandatory IF you are a publicly traded company. Because the law
         | forces you to try for "line goes up".
         | 
         | A private company though, like a 500 year old vineyard in
         | Tuscany, can just do what it does, make profit, maybe not, and
         | be satisfied that it makes enough money to keep the people
         | there employed for the long term so they can maximize their
         | craft. Great products are the natural result of that nurturing
         | and revenue tends to follow great products.
        
         | atomicfiredoll wrote:
         | I think this is part of the equation, no investors means
         | enshittification hasn't come knocking.
         | 
         | But there also seems to be an element of vision at Valve that's
         | been allowed to flourish. Where other companies would produce
         | an MVP and walk away if there's not enough money being made,
         | Valve seems to have consistent enough resources and vision to
         | dedicate itself to long term research, development, and
         | planning. In a sea of public companies that are always getting
         | greedier, Valve appears to have made the open source world and
         | maybe the world at large a better place.
        
           | VyseofArcadia wrote:
           | Having the leeway to dedicate itself to long term R&D&P,
           | regardless of vision and resources, is also an effect of no
           | investors demanding quarterly profits.
           | 
           | Long term thinking is basically impossible for publicly-
           | funded companies.
        
             | atomicfiredoll wrote:
             | Absolutely. But, just because it's impossible for publicly
             | traded companies doesn't mean a private company can't chase
             | the short term. Private companies don't necessarily behave
             | like Valve is by default. So, I'm also praising them for
             | choosing to take the risk on and invest in the long term.
        
       | mathfailure wrote:
       | Jesus Christ what a difference between Michael Larabel's old and
       | new photo. So he's not Dorian Gray after all!
        
       | 29athrowaway wrote:
       | Many entities deserve appreciation: Valve, the Proton community
       | outside Valve (e.g.: Glorious Eggroll), the Wine community, the
       | DXVK community, Lutris and others.
        
       | gabereiser wrote:
       | Valve is a darling. Not simply because of steam (though, that
       | enables them) but because from HL1, they truly cared about making
       | good games, providing gamers a platform for good, working on
       | problems outside their wheelhouse (Linux, VR, etc) for the
       | betterment of gamers.
       | 
       | Seriously. Yeah give them flak for steam's store policies and
       | such but Valve has _always_ cared about gamers. They just don't
       | have the means to do it all (maybe they do?). I'm a fan. Not for
       | HL1 or 2, not for Portal or TF2, not for CS, but for their never
       | ending support on making sure "gaming" can be enjoyed by all.
        
         | johnnyanmac wrote:
         | They haven't really cared about games since Portal 2.
         | Counterstrike simply enabled them to benefit from their own
         | marketplace, which spread to other games. And we don't need to
         | Talk about Artefact. Alyx was really good but inherently niche
         | given its focus on VR (which made sense, because they had a
         | hardware investment in VR).
         | 
         | They have billions so they can do both games and services if
         | they want to. But it sounds like there was a lot of brain drain
         | from the game designer perspective as Valve's priorities
         | shifted. Why risk something as unstable as a game if you can
         | focus on steady income from others making games?
        
           | coffeebeqn wrote:
           | As much as I like half life games, there are a handful of
           | studios capable of creating interesting sci-fi shooters but
           | no other company can really have things like Steam Deck,
           | Proton, etc. as some of their core products
        
             | johnnyanmac wrote:
             | >no other company can really have things like Steam Deck,
             | Proton, etc. as some of their core products
             | 
             | well of course not. These aren't product that directly make
             | money. Maybe a small chinese startup can do it, but they
             | would still prefer to ship with Windows.
             | 
             | I only really played Portal so I have no real fond memories
             | of TF/CS/HL. But I'm just saying that Valve definitely has
             | the money to invest in games if they really wanted to.
        
           | danShumway wrote:
           | > Alyx was really good but inherently niche given its focus
           | on VR
           | 
           | I'm being pretty critical of Valve on here in other places,
           | but I would say that taking the time to make an excellent
           | game even though a platform is niche and even though that
           | game is essentially just a hardware advertisement and even
           | though that advertisement isn't likely to move that platform
           | to be non-niche to me shows a strong commitment to good game
           | design.
           | 
           | Alyx didn't really need to exist I don't think. I don't think
           | it moved the needle on making VR any less niche. I don't see
           | it as a good economic move. And yet it's arguably one of the
           | best shooters on VR.
           | 
           | I do think they're a lot less interested in game development
           | than they used to be, I do have criticisms of some of their
           | monetization schemes, but whenever they do get interested in
           | games enough to actually make something, they seem to do a
           | pretty good job of it. Even with Artefact, I'm not sure if
           | the game was bad as much as just part of a crowded market and
           | burdened with Valve's (admittedly awful) monetization
           | philosophies for games as a service.
        
         | subtra3t wrote:
         | They had the means to implement a good refund policy for Steam
         | (evidenced by the fact that they have a good refund policiy
         | _now_ ) but they didn't implement it until they were legally
         | forced to.
        
         | miki123211 wrote:
         | > but for their never ending support on making sure "gaming"
         | can be enjoyed by all.
         | 
         | Oh how I wish that was true. Steam's accessibility story is an
         | utter and inexcusable piece of garbage. Using Steam with a
         | screen reader is a constant struggle, to the point where people
         | had to write guides [1] on how to go about this. It got a bit
         | better recently, at least on Windows, Mac still sucks. There
         | are plenty of Steam games that a blind person can play,
         | sometimes natively[2][3], sometimes through special
         | accessibility mods[4][5][6]. Not to mention the Steamdeck,
         | which has no accessibility support at all, despite the fact
         | that Linux screen readers do exist[7], and consoles like PS5
         | and Xbox implement their own[8][9]. Valve really doesn't care.
         | 
         | [1] (outdated) https://www.mail-archive.com/audiogames-
         | reflector@sabahattin... [2] https://blind.shadows1428.com/ [3]
         | https://mortalkombatgamessupport.wbgames.com/hc/en-us/articl...
         | [4] https://github.com/bradjrenshaw/say-the-spire [5]
         | https://www.nexusmods.com/stardewvalley/mods/16205 [6]
         | https://www.youtube.com/watch?v=yQC6TJkBElY [7]
         | https://www.a11yproject.com/posts/getting-started-with-orca/
         | [8] https://support.xbox.com/en-US/help/account-
         | profile/accessib.... [9] https://www.playstation.com/en-
         | us/support/hardware/ps5-acces...
        
           | idontknoworcare wrote:
           | Their policy is for you to get a Gameboy clip on
           | magnification panel. Ebay has them.
        
             | danShumway wrote:
             | I don't think that would help blind users.
             | 
             | In before Steam has moved off of web interfaces (I haven't
             | checked in a couple of years so they might be doing
             | something different now particularly with big picture
             | mode), but I'm frustrated that we all started building
             | interfaces for native platforms in HTML/Javascript and it
             | didn't lead to embracing any of the accessibility features
             | that those same interfaces would get by default inside of a
             | web browser.
             | 
             | To be fair, my understanding is that Linux screenreader
             | support is pretty bad, but it does seem like if a developer
             | is going to the trouble to build the majority of their
             | interface in a semantic XML-like pure-text format, there
             | should probably also be an option to read that text out
             | loud.
        
               | miki123211 wrote:
               | Part of Steam is indeed HTML, and that is the accessible
               | part. They're rewriting more and more of their UI in that
               | technology, and that's definitely a good accessibility
               | move.
        
         | kart23 wrote:
         | wat. enabling kids to gamble with csgo skins and then only
         | doing something about it when it got exposed in the media? the
         | amount of money and stress that minors were going through with
         | the entire csgo gambling racket was insane. they caused real
         | harm imo, and they didn't even make a change prohibiting it
         | until this year.
         | 
         | https://kotaku.com/valve-steam-gambling-csgo-skins-ban-18504...
         | 
         | they don't care about gamers wellbeing when the alternative is
         | a money printer.
         | 
         | https://en.wikipedia.org/wiki/Skin_gambling
        
         | Fluorescence wrote:
         | I want to see what happens when Gabe retires. If Steam goes
         | public, starts hiring EA management and begins to squeeze the
         | sponge ala Unity, we will regret not challenging Steam's
         | supremacy earlier.
        
           | gabereiser wrote:
           | Gabe will find a way to AI himself to be Valve's CEO in
           | perpetuity.
        
           | amatecha wrote:
           | Yeah, it's already bad enough you can no longer play games
           | through Steam that were made for the respective OS, e.g.
           | Windows XP, and soon Windows 7... like, I bought games on
           | steam nearly 20 years ago, and the games I bought at that
           | time were designed to run on the systems of that time (and
           | many haven't been updated since). I expect to still be able
           | to play those games on my old computers... but I literally
           | can't (unless I pirate them), because Valve decided old
           | computers just don't matter and you might as well throw those
           | in the trash, I guess? Cool.
           | 
           | Take your favorite game today. In ~20 years, you'll be lucky
           | if you can even play it at all.
           | 
           | I guess luckily the backup insurance we have is Linux... but
           | that's also a matter of how far back of a Linux install you
           | could log into Steam with. I guess we'll see. :)
        
         | waihtis wrote:
         | Well said. Many Valve products have been absolute artisanal
         | masterpieces. Very rare today.
        
         | c-hendricks wrote:
         | Steam Input alone gets them a lot of respect from me.
        
         | babypuncher wrote:
         | Developers don't get much sympathy from users over Valve's
         | store policies precisely because Valve cares so much about the
         | users.
         | 
         | Epic makes a big deal about digital storefronts only needing a
         | 12% cut to turn a profit, but Epic isn't turning around and
         | investing that money into things that make the platform better
         | for _everyone_ like Valve does (Steam Input, Proton, Workshop
         | just to name a few things).
        
           | danShumway wrote:
           | >into things that make the platform better for _everyone_
           | 
           | Correction, for _Steam users_ , not for everyone.
           | 
           | Steam Input and Workshop are completely proprietary services
           | that do not work outside of Steam. Steam Input configs are
           | difficult (not impossible, but unnecessarily complicated) to
           | access/share across services, meaning that even if you do use
           | Steam, if you bought a game outside of Steam and are
           | importing it, you're probably going to be rebuilding the
           | Steam Input config from scratch. Steam Workshop is also
           | inaccessible to games purchased outside of Steam even if you
           | import those games into Steam. And not only has Valve not
           | built a way to link imported games to a Workshop and not
           | provided mechanisms for games to make use of Workshop outside
           | of Steam as an independent service, the company has actually
           | clamped down on efforts to circumvent that DRM and shut down
           | community projects.
           | 
           | Both Steam Workshop and Steam Input are very clearly designed
           | to be vendor lock-in. To gamers who only use Steam and
           | nothing else, it feels like Valve is making it better for
           | everyone, but it's a lot more like the Apple ecosystem --
           | Valve is leaving behind anyone who buys games outside of
           | Steam and almost explicitly punishing users who get games
           | from other storefronts. The company offers a lot of services
           | that can't be debundled from Steam -- you can't as a
           | developer pay Valve to make use of Workshop outside of Steam.
           | And so a lot of these "universal" benefits are really only
           | benefits for people who buy games exclusively on Steam.
           | 
           | That's not to say Valve doesn't do great work elsewhere.
           | Proton is genuinely good for the ecosystem, even though Valve
           | still ties it heavily into Steam and combines it with Steam-
           | specific features like shader caches that are inaccessible
           | outside of Steam. I think the Steam Deck is a wonderful
           | device hampered only somewhat by the fact that it's so
           | reliant on Steam Input which is entirely proprietary. But
           | it's still miles above other consoles and I'm genuinely
           | grateful that Valve built it and even more grateful that they
           | based it on Linux. It's repairable, it's far more open than
           | other consoles. Valve might "punish" users for installing
           | 3rd-party software on it but at least installing that
           | software is _allowed_.
           | 
           | Valve is neither perfect nor evil. People get enamored with
           | Valve because our standards for companies have fallen so
           | unbelievably far, to the point where just allowing people to
           | install 3rd-party software and responsibly contributing back
           | to an ecosystem that Valve is heavily reliant on feels like
           | being granted an unexpected gift. We're used to companies
           | abusing consumers even when there's no reason to do so. And
           | so Valve saying "yeah, it makes more sense to us contribute
           | upstream and it makes sense not to treat our customers like
           | crap" is a refreshing difference.
           | 
           | But Valve is still a company and is still willing to
           | prioritize its own hold on the PC marketplace over consumer
           | and developer rights; it has plenty of vendor lock-in and
           | plenty of proprietary services and systems that are designed
           | to make it so that you as an end-user can buy the exact same
           | game on two platforms and run both versions on the same
           | device, and one of them will literally perform worse, will be
           | harder to configure, and won't have mod support.
        
             | babypuncher wrote:
             | Steam Input and Steam Play both work fine with games bought
             | elsewhere, you just have to add them as non-Steam games to
             | your library.
             | 
             | Though even if they didn't, I can't see how these features
             | being exclusive to Steam "punishes" users for buying games
             | elsewhere. The most probable alternative scenario is that
             | these features wouldn't exist at all.
             | 
             | The biggest alternative to Steam Workshop is Nexus Mods,
             | which is ironically far less friendly to mod developers.
        
               | danShumway wrote:
               | > Steam Input and Steam Play both work fine with games
               | bought elsewhere, you just have to add them as non-Steam
               | games to your library.
               | 
               | I've talked about this in a sibling comment more, but as
               | far as I can tell, no they really don't. Valve does
               | ownership checks for a nontrivial number of games before
               | downloading workshop mods. And I'm not sure where you're
               | getting the idea that 3rd-party games can be linked to
               | the workshop, I am not aware of any mechanism to do that.
               | I'd definitely be using it if it existed :)
               | 
               | Steam Input _partially_ works with 3rd-party games but
               | won 't work with things like glyphs and seems to (in my
               | experience) have very limited support for searching for
               | existing configs.
               | 
               | > The most probable alternative scenario is that these
               | features wouldn't exist at all.
               | 
               | I strongly disagree with this, and I think if we slip
               | into thinking in this way, you can excuse almost any
               | abusive behavior. It's just as plausible to say that
               | without Epic's exclusive sponsorship a number of indie
               | games also wouldn't exist -- and in fact many developers
               | have outright said that Epic is the reason their games
               | were able to be funded at all.
               | 
               | But I'm not going to give Epic bonus points for doing
               | timed exclusives, it's still abusive behavior. And
               | similarly I'm not going to give Valve bonus points for
               | building services that are arbitrarily tied to a specific
               | storefront. There is no reason Steam Workshop and Steam
               | Input couldn't be debundled from Steam.
               | 
               | We're on here praising Valve for upstreaming code to Wine
               | through Proton. If Wine wasn't already Open Source and
               | Valve had built it from scratch, I don't believe they
               | would have Open Sourced it. What I'm asking for
               | (particularly with systems like Steam Input which could
               | be standardized outside of Steam and which are heavily
               | reliant on clientside APIs that run entirely locally) is
               | for Valve to not conditionally engage with Open Source
               | communities only when they have to or are they working
               | with codebases that are already Open Source.
               | 
               | "We wouldn't build this if we weren't able to use it for
               | lock-in" is how companies get away with a lot of
               | consumer-abusive behavior. And I just don't buy it -- if
               | anything, the opposite is more likely true; we might have
               | standardized on more Open mod platforms and might have
               | gotten true platform-agnostic controlling binding support
               | within libraries like SDL much sooner if Steam Input
               | didn't exist and games/gamers weren't able to just ignore
               | the problem and stick with Steam's solution.
        
             | skeaker wrote:
             | Regarding Steam input, can't you add any program as a "non-
             | steam game" and apply custom inputs with it? I haven't used
             | it much myself, but as far as I know there isn't any sort
             | of lockout on what you're able to apply it to.
             | 
             | And regarding the workshop, I would be lying if I said that
             | I never bought a game on Steam only for the convenience of
             | using the workshop for said game... But then I have also
             | paid Nexus for their mods because by default they cap
             | downloads at 1 mb/s. I am also aware of tools that let you
             | download workshop mods for games you don't own. It's
             | certainly less convenient to have to manually download them
             | and drag-and-drop them into your mod manager or mods folder
             | or whatever, but they hardly make it impossible, so it's
             | not like the mods are actually locked in to the platform.
        
               | danShumway wrote:
               | > can't you add any program as a "non-steam game" and
               | apply custom inputs with it?
               | 
               | I mentioned this -- you can only do so if you use Steam
               | as the launcher, Steam Input is tied to using the overall
               | Steam client. Additionally, you'll have to make that
               | config by scratch, Steam's community sharing for configs
               | is much more limited for non-Steam games. This seems like
               | a small complaint but if you're buying new games you
               | don't know what the optimal config is, so the Steam Input
               | experience for non-Steam games is that you load up the
               | game and as you play it you constantly adjust the config
               | until you find an setup that works, as opposed to Steam
               | games where you just download the highest rated community
               | config and go from there.
               | 
               | On top of that, there are Steam Input features that flat-
               | out don't work for 3rd-party games; specifically input
               | glyphs within the game. Steam offers an API for
               | developers to define "action sets" that among other
               | features will make sure that instructions within the game
               | use the correct keybindings and pictures. 3rd-party game
               | are (as far as I can tell) completely locked out of that
               | service.
               | 
               | ----
               | 
               | > I am also aware of tools that let you download workshop
               | mods for games you don't own [...] but they hardly make
               | it impossible, so it's not like the mods are actually
               | locked in to the platform.
               | 
               | I mentioned this as well, Steam has actually gone after
               | and shut down community projects that allow you to do
               | this. It's much harder than it used to be and for some
               | games it's outright impossible.
               | 
               | Steam Workshop is literally DRM as far as I'm concerned;
               | there are plenty of games that are completely
               | inaccessible. Even if that wasn't the case, the inability
               | for 3rd-party games to be linked to Steam Workshop
               | profiles by users is vendor lock-in. The vast majority of
               | gamers didn't have the technical skills to route around
               | Steam's restrictions even before Steam started shutting
               | down community projects and putting ownership checks in
               | front of downloads.
               | 
               | ----
               | 
               | What would be far more market-friendly and what would
               | actually benefit everyone would be for Valve to debundle
               | those services from Steam -- I'm not saying every
               | developer should be able to use Steam Workshop for free,
               | but Steam Workshop should not be tied to Steam. It should
               | just be "Valve Workshop".
               | 
               | There are a lot of games that are Steam exclusive
               | specifically because there are Steam APIs that they can't
               | take advantage of on other storefronts. And it's very
               | common for games to come to other platforms outright
               | missing features (particularly online content) because
               | developers don't even have a choice to pay to utilize
               | those features outside of Steam.
               | 
               | I think modding and input configuration are the two most
               | obvious examples of this, but if you've ever bought a
               | game on GoG and then found out after the fact that it's
               | missing an entire game mode, Steam is (in my experience)
               | probably the reason for that.
        
               | subtra3t wrote:
               | > Steam Workshop is literally DRM as far as I'm
               | concerned; there are plenty of games that are completely
               | inaccessible
               | 
               | I think that the Steam Workshop would be at least
               | partially fine _IF_ they allowed all Workshop items to be
               | downloaded without a steam account. And even if a game
               | developer enables this option, steam randomly disables it
               | occasionally and the game developer has to re enable it
               | all over again (this happened with Terraria).
               | 
               | Furthermore, its really, _really_ hard to download
               | Workshop items for a lot of games. Short of buying the
               | game (a good $30-70 down the drain), your only options
               | are to:
               | 
               | - Download through steamcmd. this only works if the game
               | has explicitly enabled the anonymous download thing I
               | talked about earlier. steamcmd (like the name suggests)
               | also has a CLI which a lot of gamers can't/won't
               | navigate.
               | 
               | - Go through external services. These external services
               | often charge you if you download Workshop items for
               | popular games or if you download Workshop items that are
               | new.
               | 
               | - As a player playing through steam to download the item
               | and then send it to you. In the Terraria discord server
               | you'll find plenty of these people (I'm one of them!).
               | This also doesn't work for games without an active
               | playerbase.
        
               | danShumway wrote:
               | I think you've phrased the problem better than I did.
               | 
               | > As(k) a player playing through steam to download the
               | item and then send it to you.
               | 
               | If anything this might be my biggest critique of Valve's
               | handling of the situation. Even with the DRM on top of
               | Workshop mods, community mirroring of locked-down games
               | would be possible to do in a way that was convenient for
               | end-users outside of Steam... if Valve didn't
               | occasionally just straight-up send cease-and-desist
               | letters to those services.
               | 
               | It wouldn't cover every game, it would still be a
               | problem, there would still be legal and ethical questions
               | about distributing mods without modder consent, but it
               | would be a lot better than the current situation. Right
               | now if a game has those restrictions turned on (which
               | Valve seems to specifically encourage) you kind of have
               | to go underground or interact with shady services or ask
               | players directly, and so coordination between communities
               | becomes very difficult.
               | 
               | I can't read Valve's mind, but I lose a lot of sympathy
               | for them when they're both not supplying any option for
               | users to get access to mods without rebuying the game on
               | Steam _and_ stopping anyone else from trying to solve the
               | problem Steam created for them -- at that point it 's
               | very hard for me to avoid thinking that Valve is being
               | deliberately anticompetitive.
               | 
               | I'd still have criticism of a less locked-down system,
               | but it would be easier for me to assume Valve just
               | doesn't see it as worth the effort to support rather than
               | thinking that they seem to be taking a lot of active
               | steps to make the situation worse than it needs to be.
        
               | skeaker wrote:
               | Thanks for clarifying, in particular about the workshop.
               | I think you're right that the service could definitely
               | stand to be decoupled from Steam. While that might be
               | easier said than done (you would still have to implement
               | Valve's downloading/update checking to match the quality
               | of the Steam client to make it as seamless), it would
               | definitely be huge for modding. I mentioned Nexus in my
               | post to get at the idea that modding for a lot of games
               | is far from an ideal system and you pretty much have to
               | pay to get around that in most cases, but an independent
               | Steam workshop page that developers pay to opt into would
               | be a good approach to that. Now I want them to do it...
               | 
               | The input thing does seem like a niche complaint, sorry
               | to say. I don't think I've ever encountered that, and I
               | think even if I did it wouldn't stop me from playing the
               | game, I would just bind the controls myself. I guess this
               | could be decoupled as well, but I don't think the reason
               | that it isn't is necessarily lock-in; I would bet that
               | there just aren't enough people that care about it, so to
               | Valve it would be wasted effort. But now I'm assuming
               | intent so what do I know, really.
        
               | danShumway wrote:
               | That's fair, the input stuff is annoying but it doesn't
               | get in the way of actually being able to play the game or
               | get content -- stuff like modding and multiplayer/online
               | storage is arguably a much bigger issue than needing to
               | build your own controller mapping. I just think it would
               | be really low-hanging fruit.
               | 
               | SDL is currently working on an Action Set equivalent, and
               | I think their plan is to just use configuration files on
               | disk for the most part. So in the same way that ProtonDB
               | is mostly community maintained and outside of Steam and
               | you can look up a game's settings and apply them to a
               | 3rd-party game, what I think would be the easiest
               | improvement would be allowing arbitrary search for
               | community-supplied configs and moving that to be an
               | independent URL that Steam hits that just downloads an
               | encapsulated config file that Steam reads.
               | 
               | There is _some_ way to do share non-Steam configs, if you
               | link a 3rd-party game in Steam you will sometimes in
               | community configs and then see a subset of the normal
               | configs? I have no idea how that subset is calculated or
               | if users need to do something to enable it though, the
               | entire interface around sharing Steam Input configs even
               | for games purchased from Steam is a little bit of a mess,
               | or at least it is on Steam Deck.
               | 
               | I feel like I'm settling by saying this because I'd also
               | like straight-up input binding outside of Steam, but even
               | ignoring stuff like action sets, 3rd-party clients --
               | just being able to load a community config by typing a
               | game name into a search box instead of needing to build
               | my own would get rid of a lot of my problems,
               | particularly for control schemes like flick stick that
               | require me to take measurements of mouse/gyro
               | sensitivity.
               | 
               | ----
               | 
               | > but an independent Steam workshop page that developers
               | pay to opt into would be a good approach to that
               | 
               | My current plan for my own games I'm working on is to
               | leverage git for modding support -- I'm not going to
               | build a studio-specific mod hosting service or partner
               | with a company, I similarly don't really like ModDB that
               | much and don't think they're great community players. So
               | instead I'm going bundle a small git client with the
               | final game and use that to download/update mods and
               | handle stuff like versioning, readmes, etc...
               | 
               | That doesn't help with discoverability or ratings, but my
               | thought process is that a lot of games (Terraria,
               | Celeste, Hollow Knight, etc..) are organized around
               | Github/Gitlab/Codeberg already for the primary modding
               | engines, so at least if people are using that they can
               | get issue trackers and embedded wikis, there's a standard
               | way to download, it encourages releasing the mod source,
               | you can look at activity to see whether or not a mod is
               | active, you can have beta branches, you can check for
               | updates without re-downloading everything, you can have a
               | canonical source URL without wondering if a mod is only
               | updated on Workshop/ModDB/whatever.
               | 
               | At least for the moment I don't plan to enable Steam
               | Workshop for any of the games I'm working on, I think git
               | will give me most of the same features minus a search
               | function and user ratings. To be fair, search and user
               | ratings are pretty important though, so :shrug: I'll see
               | how that goes.
        
           | johnnyanmac wrote:
           | > Epic isn't turning around and investing that money into
           | things that make the platform better for everyone like Valve
           | does
           | 
           | Epic invests in devs. Valve invests in users. I guess the
           | difference in focus is why you'll see such different
           | reactions to Valve vs. Epic online vs when talking to actual
           | devs.
        
             | skeaker wrote:
             | >Epic invests in devs.
             | 
             | Is this true? I know they pay up front to have exclusivity
             | for some games, but I don't know if I would consider that
             | "investing in devs" in the same way that Valve "invests in
             | users." Valve puts money into platforms and tools that
             | users enjoy (things like forums, hosting mods, user
             | reviews, community pages) as their investment. Does Epic do
             | something similar for devs? The only thing I can think of
             | is using funds to polish Unreal Engine, but that would only
             | invest in devs that use Unreal which is not really
             | applicable to most devs.
        
               | johnnyanmac wrote:
               | >Valve puts money into platforms and tools that users
               | enjoy (things like forums, hosting mods, user reviews,
               | community pages) as their investment. Does Epic do
               | something similar for devs?
               | 
               | Sure,
               | 
               | - They invest in Unreal Engine and all the adjacent tech
               | available, some of which can be used without Unreal
               | Engine (Epic Online services). Of course, tech like
               | Metahuman and Quixel want to draw people into UE but if
               | you are already using UE it's a strong consideration.
               | 
               | - Similar to Unity, they have an asset store which
               | enables some devs to make money selling tools/assets to
               | other devs
               | 
               | - Lastly they do directly fund various games and tools.
               | The forced exlusivity didn't put a good taste in
               | consumers mouths but I'm mostly talking about Epic
               | Megagrants. No strings attached, they can just throw
               | money at good devs and most notably they invested into
               | Godot and blender (again, no strings attached. True
               | grants just to make open source tooling better).
               | 
               | most of their stuff is skewed towards Unreal Engine, but
               | I don't see it as any different from Valve being skewed
               | towards Steam. The difference is that consumers want to
               | buy games while devs want to make money. So while there's
               | a stronger business angle to every Epic solution, it fits
               | with what a dev would want to do.
        
               | skeaker wrote:
               | All good points, I had totally forgotten about their
               | asset store as well. Thanks!
        
           | ffgjgf1 wrote:
           | Just like Apple? I do agree with you overall but 30% is still
           | excessive
        
             | happymellon wrote:
             | Better than Apple.
             | 
             | Apple don't reinvest in creating open standards, and don't
             | invest in improving user experience for everyone.
             | 
             | Their investments are generally to increase lock-in.
        
         | deelowe wrote:
         | Steam got so much flak when it first came out because it
         | supported DRM, facilitated the death of physical media, and was
         | generally kind of clunky and buggy. However, looking back, I'm
         | thankful. I think Gabe did truly care about gamers/gaming and
         | was worried about Microsoft's growing interest in gaming. I
         | think he knew that that the transition to digital distribution
         | was inevitable and made it his mission to get a platform out
         | there before Microsoft did, because they would ultimately
         | create something that was not gamer friendly.
         | 
         | Perhaps this is all wishful thinking, but history has proven
         | that Valve was perhaps the best steward we could have asked for
         | in supporting the transition to online distribution. If we look
         | at the alternatives be it Microsoft, Epic, or even GOG, no one
         | has done it better. And, when tested, Valve continues to show
         | they strive to do the right thing. For example look at returns.
         | I never thought we'd see a no questions asked return policy for
         | digital games and yet, with steam, it's a fairly simple
         | process. On top of this, when the policy doesn't work (e.g.
         | games which are broken outside of the return window), Valve
         | again does the right thing and creates exceptions.
        
           | [deleted]
        
           | PH95VuimJjqBqy wrote:
           | It got flak when it came out because it was released at the
           | same time as HL2 and steam was the _only_ way to get HL2. If
           | you wanted HL2 then you were installing steam, even if you
           | weren't interested in it.
        
             | gabereiser wrote:
             | Steam came out before that. You missed the HL1 mod era.
        
               | PH95VuimJjqBqy wrote:
               | I was around before HL1 existed, I didn't miss anything.
               | 
               | I wasn't trying to imply they were released on literally
               | the same day, of course steam was out before HL2, but HL2
               | is what drove its popularity because people were forced
               | to install steam to get access to HL2.
               | 
               | And most people resented them for it. At that time, store
               | purchases was still the common way to get at PC games.
        
               | Am4TIfIsER0ppos wrote:
               | I resent them now for the same reason but on another
               | game: Civ 5. I even bought that one in a box from a
               | store.
        
               | PH95VuimJjqBqy wrote:
               | and still had to install steam? ouch, yeah, that would
               | irritate the crap out of me too.
        
               | Am4TIfIsER0ppos wrote:
               | Yes. DVD was pointless. Online steam was required. Worse
               | still it happened to be down that day. The worst possible
               | first impression.
        
               | [deleted]
        
           | semi wrote:
           | For some context on the early days of steam, I remember the
           | Friends network having reliability issues presumably due to
           | scaling as everyone adopted steam.
           | 
           | But by reliability issues I don't mean it occasionally
           | failed. It did, but that was early on. I assume they just
           | killed the backend and never pushed a client update to remove
           | it because I remember what was at least months if not a full
           | year of the friends UI just saying it failed to connect to
           | the Friends network.
           | 
           | The actual matchmaking never had any real issues that I
           | remember, but the login servers definitely did, and deleting
           | clientregistry.blob and restarting steam was just a routine
           | thing you did to get steam working again.
           | 
           | None of this is really that surprising though, steam was
           | originally a tool just for beta testers, while the live game
           | used WON for matchmaking. WON was shutting down and Valve had
           | to rush steams public release.
        
           | grumbel wrote:
           | > I never thought we'd see a no questions asked return policy
           | for digital games and yet, with steam, it's a fairly simple
           | process.
           | 
           | That was however not Valve's idea, but only came in response
           | to EA Origin offering a return policy in 2013, Valve follow
           | up in 2015 with their own.
           | 
           | One of the very rare cases where the competition was a little
           | ahead for once.
        
             | TAForObvReasons wrote:
             | Valve's 2 hour refund option came in direct response to a
             | 2014 lawsuit from the Australian Competition and Consumer
             | Commission[1].
             | 
             | Rod Sims, head of ACCC at the time, asserted that Valve's
             | original no-refund stance broke Australian law.
             | 
             | > Under Australian Consumer Law, everybody who buys a
             | product or a service has a right to a refund if the product
             | doesn't work. They have a right to a refund, or a repair.
             | Those rights are enshrined in Australian Law, and our
             | allegation is that Valve sought to remove those consumer
             | rights which is a breach of Australian Consumer Law
             | 
             | [1] https://gizmodo.com.au/2014/08/accc-commissioner-heres-
             | why-w...
        
             | pbhjpbhj wrote:
             | UK Consumer Rights Act gives you two weeks for no fuss
             | return of items bought remotely. IME, Steam do not adhere
             | to the law here.
        
               | solardev wrote:
               | Digital items too?
        
               | angus-prune wrote:
               | No, GP is incorrect. Digital goods are treated
               | differently under the act.
        
               | subtra3t wrote:
               | full form of GP?
        
               | fknorangesite wrote:
               | Grandparent [comment].
        
           | blibble wrote:
           | steam was terrible when it came out
           | 
           | however it was still miles better than "Games for Windows
           | Live", which was so bad I don't even try replaying the games
           | that still require it
        
             | Insanity wrote:
             | I remember using Steam for the games library and using
             | Xfire for the ingame chat features. At some point steam
             | because the only survivor there.
        
               | HeckFeck wrote:
               | Xfire is something that died a sad death. Used it to chat
               | with many people I met playing Star Wars Galaxies and
               | Empire at War - think it was actually bundled with that
               | one.
               | 
               | The profile pages and screenshot uploads were fun too.
               | 
               | Another online community lost to the sands of time, alas.
        
             | the_biot wrote:
             | The Steam client was always, and is still, a gigantic pile
             | of shit. The massive CPU usage when idle, the crazy game
             | start delays, it's all plain and obvious to anyone who
             | installs it.
             | 
             | But for some reason people will insist on ignoring those
             | problems, or instead compare it to some earlier experience
             | with standalone games or some Microsoft pile of garbage,
             | and will defend Steam in places like this.
             | 
             | Valve's Steam _service_ is super nice for consumers (though
             | developers get squeezed terribly), but the client is just
             | horrible.
        
               | Kuraj wrote:
               | I wonder if it's going to become even more web based but
               | it has also accomplished things like a sorta unified
               | desktop/web/mobile experience and the steam deck. So
               | there's that.
        
               | deelowe wrote:
               | Odd. I have no issues with the client and it's miles
               | better than any other client out there.
        
             | waymon wrote:
             | > steam was terrible when it came out
             | 
             | Do people really think this? I remember applying updates to
             | CS before steam and it was awful. Steam streamlined that
             | and gave us a much needed friends list. I never ever
             | thought steam the application was a bad.
        
               | blibble wrote:
               | the friends list didn't work for 5 or so years and
               | neither did the download limiter (not a big deal these
               | days, but on dialup... yeah)
               | 
               | the UI was exceptionally slow and it took forever to do
               | anything
               | 
               | this wasn't a meme for no reason:
               | https://imgur.com/a/bpGpe0o
        
               | jonatron wrote:
               | I spent ages looking for that meme recently, thanks!
        
               | waymon wrote:
               | ha, im just forgetful. thank you.
        
               | wredue wrote:
               | Internet and DRM back then were absolutely shit. So a
               | company coming along and embracing DRM in a consumer
               | friendly way during a time where DRM was rightfully a
               | major topic of contention put a lot of negativity out
               | there.
               | 
               | Few people then knew that it was way ahead of its time,
               | and even fewer knew how much of a fight valve would be
               | putting up against capitalist regimes trying to kill
               | gaming.
        
             | mpixel wrote:
             | Just to clarify, Steam came out in 2003 and GFWL in 2007.
             | 
             | Initial Steam was a horrible horrible experience, it also
             | didn't have a store, and it was mainly just something you
             | had for Counter Strike. Now, CS was MASSIVE, it still is,
             | but that was enough to get a whole lot of people experience
             | Steam.
             | 
             | It didn't help the internet connection back then was, to
             | put it mildly, shit for most people, so a constantly
             | disconnecting program wasn't a shocking outcome in
             | hindsight, remember, this is 2003-2004.
             | 
             | It also felt unnecessary, you bought the game off Steam,
             | Steam didn't let you buy anything and then anything not-
             | made-by-valve, so why couldn't you just play CS directly,
             | why did you have to install an additional app on your
             | limited hardware?
             | 
             | And then things have changed. It's my go-to shop, and their
             | contributions to the Linux ecosystem is much welcome.
             | There's self interest, since operating a shop on Windows
             | comes with inherent risks, but I don't see the same
             | interest in other parties, so I'll take it over anything
             | else today.
        
               | philipov wrote:
               | Do you remember before Steam won, there was also
               | Stardock. They're still around now because they make
               | Galactic Civilizations, but back in the day, they were
               | also one of the early innovators in having their own
               | store launcher for distributing their and others' games.
        
               | Kuraj wrote:
               | It's kinda funny that there's a company out there that
               | does both game publishing and popular desktop utilities
        
               | pdntspa wrote:
               | I remember that. It was a really good store, the first of
               | its kind IIRC. Every so often I think about what happened
               | to the games I owned on there?
        
               | NikolaNovak wrote:
               | I still use stardock fences on my windows pc.
               | 
               | I also... Fondly?... Recall the time everybody was
               | excited to have Xmas or star trek themes desktop with
               | windowblinds.... Funny how not just fashion changes, but
               | even need for fashion - virtually nobody customizes their
               | windows desktop anymore :)
        
               | gabereiser wrote:
               | Oh child, Stardock was originally a windows shell...
               | Dressing to be modded like your Winamp skins.
        
               | phone8675309 wrote:
               | This is giving me a flashback to the time when I was
               | still on dialup (the off-campus dorm I lived at had a
               | shitty shared cable connection that was often slower or
               | less reliable than dialup) and spent about three days
               | downloading Half Life 2 on launch.
               | 
               | It wasn't until a few weeks later that I realized I could
               | take my laptop to campus, download it over their
               | incredibly fast WiFi, and then transfer the files to my
               | desktop that had a decent GPU.
        
               | Qwertious wrote:
               | >It also felt unnecessary, you bought the game off Steam,
               | Steam didn't let you buy anything and then anything not-
               | made-by-valve, so why couldn't you just play CS directly,
               | why did you have to install an additional app on your
               | limited hardware?
               | 
               | My understanding was they were solving the update
               | problem:
               | 
               | Back in the day, every CS update broke the community -
               | not everyone updated at the same time, and if you update
               | then you can only join a server that's updated. Most
               | people don't update immediately, and servers want to only
               | update when most users have updated, so as a result the
               | _servers_ don 't update. But now users don't want to
               | update because their favourite server hasn't updated yet.
               | 
               | This happens every time the CS devs ship a bugfix.
               | 
               | Solution: force updates. Servers now have no reason _not_
               | to update. The community stays unified, updates aren 't
               | inherently socially painful. That's what Steam
               | accomplished for CS.
        
               | phone8675309 wrote:
               | At the expense of Valve exerting more control over what
               | CS version that server admins and players run
        
               | sylens wrote:
               | And downloading patches often meant waiting in a queue at
               | places like FilePlanet for an hour or two, then
               | downloading it at a snails pace
        
               | yomlica8 wrote:
               | And then manually applying them. If the game was old
               | enough you might need to apply multiple patches,
               | something you'd have to figure out. I definitely had
               | mixed feelings about Steam at first, and my internet
               | connection at the time was such I'd hoard some larger
               | patches and didn't like the idea of re-downloading them
               | on reinstall but there is no doubt now that where Valve
               | was going with this was the future.
        
               | theLiminator wrote:
               | Haha I totally forgot about that aspect of the Internet
        
               | deelowe wrote:
               | Yep. That's essentially why "the cloud" became a thing.
        
               | gabereiser wrote:
               | It wasn't just CS, Team Fortress had a huge player base.
               | Natural-Selection as well. There were like 7 or 8 mods
               | for HL1 that were "on-par" with the quality of HL1, which
               | says something about Hammer Editor and the toolkit they
               | had at the time. GTkRadiant is great but Hammer Editor
               | (formerly WorldCraft) was excellent.
               | 
               | The popularity of the mods, CS included, is what drove
               | Steam to become the store that it is.
        
               | ta1243 wrote:
               | It's odd seeing Counterstrike because I haven't really
               | done gaming (and certainly not FPS) since Counterstrike
               | was a free mod to Half Life.
               | 
               | Wikipedia tells me that "window" of time was a year or
               | two
        
               | internet101010 wrote:
               | It's crazy that it came out before the bulk of its
               | professional players were born. It is truly a timeless
               | game.
        
               | bravetraveler wrote:
               | One nice thing about Steam (back then, maybe still now?)
               | was _after_ the mod status left.
               | 
               | One copy of the Half Life box set (with Blue Shift,
               | Opposing Forces, etc) could basically become as many
               | copies as the whole thing.
               | 
               | I turned that one box set into several Steam accounts for
               | my friends/I to share. Each 'mod' (turned game) basically
               | granted a new Half Life license and cloned the
               | derivatives
        
               | semi wrote:
               | There was also a separate release of counterstrike called
               | condition zero that included a single player campaign and
               | a tweaked version of counterstrike multiplayer.
               | 
               | That was not included as part of that bundle.. but if you
               | used the dedicated server tool to download the czero mod
               | and copied it to your halflife folder you could play both
               | the single player and multiplayer version on steam
        
               | gabereiser wrote:
               | I still have my 6 (7?) digit ID from those days as my
               | steamID. It got rolled into a larger one but still kept
               | the old digits. Pretty cool of them.
        
             | pradn wrote:
             | It seems like any product named "X for Y" is terrible
             | enterprise-y drivel. It means the project is part of some
             | umbrella corp, which ofc means they can't possibly actually
             | care about anything by profit, move slow, and are un-
             | responsive.
        
               | beebeepka wrote:
               | I have heard nothing but good things about skype for
               | business!
        
               | stonogo wrote:
               | Hearing nothing was a pretty widespread feature of that
               | product!
        
             | elesiuta wrote:
             | > "Games for Windows Live", which was so bad I don't even
             | try replaying the games that still require it
             | 
             | If it's even still possible to install/activate them.
             | Whenever any of them became available on Steam I would
             | rebuy them there just for the convenience.
        
             | dcdc123 wrote:
             | Steam came out almost 5 years before GFWL.
        
               | blibble wrote:
               | probably about the same time they managed to get the
               | Friends service to work
        
               | dspillett wrote:
               | Giving GFWL less excuse for being as bad as it was.
               | They'd witnessed Steam's early problems, yet repeated
               | them (and added more besides).
        
           | doctorpangloss wrote:
           | Steam continues to be the best platform because it shares
           | per-game and per-user cross-game transactional data with
           | everyone. It's kind of hard to explain why this is so
           | important, but it is unique to Steam, compared to all pay-to-
           | play and subscription media as far as I know.
           | 
           | Whereas things like DRM and returns and even royalties differ
           | amongst platforms, and none of those have the same hegemony
           | as Steam does; and the compulsory platforms, like the App
           | Store and Google Play, developers complain bitterly about
           | them in a way I've never heard regarding Steam, which they
           | participate in voluntarily.
        
             | gabereiser wrote:
             | Valve will never say "You know what, we are going to go
             | this direction, market be damned. Follow us if you want to
             | be cool" and proceed to introduce a new graphics API. Don't
             | get me wrong, we needed one, but the current state of
             | graphics "drivers" sucks. Here comes Valve: "Hey bro, I
             | heard graphics apis suck and are bifurcated by platform,
             | here's a wrapper that wraps them all into an API you
             | probably already use." (Initial version of their
             | DX9->OpenGL bridge).
             | 
             | Years later, Valve again: "You know, we just kept going on
             | that thing we told you about, here's a full fledged x86
             | win32 compatibility layer for anything posix. We had to
             | patch the kernel but they were receptive." Who does this?
             | No one. Not a single company does this. They all have
             | ulterior motives. Patch Linux for some hardware they are
             | introducing for sale or patching it for some platform to
             | get your PII data. Valve is the only company that is
             | patching to make things better for the sake of making "the
             | ecosystem" better. Apple: "We have the best products" yet
             | those products aren't helping the compute ecosystem.
             | Microsoft: "We have AI" yet those products are still being
             | worked out and is under active litigation from pretty much
             | every creative out there. Valve: "We just want to play,
             | make sense of players, to make better play experiences, to
             | make better games, and not write more code than we have to.
             | Our business is games, not code".
        
               | DanielHB wrote:
               | I might get some flak for this, but Meta is pretty big
               | contributor to open source projects. The amount of bugs
               | and features that they work on that are not used in their
               | own products is quite staggering. Their open source
               | projects are very embracing of the community.
               | 
               | Google on the other hand...
        
           | have_faith wrote:
           | > was generally kind of clunky and buggy
           | 
           | Steam is by far the jankiest program I have installed on my
           | machine. It's TSAB (time to seeing a bug, I just made it up)
           | is measured in seconds, not minutes or hours. I know they're
           | raking in money for being what is mostly a very large FTP
           | server (I kid...), but please spend some of it on the basic
           | experience.
        
             | ElectricalUnion wrote:
             | Of all the "app store" type programs that I have to
             | interact with, Steam is somehow the least painful one.
             | 
             | And I deal with a bunch of them; Gnome Software, Microsoft
             | Store, Epic Games Store, Google Play Store, (Samsung)
             | Galaxy Store, F-droid, not counting some dedicated pseudo-
             | stores aberrations like JetBrains Toolbox and Wargaming.net
             | Game Center... Those are all much smaller (ok, Google Play
             | Store is probably the largest), almost featureless in
             | comparison, yet they are slow as molasses and buggy as
             | hell.
        
               | subtra3t wrote:
               | Maybe its just my bad system (integrated graphics, 4 GB
               | ram, i3 8th gen processor) but Steam actually performs
               | far worse than MS store, Gnome Store, and the Google Play
               | Store (though thats on my phone and not my laptop).
        
               | jstarfish wrote:
               | Your system is either old or a Chromebook heh. Same
               | problem here.
               | 
               | Try disabling the options that preload and refresh all
               | the store/community "stuff" behind the scenes. Maybe
               | auto-updates too.
        
             | happymellon wrote:
             | Strange, Steam is quite stable for me. On both my
             | SteamDeck, my couch PC on the main TV, and my laptop.
             | 
             | A lot more stable than Tim Sweeneys ego.
        
             | pdimitar wrote:
             | I have only seen one Steam bug once in the last 6 years and
             | that was a game that restarted its download from scratch,
             | followed by the client crashing. Never happened again,
             | never saw another bug either.
             | 
             | Used it on hard drives, SATA SSDs and NVMe SSDs.
        
           | lolinder wrote:
           | > I never thought we'd see a no questions asked return policy
           | for digital games and yet, with steam, it's a fairly simple
           | process.
           | 
           | In general their policy very good, but it's not quite no
           | questions asked--they're pretty strict about the 2 hour
           | playtime limit, which is quite a short time to decide if a
           | game will actually be fun. In many types of games by the time
           | you get through the tutorial and have access to all the game
           | mechanics you're already past the two hour mark, and they
           | also can't tell the difference between actual play time and
           | time in the menu while you're doing something else.
           | 
           | EDIT: To be clear, I'm not saying it's a bad policy, there
           | are obviously reasons for this. But it's not truly no
           | questions asked.
        
             | pseg134 wrote:
             | It is quite literally no questions asked. It isn't meant to
             | be a demo system which is what you seem to want.
        
               | tempest_ wrote:
               | Yeah I always considered something used to make sure the
               | game will run correctly on my system and I feel like 2
               | hours is generous enough for that use case. I suppose it
               | doesn't preclude game breaking bugs later in the
               | experience but nothing is perfect.
               | 
               | Valve is there to facilitate the sale of the game, not
               | guarantee the game is good.
        
               | lolinder wrote:
               | No, there's a single question asked: how long have you
               | had the game open on your computer?
               | 
               | Costco has a no-questions-asked return policy, and demo-
               | ing your purchase is _absolutely_ part of the expectation
               | for how people will use said policy. Steam even
               | explicitly includes  "it wasn't fun" as a valid return
               | option, as long as you reached that conclusion quickly
               | enough.
               | 
               | To be clear, I'm not saying the policy is _wrong_ , it's
               | clearly designed to prevent abuse, I'm just saying that
               | it's not no-questions-asked.
        
               | pseg134 wrote:
               | [flagged]
        
               | [deleted]
        
             | ragestorm wrote:
             | The frequency of the returns probably plays a part.
             | Anecdotally, I've returned a couple of games over the 2h
             | limit and they have refunded, no questions asked.
        
               | dspillett wrote:
               | Was that 2 hours since purchase, or 2 hours play time?
               | 
               | The current limits are 14 days since-purchase as long as
               | you've played the game for less than 2 hours.
        
               | lolinder wrote:
               | My only experience with hitting the limit was also the
               | only time I've ever tried to return a game. I'm sure it
               | mostly depends on the service rep handling your claim and
               | how many bogus returns they've seen so far that day.
        
             | dspillett wrote:
             | IIRC, the refund window used to be longer, but was abused.
             | 
             | It still is abused for short indie games, with people
             | buying them with the intention of speed-running through and
             | refunding.
             | 
             | The refund policy is intended more for "crashed
             | repeatedly", "far too slow despite my machine matching the
             | stated specs", and "simply wouldn't run", type problems,
             | rather than not liking the game. There isn't much a service
             | like Steam can do about that, that won't be abused, other
             | than offer demos (enough for you to try out those core
             | mechanics) which is really down to the game creators and
             | out of their power. Other than that you just have to not be
             | first in line, and wait for reviews from sources you trust.
        
               | lolinder wrote:
               | Right, I get that. I've added a note to my comment above
               | clarifying that I'm not critiquing the policy, just
               | trying to clarify that "no questions asked" isn't a good
               | characterization of it. It's a _very good_ return policy
               | for the industry and medium Steam operates in, but it has
               | hard limits that are worth being aware of.
        
               | jstarfish wrote:
               | I wish more devs offered shareware/demo releases. Not
               | doing so was unthinkable in the hardware hell of the 90s.
               | 
               | Too much shovelware on Steam these days, and the user has
               | to pay retail price to even try it.
        
         | aceazzameen wrote:
         | It helps that they aren't beholden to shareholders and the
         | "value" of showing unlimited growth. You'll never see
         | enshitification there. They're a group of creators who want to
         | create. Sometimes they slip up, but it's no more than anyone
         | else would.
        
         | MegaDeKay wrote:
         | That their games aren't filled with Pay To Win
         | microtransactions and Day 1 DLC is yet another reason to love
         | Valve. If someone wants to spend a few bucks to buy a hat in
         | TF2, that's fine by me.
        
           | lapetitejort wrote:
           | Conversely, CSGO and DOTA 2 has facilitated real money
           | gambling among the youth on third party sites for years.
           | Valve has attempted to crack down on gambling sites, however
           | it's still possible for a fourteen year old to insert credit
           | card details and lose real money gambling for virtual skins.
        
             | dietr1ch wrote:
             | Which could easily be fixed if Valve decided to put a hard-
             | cap by selling skins for a fixed price, even if they were
             | only for sale a couple weeks a year.
             | 
             | They'd also pocket all that money, but I guess they don't
             | want people who spent more than said cap to get their
             | skins. But people who are spending 100+ on skins should
             | know they are playing the NFT game.
        
             | ysavir wrote:
             | And Artifact has card packs that are effectively loot
             | boxes, and a whole marketplace to facilitate selling/buying
             | them. I don't know how much/if they made any cut from the
             | marketplace, but it's certainly a form of "play to win".
        
             | waveBidder wrote:
             | this is nothing compared to Roblox
             | 
             | https://www.youtube.com/watch?v=_gXlauRB1EQ
        
           | babypuncher wrote:
           | They should kill their RNG skin distribution and open a
           | normal cash shop like everyone else. I find this cosmetic
           | market where people pay hundreds or even thousands for items
           | they want skeevy as hell. It's a big black mark on Valve's
           | otherwise exceptional reputation.
        
             | robertlagrant wrote:
             | Why do people spend this much? Are they being tricked or
             | something?
        
               | usea wrote:
               | Yes. They sell items via loot boxes where you don't know
               | what you're buying until you've already opened it. It's
               | gambling. Distributing purchases this way is well known
               | to increase spending and hurt people. It's why they do
               | it.
        
               | dcow wrote:
               | The stock market is also gambling. Plenty of informed
               | consenting adults visit casinos all the time. What's the
               | "responsible adult" way to spend your discretionary
               | entertainment budget these days? NFTs? Disney+? Binge
               | drinking at cocktail bars after work? High yield savings
               | accounts? I mean seriously I'm not pro psychologically
               | damage people with manipulative feedback spirals. But
               | let's not ignore the fact that 1) owning a cool cosmetic
               | and looking good stomping noobs is _fun_ , and 2) that
               | people are willing to pay purely for entertainment.
        
               | usea wrote:
               | I'm not passing judgment on the victims of this practice.
               | We should be regulating it, instead of allowing companies
               | to abuse people.
        
               | michaelt wrote:
               | It's difficult to come up with an informed opinion on
               | this sort of thing because it's nigh-impossible to talk
               | to the people involved. I certainly don't know anyone who
               | spends thousands of dollars on TF2 hats.
               | 
               | One possibility is that they're gambling addicts in
               | countries where gambling is heavily restricted, and
               | buying "loot boxes" containing random items is the
               | closest they can get to playing a casino slot machine.
               | 
               | Or perhaps they think of themselves as clever investors
               | in collectables, which they hope to sell on at a profit
               | later on. You and I might think they're buying the
               | equivalent of tulips or beanie babies - but they think
               | their purchases are more like fine wines or rare postage
               | stamps.
               | 
               | Perhaps the big spenders actually only spend big five
               | bucks at a time, and they're merely poor at managing
               | their personal finances - spending five bucks a day for
               | five years, unaware of how it's adding up.
               | 
               | Or it could be money laundering - perhaps there's some
               | criminal scheme where bank transfers are heavily
               | monitored by the cops, but transfers of rare TF2 hats
               | aren't.
               | 
               | Perhaps the big money transactions are actually fake,
               | aiming to pump up prices or make people spending mere
               | hundreds of dollars feel better about it because at least
               | they're not spending thousands.
               | 
               | Yet another option is that they're super-successful
               | billionaires, and a thousand bucks is nothing to them,
               | not even worth bending down to pick up if they saw it in
               | the street.
               | 
               | People who make games with microtransactions for a living
               | probably find it a lot easier to sleep at night if they
               | think all their whales are billionaires.
        
               | Zpalmtree wrote:
               | The people I know who have thousands of dollars in TF2
               | hats, have played the game for thousands of hours and so
               | want to show off a little bit with cool looking items
               | while doing so.
               | 
               | They have a fair amount of disposable income, but
               | certainly aren't billionaires.
        
               | dcow wrote:
               | Or, maybe they just value the skins? Maybe they want to
               | contribute financially to a game they really like in the
               | hopes of keeping it healthy? I do know people that buy
               | every new cosmetic that's released and they enjoy doing
               | it. They aren't even millionaires. So what?
        
               | skyyler wrote:
               | When it was TF2 and not CSGO, there was a lot of money
               | laundering.
               | 
               | Not sure if that's still happening.
        
               | babypuncher wrote:
               | Depends on how you define tricked. The whole practice
               | relies heavily on FOMO driven by artificial scarcity.
               | It's all psychological manipulation, that many of us are
               | susceptible to even if we think we aren't.
               | 
               | I bring it up because games like Overwatch 2 get
               | regularly shit on for introducing things like a battle
               | pass and paid skin shop. Those rely on FOMO as well, but
               | not nearly to the same extent. There are no gambling
               | mechanics, and there is no Blizzard-sanctioned auction
               | house where the most desirable items sell for thousands
               | of dollars. The most desirable cosmetics in the game can
               | be had for 10 dollars plus spending some time playing the
               | game.
               | 
               | As a player, it also just feels really shitty that
               | customizing my character the way I want is reliant
               | entirely on blind luck through gambling mechanics or
               | spending obscene amounts of money.
               | 
               | So if Blizzard is gonna take heat for this (and they do
               | deserve at least some of it), then Valve absolutely
               | should get raked over the coals for their far worse
               | system.
        
               | dcow wrote:
               | Pokemon as an entire game relies on artificial scarcity
               | and psychological manipulation. It's just a fixed cost up
               | front for the game (and arguably not even strictly so
               | these days with Pokemon Go). Same with any game ever that
               | has loot and drop tables. Allowing people to pay more
               | money to get more drops is the only thing that's really
               | changed. And honestly it seems the feedback depends
               | entirely on how "sleazy" the game studio's street
               | reputation is. Dota2 cosmetics are considered tasteful
               | while Genshin Impact is "gacha". But heh even Genshin
               | gets a pass because it's such a good game and not one of
               | those mobile penguin island simulators (which even get a
               | good rap in many circles for being cute and fun to play).
               | 
               | My new thesis is: if "winning" is "looking cool by
               | getting good loot", then allowing people to pay for drops
               | is effectively pay to win. I think this nuance is often
               | skipped over in the conversation about whether some new
               | game's micro-transaction framework is sleazy or not.
        
               | enragedcacti wrote:
               | 1) People really like skins
               | 
               | 2) Unlike basically every other game with paid skins,
               | Valve games let you sell them to other players on an open
               | market for Steam credit.
               | 
               | Valve takes 5% of each market transaction and many skins
               | hold their value quite well so using a $200 knife for
               | years and years could only end up costing $10 (+
               | opportunity cost) or so assuming the market stays flat
               | and you will eventually buy $200 of games in the future.
               | 
               | The real losers in the system are the people with
               | gambling addictions opening cases and hoping to get
               | something really good for less than market price. Cases
               | are free drops but cost $2.50 to open and the average
               | market value of what you win is usually less than (value
               | of the case)+$2.50. Because the cases can be sold there's
               | no limit to the amount of gambling one person can do.
               | 
               | https://csroi.com/
        
               | skeaker wrote:
               | >Valve takes 5% of each market transaction
               | 
               | ... on their own community market platform. Valve
               | supports third party stores that don't have a Valve cut,
               | and they freely provide the ability for users to trade
               | items for items with no fees to allow third party stores
               | to work. These systems kick off a whole third angle of
               | businesses being propped up around the exchange of these
               | items and of people doing speculative trades on certain
               | items.
        
               | babypuncher wrote:
               | The market where Valve takes a cut of all cosmetics sold
               | also incentivises them to maintain an extreme level of
               | artificial scarcity for the most desirable cosmetics in
               | the game.
               | 
               | To me this is infinitely worse than just having a skin
               | shop and/or battlepass.
        
               | dcow wrote:
               | I bet valve makes more off the hundreds of thousands of
               | $2 transactions than the occasional $100 or $1000
               | transaction. I mean think about it...
        
               | Mustachio wrote:
               | As someone who played a lot of CSGO as a 15-16 year old
               | back in 2015, it's all psychological. Why does anyone
               | become addicted to gambling? The thrill releases enormous
               | amounts of dopamine. Satisfy this over and over, and the
               | threshold for the same euphoria becomes higher and
               | higher. That's how yo end up with people, and
               | particularly teens and young adults spending massive
               | amounts of money for 'some pixels'. I think I sank about
               | 1.5k into it in total over the years. When Belgium
               | decided to ban such loot boxes I was happy to see the
               | addiction forcibly ended. They just need to repeat it for
               | predatory battlepasses and the likes.
        
               | dcow wrote:
               | Because they value the content. Might not be your style,
               | but participating in battle passes and cosmetic drops is
               | enjoyable for many people. What else should they be
               | spending their discretionary income on? Stonks?
        
               | callalex wrote:
               | Yes, Valve is relying on gambling mechanics to entice
               | people, the same way a casino does.
        
         | ant6n wrote:
         | But when will Half Life 3 be released.
        
         | xinayder wrote:
         | Don't forget that:
         | 
         | - they did a massive fuck up with Artifact, thinking they could
         | pull out MTG's monetization model for an online game (where you
         | didn't even receive card as rewards for levelling up, you
         | actually had to spend money to enjoy playing the game)
         | 
         | - they released Underlords and killed it right away, the battle
         | pass is still the first one and the game hasn't received any
         | balancing patch in 3 years
         | 
         | Underlords could be a real good competitor to TFT. and Artifact
         | would be nice to compete against Hearthstone's cash grab.
         | Thankfully they actually listened to our feedback and put a
         | nail on the coffin for Artifact.
        
         | lsaferite wrote:
         | My personal Steam customer support 'win' was several years back
         | when I decided to start building a game library for my son. I
         | had purchased Conan and Elite Dangerous while they were on deep
         | discount and gifted them to my son's account. At the time I was
         | unaware that gifts can expire and be refunded. So, at some
         | point the gifts expired and they refunded the purchases, but
         | the game were no longer on that deep discount. I was fairly
         | upset and contacted customer support. The initial customer
         | support agent was unhelpful and I sent a follow-up contact to
         | Gabe that expressed my discontent. I explained that they'd
         | managed to alienate a user that had been on the platform since
         | 2005 and who had a massive library of purchased games at that
         | point. I told them I would no longer be using the platform and
         | would not be using it for my kids either. This email elicited a
         | response from one of the Steam devs and they agreed that my
         | initial interaction was not what they wanted the experience to
         | be. He sent me copies of the games that have been refunded and
         | he sent me to codes for "all present and future Valve titles"
         | for me and my son to be able to play together. In the end he
         | turned it around fully and only increased my appreciation for
         | the company and platform.
        
           | lsaferite wrote:
           | As a small follow-up to this that exemplifies the continuing
           | good interactions:
           | 
           | I posted the email exchange I had below another comment. In
           | that exchange you'll notice that the dev said they'd added
           | the games under my inventory to gift to my son at a later
           | date (when he was older). That came about _2 years later_
           | when he was 12. The problem was, when I tried to use the
           | gifts from my inventory they both failed for unspecified
           | reasons. I reached out to the initial dev again, hoping he
           | was still there. He was and he helped resolve the issue right
           | away.
           | 
           | I know some people have had bad customer service with Steam
           | or have other complaints, some valid and others not so much.
           | In the end, I'm a pretty satisfied Steam customer and will
           | generally speak well of them when the situation arises (like
           | today).
        
           | oynqr wrote:
           | You "own" Half Life 3 in some timeline.
        
           | eropple wrote:
           | Yeah, Steam has always some really impressively dedicated
           | help when somebody escalates. It's probably harder to access
           | now, but I remember one time in college when TF2 came out of
           | beta and performance was awful. Steam Support didn't have
           | anything, so I sent an email to GabeN; he put me in touch
           | with a senior Source dev who had me press some debug buttons
           | and hop in a game with a bunch of Valve folks (I was pretty
           | good but this was definitely an exception to "game devs are
           | worse that their games than players", I got my ticket punched
           | worse than when I was playing in competitive leagues). A few
           | weeks later there was a patch that significantly improved
           | perf on my particular flavor of hardware.
        
           | rollcat wrote:
           | These kinds of cases can be rare enough that finding them is
           | absolutely worth that cost, in terms of fixing a rare but
           | annoying bug, helping customer retention, "word on the
           | street", etc.
           | 
           | I don't do customer support very often, but when I do, it's
           | my default response.
        
             | lsaferite wrote:
             | Talking about customer service, the best I've _ever_
             | experienced has been with Sweetwater, on online music
             | store. I seriously rave about them to anyone that will
             | listen. Someone should do a case study on their CS program.
        
           | callalex wrote:
           | I'm glad everything worked out for you in the end, but it
           | seems like the Steam policy here is pretty reasonable, and
           | you come across as unreasonable.
        
             | lsaferite wrote:
             | I know I shouldn't engage, but your comment irks me.
             | 
             | This is the email I sent, make of it what you will:
             | 
             | Mr. Newell,
             | 
             | I figured I would email you as a sort of spiritual goodbye
             | to my fandom of Steam.
             | 
             | I have been a customer for as long as I can remember. I'm
             | pretty sure it's longer than the 15 years my profile lists
             | as I had a profile that I lost access to before this one.
             | For this entire time I've been a staunch supporter and
             | advocate of Steam. I've slowly built my collection over the
             | years and would always prefer to buy via Steam vs.another
             | platform or even direct. I would always recount my many
             | positive experiences with the Steam platform when
             | discussions online turned negative. Overall I was a very
             | happy customer and advocate.
             | 
             | My son is now 10 and I had finally decided to start a game
             | library for him. We are a multi-PC family and we frequently
             | want to game together or just want to all play games at the
             | same time, even if they are different ones. As the Steam
             | sharing feature means we cannot all play different games I
             | decided I'd just buy him some of the games he asked for or
             | that we could play together. The last two of those
             | purchases is what triggered my loss of faith in Steam. And
             | to be honest, it was such a trivial thing to trigger it in
             | the end. I purchased a copy of Elite Dangerous: Commander
             | Deluxe Edition and a copy of Conan Exiles - Complete
             | Edition. They were both on sale for a good amount off, 75%
             | for ED and 40% for CE. As I seem unable to just purchase a
             | game and hold it as a later gift to someone and instead I
             | have to specify the recipient right away I went ahead and
             | sent it to my son's email address. That address is simply a
             | group that goes to myself and my wife until he's a little
             | older. Apparently I missed the fact that I needed to go and
             | accept the gift or the gift would be REFUNDED. Eventually
             | the gifts were both refunded and I had missed it until the
             | second gift was refunded. I immediately reached out to
             | support to help un-refund the purchases. They said that
             | they were unable to help me.
             | 
             | That is really where the story ends I'd say. Nothing
             | dramatic, but I told them they'd lost a customer for giving
             | me my money back. Pretty ironic really.
             | 
             | I keep getting emails about deals on items on my wishlist
             | and I keep realizing that I meant what I'd said. You guys
             | lost a customer. I've gone so far as to start buying games
             | I already own on Steam on GOG instead now. I won't walk
             | away from my Steam library and I'm not saying I'll never
             | spend more money on Steam. But I'll never do it as a first
             | choice and I'll never do it as a happy customer.
             | 
             | I just wanted to write to you on the off chance that you
             | might read this so perhaps you can do something for the
             | future to not lose another loyal customer over such a
             | trivial thing.
             | 
             | And this was the response:
             | 
             | Hello Mr. [X],
             | 
             | My name is [Y] and I am a developer on Steam. Thank you for
             | taking the time to email us and bring this issue to our
             | attention.
             | 
             | I have reviewed your help request and I am contacting you
             | to apologize for the responses that you received. Your
             | request was not handled appropriately and we will use it as
             | well as your feedback to improve how we handle cases like
             | yours in the future.
             | 
             | We would like to add free copies of the games that were
             | automatically refunded to your son's account. From your
             | email, it sounded like you were hoping to delay giving him
             | these games until he is a little older. So, I have added
             | giftable copies of Elite Dangerous: Commander Deluxe
             | Edition and Conan Exiles - Complete Edition to your
             | account's inventory. You can access your inventory through
             | the dropdown menus near the top of the Steam Client and
             | gift them to his account at any time.
             | 
             | We also think it is great that you are starting a game
             | library for him and we would like to contribute some games
             | from Valve as well. I am including two CD keys which you
             | can register on both of your accounts so that you can play
             | the included games together. These keys include all present
             | and future Valve titles:
             | 
             | [CODE1]
             | 
             | [CODE2]
             | 
             | Thank you again for bringing this to our attention. Please
             | let me know if I can help with anything else.
        
               | bobsmooth wrote:
               | >but I told them they'd lost a customer for giving me my
               | money back.
               | 
               | That sounds unreasonable.
        
               | subtra3t wrote:
               | I have nothing to add except that this is such a
               | wonderful interaction between two polite people. On the
               | internet, too!
        
         | 2OEH8eoCRo0 wrote:
         | Other than DRM, what's not to like about Steam policies?
        
           | alexb_ wrote:
           | They've caught a TON of criticism for Counterstrike cases,
           | which is where they make an absolute crapload of money. I
           | don't think it's a big deal, but others do.
        
           | belltaco wrote:
           | Taking 30% of indie developers revenues while being a near
           | monopoly, so indie devs have to be on Steam. Something like
           | Epic's 12% would be a fair cut given storage and bandwidth
           | costs have gone down over the years. Being able to keep an
           | additional 18% of their game's revenue would be huge for
           | developers. Some may call it rent-seeking.
        
             | 2OEH8eoCRo0 wrote:
             | Ah, that's a fair criticism.
        
             | ric2b wrote:
             | They're a monopoly in the same way that Amazon is: they're
             | not, there are plenty of popular alternatives and
             | publishers aren't locked from selling wherever else they
             | want.
             | 
             | They're just the biggest player and the 30% cut is worth it
             | for all the additional sales.
        
               | belltaco wrote:
               | >there are plenty of popular alternatives
               | 
               | Like what? GoG? And what else?
        
               | xcdzvyn wrote:
               | Epic Games comes to mind. Or just buy the game from the
               | developers.
        
           | sangnoir wrote:
           | I don't know if this is accurate, but IIRC, if you're banned,
           | you lose access to even the single-player games in your
           | collection.
        
             | Quikinterp wrote:
             | That sounds odd, because how does your steam account even
             | get banned? If you cheat in a game and get banned, your
             | steam account isn't banned
        
               | lvass wrote:
               | AFAIK most horror stories are from people who move
               | between countries, particularly from one with "cheaper"
               | prices like Argentina to one with more expensive ones.
               | Not sure if the account itself gets banned but the games
               | previously bought do get locked out.
        
               | mjh2539 wrote:
               | Back in the day playing on VAC servers and attempting to
               | use exploits would get your whole account banned.
        
             | Ekaros wrote:
             | I don't think that happens. You might lose access to
             | features and multiplayer, but not the games you own.
             | 
             | At worst, you cannot buy more games or gifts or trade your
             | items. But you can still download the single player games
             | you already have.
             | 
             | EDIT: Generally it seems account suspension is possible,
             | but that usually means they noticed something illegal or
             | extremely suspicious activity.
        
           | no_time wrote:
           | Erosion of the concept of ownership. I can lose access to the
           | content I have paid full price for through no fault of my
           | own. Just because they've decided to no longer support the
           | platform I've never stopped using. Also not being able to
           | resell the product I supposedly "own".
           | 
           | To be fair, none of these things were pioneered by Valve, but
           | more of a general change in what society accepts as the new
           | normal.
           | 
           | Even though I can remove SteamStub DRM with an automatic tool
           | to solve these issues, It still irks me how there isn't a
           | regulatory solution to these problems
        
         | fullspectrumdev wrote:
         | Years ago I lost access to my steam account that I had since
         | HL2 came out.
         | 
         | I was able to get back in by emailing Valve support the account
         | name, and photos of the box and serial key HL2 came in.
         | 
         | I was genuinely impressed - up to that point I had absolutely
         | despised Steam as DRM shovelware that almost never worked right
         | due to constantly downloading updates over my shitty internet
         | connection.
        
         | meesles wrote:
         | I whole-heartedly agree. They seem good for the right reasons.
         | 
         | That said, I'm scared about the inevitable creep of capitalism.
         | What happens when Gabe retires? Or some legal/financial event
         | changes things?
         | 
         | I have no reason to doubt them, but history gives me reasons to
         | be cautious with my optimism. We've seen similar parallels with
         | beloved tech companies in the past.
        
       | taink wrote:
       | I had to dig a little so here's the link to the talk the article
       | is mentioning: https://youtu.be/L98v4epQmrg?t=15121
        
       | mastax wrote:
       | Here is a link to the presentation, it starts at 4:12:04.
       | 
       | https://www.youtube.com/live/L98v4epQmrg?si=T-snMWdtnDLpN_TJ...
       | 
       | And here are the slides:
       | 
       | https://static.sched.com/hosted_files/osseu2023/83/steamos-a...
        
       | syklep wrote:
       | The talk mentioned in the article starts here:
       | https://youtu.be/L98v4epQmrg?t=4h12m6s
        
       | ho_schi wrote:
       | I would love to see some kind of _Native Linux Game Awards_ by
       | Valve.                   * Best native game for Linux gets an
       | award, highlight in shop and 50% discount on shop fees.         *
       | Best native - platform exclusive - game for Linux  gets an award,
       | highlight in shop and 100% discount on fees.
       | 
       | Why?
       | 
       | Proton is helpful like WINE but it is an aid which needs a lot
       | work (and even more by Valve) and hinders *high-quality* native
       | ports. We need more games like HL2 and CSGO natively. Valve
       | shouldn't do the work of application developers. The resources of
       | Valve are in long term needed for Linux, Mesa, SDL and other
       | utilities. I respect the amount of work in Proton but Valve
       | cannot do that for another decade. The job of Proton should be
       | making itself superfluous?
       | 
       | Isn't that is unfair? Not as long others use incompatible APIs
       | (Mantel and Direct3D) and enforce users to switch platforms (all
       | consoles). Apple, Microsoft, Sony and Nintendo use platform
       | exclusive titles for decades.
       | 
       | PS: Great native games? HL1, HL2, CS1, CSGO, Civilization, Tomb
       | Raider, OpenRA. Especially Day-1 ports are important.
        
         | Dwedit wrote:
         | The high-quality ports are being limited by how dependencies
         | work on Linux distros. You're tied to a very specific version
         | of a library. Fine if you can just recompile the code every
         | time the version changes, but not fine if you're shipping an
         | unchanging binary.
         | 
         | Meanwhile in Windows land, you static link everything and
         | import only the system DLLs, and everything is great. You can't
         | do that on Linux even if you wanted to.
        
           | accelbred wrote:
           | Its pretty easy to statically link with musl on linux.
        
             | Dwedit wrote:
             | I heard that attempting to load dynamic libraries from an
             | executable using MUSL was difficult. Specifically when the
             | library you want to load imports libc.
        
           | ho_schi wrote:
           | That is what closed-source software does on Linux and Windows
           | and Mac. Usually all required libraries are shipped with the
           | executable. Most don't link statically, sometimes this even
           | isn't possible.
           | 
           | People also ship Microsoft's system libraries. Windows tends
           | to be in "undefined state" due to missing package management
           | (file corruption), broken Windows-Update or whatever went
           | wrong.
           | 
           | It is hard teaching developers not to package their software
           | for Linux! Native packages are maintained by distributions
           | and require well documented dependencies only. Instead many
           | developers maintain themself various packages for outdated
           | distributions not used by anyone. Examples?
           | * Amazons MP3-Downloader (that's old)         * Valve
           | (shipping only for Ubuntu but they learned to allow
           | redistribution quickly, one of the first requests came from
           | Arch)               * Microsoft with Teams (yes, they should
           | know better...)
           | 
           | But they want to package?
           | 
           | Do it once with Flatpak. No Snap! No AppImage. Just Flatpak.
           | It is designed for that usage.
           | 
           | Else?
           | 
           | Provide binaries in tar.gz, document instructions, allow in
           | any case redistribution. Always. If need the distribution
           | maintainers will care. If not the users can copie them just
           | on disk.
        
         | LooseMarmoset wrote:
         | I used to feel like this, but then ran into games like
         | S.H.O.G.O:MAD and Terminus, and The Bard's Tale - those have
         | native Linux ports, and they're pretty much un-playable these
         | days. Using Proton, I can run even problematic old games like
         | Dark Messiah of Might and Magic (that won't even run on Windows
         | anymore!).
         | 
         | I feel like insisting on Linux native ports is letting perfect
         | be the enemy of the good, and that native ports don't
         | necessarily guarantee anything at all.
         | 
         | I certainly do appreciate developers who can provide native
         | ports, though. In the end, I just want to relax and shoot alien
         | space nazis in the face, and not think about how to get the
         | alien space nazis to run on my machine.
        
         | johnnyanmac wrote:
         | Hey, someone who thinks the same way I do. Never thought I'd
         | run into another native port advocate in 2023.
         | 
         | That said: it's funny you talk about rewards offered by Valve
         | and then list 4 Valve Games. I know they wouldn't do that, but
         | it'd be hilarious to think about.
         | 
         | > Isn't that is unfair? Not as long others use incompatible
         | APIs (Mantel and Direct3D) and enforce users to switch
         | platforms (all consoles). Apple, Microsoft, Sony and Nintendo
         | use platform exclusive titles for decades.
         | 
         | I don't see it as unfortunate, since very few devs are going to
         | make games specifically to compete for saving 15% on rev-share.
         | That's a huge gamble. And no one is going to bet on Linux
         | exclusives for a chance to save 30%
         | 
         | The only potentially unfair issue may be that some AAA game
         | ends up getting the rewards, the sort of studios who'd need
         | that money the least. But that is ultimately what we want to
         | encourage, so IDK. Maybe 2 rewards, one for general and one for
         | "small teams" (defining that term will take a lot of
         | fanagling).
        
           | ho_schi wrote:
           | I hope for both and the categories are aiming for both. I
           | assume "also Linux" for AAA and the "only Linux" for small
           | independent developers :)
           | 
           | What I expected for 2023 was Half-Life 3 with a Linux port.
           | And the press release stating that a Windows port "may"
           | follow later but not now.
        
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