Steam turns 20 today: "We've had to try a lot of different things over the years"
12.09.2023 - 11:20
/ rockpapershotgun.com
The first time I heard of Steam it was, as you might expect, in conjunction with the release of a little FPS called Half-Life 2 back in 2004. You needed Steam to access it, whether you bought the digital version or a retail copy. Given relative unfamiliarity with digital distribution, the nascent status of broadband internet in the UK and US, and the much greater importance of physical game sales at the time, this caused quite a stir. I remember being alarmed by an op-ed over on GameRevolution.com that held forth at length about the risk of conflicts between Steam and other software, if players were outright required to leave it running. How quaint those anxieties seem today - the day of Steam's 20th anniversary. And yet, there's nothing quaint about Steam's ability to shape the field in which it operates.
Between 80,000 and 300,000 players participated in the Steam beta test before its official release on 12th September 2003. In January 2023, the service scored a concurrent activity record of 33 million users. That's greater than the population of Venezuela. For many players, Steam is simply the air we breathe. Open rivals like the Epic Games Store have so far failed to make much of a dent, while alternatives like the wonderful Itch.io have carved out a niche that is essentially predicated on not competing directly. Steam's rise has also been the transformation of Valve from a video game development studio into a sprawling retail empire. The company relied upon releases such as Counter-Strike and to a lesser extent, Half-Life 2 and the Orange Box, to drive early sign-ups, but the idea that Steam still needs Valve the developer the way Valve need Steam is a fading memory.
It's equally bizarre to think that Steam was once thought of principally as a more convenient way of handling downloadable patches for games such as Counter-Strike (the latest iteration of which, Counter-Strike: Global Offensive is still Steam's most-played game on a daily basis). The original Steam client didn't even have a storefront. And it's probably safe to say that Steam will always exist in a state of hectic evolution.
One of the platform's lingering existential questions is just how big a cut Valve should take from a game's revenues. Another is how to ensure that games without giant marketing budgets aren’t buried. Valve introduced a crowd-sourced submission service in 2012, Steam Greenlight, to speed up the release of new games, rather than Valve doing the "hand-picking" themselves. Greenlight proved unfit for purpose in Valve's eyes, and was later replaced by Steam Direct, which itself led to the introduction of various algorithmic personalisation systems. In recent times, Valve have cultivated a volunteer army of Steam
The website gametalkz.com is an aggregator of news from open sources. The source is indicated at the beginning and at the end of the announcement. You can
send a complaint on the news if you find it unreliable.