I don't disagree with most of your statement, but Valve has and continues to make lots of money from loot boxes in both CS and TF2. Just want to point out that they do do stuff like that too.
Valve is not literally the first but they played a big part in normalizing both lootboxes and micro transactions. Don't rewrite history just because you are a fan.
Not to mention their role in you not owning your games.
> Not to mention their role in you not owning your games.
I do use Steam to "purchase" games, and it irks me that they're still allowed to show "Buy" when in reality you're essentially leasing/renting the game, can't believe it's legal for them (and others) to trick people like this still.
A Steam purchase I have more confidence in than a physical game copy to survive. I trust Steam to honor its agreement with me more than I trust in myself and my feline overlords to keep a game CD alive.
In a previous timeline, this has led to me going on ebay to find CDs of a long lost game (EarthSiege 2), which I promptly uploaded to the Internet Archive as the one distributed by the current license-holder at the time had an older, unstable version with bugs and, more importantly, no audio and my own original copy got damaged to hell and beyond...
Sure, I agree with all of those things, but the fact still stands, Steam is actively lying to customers as the store pages say "Buy" and "Purchase", not "Rent" or "Lease", which are more accurate. You don't actually own the product.
Don't get me wrong, as mentioned, I use Steam and like Steam/Valve, but that move is a bit shitty regardless.
What? Valve basically invented making money with skins and lootboxes, it started with TF2 hats. There is an insane amount of money in the CS2 skin market.
I didn't say Valve is perfect. But they're definitely worth the money I spend there. Great service, proper support, regional pricing, and the list goes on. Everything works today. The work they've put on Proton/Linux gaming easily wins my support.
Did they screw up sometimes? Sure. And I'm from the days when Steam didn't exist. I remember the NoSTEAM game versions in shady sites, including Half-Life 2. Steam was hated with a passion back then. They won by ultimately providing great value and service.
I had a rough time with Proton a few years ago and ended up setting up my most recent gaming rig as a Windows 11 machine. In retrospect it was probably unfair to judge it on dime-a-dozen Humble Bundle leftovers from a decade ago when most of the effort is spent on supporting new releases.
But yeah... just this week I was traveling for work and my kid reached out wanting to play a little Deep Rock Galactic with me. I couldn't believe how easy everything was from my Ubuntu 24.04 laptop. Steam, proton, Discord, all of it just worked and I wouldn't even have realised it wasn't running natively if I hadn't noticed the extra proton download in the Steam client.
> The work they've put on Proton/Linux gaming easily wins my support.
Lets not be naive here, this is the money they are saving in Windows licenses for the Steam Deck, and having their own store instead of Windows Store/XBox PC App.
Yet they are doing zero to foster native Linux games.
There isn't much they can do to foster native Linux support beyond trying to increase the number of people gaming on Linux. It's a chicken-and-egg problem, and you need to make the platform desirable to developers before they will start developing for it.
This is the chicken-and-egg problem though. If you don't get the Linux/Steam Deck audience large enough first, then that tradeoff won't be worth it to developers.
Valve have the money to pay developers to make a Linux port or ensure it works with Proton (maybe they already do in some cases?), if they really wanted to put the heat on Microsoft. Well, any not owned or being published by Microsoft i suppose.
Valve seem happy to let things happen more organically however.
> Yet they are doing zero to foster native Linux games.
"zero" might be a bit harsh, considering that they do some things at least, compared to others who literally do nothing. Steam the platform has native Linux support, what games are natively available is visible on Store listings, and a bunch of the SDKs (all of them even maybe?) are available natively on Linux too. The situation could have been a lot worse.
It will get more worse, with Proton there is no value in e.g. using Vulkan, just use DirectX, and the convinience of modern GPU programming tooling in Visual Studio, HLSL code completion with CoPilot, PIX debugger, and then let Valve have to worry about running it on Linux.
> with Proton there is no value in e.g. using Vulkan
Valve themselves seems to disagree with you here, considering they still have Linux native SDKs available for integration, and are releasing their own games with native Linux support.
I'm guessing if what you say is true, Valve would be the first to move towards that reality you paint, but we haven't seen that yet, I'm doubting we'll ever see that, but the ones who live will see I suppose :)
Valve will get their OS/2 and netbooks moment if they don't foster a proper native Linux games ecosystem, but yeah lets cheer for Windows games translation on Linux while it lasts.
I think there's a reasonable argument that the most stable Linux gaming API surface is actually Proton.
None of this is really going to change until we end up with a situation like the EA/Apple Store conflict: a major player unable to sell a game on Windows for some reason.
Also, it's something of a pragmatic choice -- Valve did put major effort into native Linux games around 2013, but the effort fell flat for a number of reasons.
Proton is them trying a different path towards severing or lessening the Windows dependence, in my opinion.
Totally agree with you there, as much as I love to hate non-transferability, revokable licenses, permanent VAC bans on accounts that got hacked, I still find Steam the most convenient path to "owning" games in one place.
The Linux work done for Steam Deck is fantastic and I do credit their efforts with inspiring others to work on similar projects that extend and complement what Valve achieved. Much of the hard effort did go into Windows games on Linux before Valve looked at it; everything the WINE project, Codeweavers did, gaming via Lutris since 2009, however Valve have definitely been a force multiplier.
Trust is earned and I think Valve are doing pretty well on that front, especially when you look at the differences to other PC stores, Ubisoft, EA, and to some extent Epic. GOG and Itch are very different beasts.
To some extent I miss the time where Steam was totally curated, you had to make an impact to get your game on the platform, back before it was a free-for-all of shovelware and low-effort slop. Occasional controversies aside, at least on Steam the tools / marketing funnel are there to keep the popular games at the forefront of the store whilst also being fairly open to allow devs to publish without being the chosen one.
Is there a danger of doing to games what Spotify has done to music? Maybe, but I reckon the super deep-discount sales have calmed somewhat and are happening later in game's long-tail part of the lifecycle or used as promo for sequels.
There are plenty of publishers that choose to mainly avoid going that route, often the traditional established publishers with console outlets they don't want to cannibalise, for example Sony and Konami.
> Is there a danger of doing to games what Spotify has done to music?
I think such business model ultimately doesn't scale well for games (several million-dollars production budgets sharing minuscule pieces of a ~$20 all-you-can-eat subscription pie).
Microsoft always knew this, they didn't try to win the market, they tried to subvert the business model, probably expecting the industry as a whole moving towards it -- which didn't happen at all, at least not yet.
Simple math would prove this. There's no way acquiring half the good studios in the world and make them release flop after flop was a break-even operation. It's several orders of magnitude behind.
Most of the market talks Nintendo, Sony, XBox, Apple Arcade, Android.
Exactly because they aquired half the good studios, they happen to be one of the biggest publishers, people forget some of those studios keep using their own branding instead of anything Microsoft, and it would hurt Steam if Microsoft decides all those studios would pull out of it.
Microsoft moved to a subscription service because they botched the launch of the Xbox One, with users accumulating digital libraries on the PlayStation, and that failure is something that has continued to drag them further and further down.
I agree that turning CS into a casino wasn’t a tasteful choice on Valve’s part but as someone who has played CS at least once a week for decades I can understand that they needed to find a way to cover server costs somehow. I paid $15 dollars for CS:GO and have clocked 4,500 hours in the game. I don’t gamble but I’d rather those who choose to fund the server costs than Valve charge a monthly subscription to everyone. Skin sales alone would have accomplished this without having to have loot boxes and keys and that’s where I think Valve went overboard with it. Also, for a game that provides so much revenue I expect better anti-cheat and more VAC bans, which are rare.
They didn't need to cover server costs for CS 1.6. I wonder why that is? Hint: CS 1.6 wasn't designed from the ground up as a microtransaction vehicle so could have servers run by the community unlike CS:GO where centrally run servers are needed to make microtransactions work, not the other way around.
The lootboxes drop as a normal course of gameplay, you buy keys to open them. People still play TF2 so presumably some still open boxes. It's also the base unit of trading for high value items.
CS lootboxes are the least shitty ones in the entire industry. There is 0% pay to win, if anything the skins are a disadvantage because they usually stand out.
I didn't say that lootboxes were pay to win and most lootboxes in games are not. That doesn't mean it's not still profiting from and enabling gambling and addiction.
There's a lot of evidence showing that gambling as a child leads to gambling problems as an adult, and loot boxes are just gambling aimed to a large degree at children.
Valve games are even worse for this because Steam trading allows 3rd party sites to sell cosmetics directly for cash, and some of these cosmetics are worth tens of thousands of dollars. It's just children gambling money but with a thin veneer of video game over the top.
And I see no problem with that. I have never bought a single skin for Counter Strike nor Team Fortress 2 and I have bunch. Well, I used to, but then CS2 came out and all of a sudden my skins and unopened boxes were valued at hundreds of euros and I sold them on steam.
If you think enabling childhood gambling addictions and unregulated gambling systems aren't a problem then I don't know what else to say to you. Lootboxes are gambling, plain and simple.
Gamblers will always find a way to gamble. I like getting cosmetics for free even if they are randomized. I don’t think I have ever bought keys to loot boxes, I just don’t see the point.
Americans would rather mention TF2, a game with less than 10 thousand concurrent players and probably making a modicum of money, than ever pretend that game exists or has influenced other games.
Regardless of how many concurrent players it has now, TF2 was massively influential to other FPS games, and it's still held with high regard by the community. It was also one of the first major games to introduce loot boxes.
We have an epidemic of addiction to gambling in youth, where the arrow points at lootboxes as the gateway drug..