Trawling through
my Steam games list I was hoping to find a game or collection of games with a
common element or mechanic which had possibly a highly praised or even
controversial form of recognition within the gaming community that had been
discussed in a lecture to elaborate and voice my opinion on. Then I wondered “what the
hell, why do I have so many games? Where did they all come from?” This then set off
a chain reaction in my brain about digital distribution, buyer’s remorse and evolution
of hardware, in particular the games themselves, which I want to discuss.
As a kid, the
euphoria of going into EB games, getting a game from the shelf, studying
the exquisite cover art and reading the manual on the way home building up hype
and anticipation for the impending gaming experience was such a fantastic
feeling. You would cherish the game as you slid it into the CD slot and focused
on playing that game until it was finished. Displaying the boxes of games on
your desk like trophies would bring a smile to your face as your collection
would grow. A game was easy to lend to your friends never to be seen again but
also extremely tedious if you ever opened a case and had to play find-the-CD-for-the-right-case
game. Now things have changed, drastically. Times are a-changin’ and with game
distributors such as Steam, Playstation Store, Xbox Live Marketplace etc revolutionising
the way we get hold of games, we may see the end of snapped CDs and lost
manuals on the horizon.
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All hail the mighty Gabe Newell, co-founder of Valve |
There are benefits
but also setbacks with this form of online distribution. Steam completely
dominates in this market. Developed by Valve Corporation, it is a digital distribution, multiplayer and communications platform which control 50%-70% of PC downloaded games
contributing to their $2-$4 billion value[1].
They know what they’re doing and they’re doing it right. In terms of the
process of obtaining a game, one would have to have an account; its free, no
hassle. Once you’ve found the game, just enter your credit cards details and
click purchase. So far the ease of a few quick clicks is all too enticing to
buy a game, which is also a dangerous trap. You must then download it; a pain
for us in NZ with our Internet limits but possibly a blessing in disguise. I would
consider this a major hold back from people going rampant with their money. This
is the price you have to pay for this type of online distribution. Otherwise, all
this is a very simple method. No need to go into a store, slowly open your
wallet and tentatively take out cash, possibly show your ID and have HUMAN
INTERACTION GOD FORBID. In terms of age restriction, it is possible to be
underage and still buy R18 games from Steam; there is an age verification
before viewing certain games in the store but that’s more for terms of
conditions and contracts with classifications rather than a psychological deterrent.
Obtaining a credit card from your parents is another matter however.
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Steam announce their next summer sale |
A silver
lining though is that this distribution method has given indie developers a
chance to show their games to the world as online distributors already have the
audience, and indie developers can skip the cost of publishers and the required
amount of units they have to sell. Brian Gaar from Statesman explains the ease
these developers are experiencing now and says that the ”model of circumventing
traditional publishers has become more and more prevalent, especially for PC
and mobile games”[3]. Well
with platforms such as Steam topping 40 million active accounts and reaching a record
of 6 million people on at once[4]
it would be a wise move to take advantage of a system like that.
I think looking to the future the positives outweigh the negatives as we
will begin to see new ways to revolutionise gaming which will take a hold of
the Internet as a means of distribution. Internet limits should hopefully be a thing
of the past as its importance as a fundamental tool grows in our society. We just
need to learn self discipline in the mean time to control these primal urges to
buy ridiculously low priced games. Counting to ten works for me.
[1] http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html/
[2] http://www.digitaltrends.com/gaming/gamestop-shutters-200-more-stores-as-digital-distribution-redefines-the-gaming-industry/
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