I think Roblox, Minecraft, WoW, LoL, and Fortnite all prove it's fully possible to operate outside that closed platform and see success, as well.
Only up to a certain point. Valve still doesn’t recognise inheritance and people dying as a very real thing.
They expect families to just throw away dad’s login details because he died.
I understand that this is most likely the licensing legalese they have in place that forces it this way, but it really is time that someone in the EU took Valve to court to test this.
I just think they're currently top of the class, all things considered
launching the installer/game is probably one of the least impactful components of steam, and certainly not why it got popular
As a small game developer, the steamworks SDK takes care of so many things I no longer have to care about. I don't have to run NAT punching infrastructure, I don't have to run a presence server and matchmaking services, handle user PII, cloud saves, workshop mod hosting (which can get very large with texturing and media), etc etc. It has an attractive value as a game developer too, not just as an end-user.
Well, it's clear now that you've neither used Steam nor developed a game yourself (or, you have, but you're engaging in propaganda), because the value that Steam provides for someone either playing or developing/selling games is insane.
Local currencies, regional pricing/payment methods, gift cards, Steam Wallet, game gifting, product keys, wallet/credit system (Steam wallet), bundles, DLC, complex storefront (topics/labels, discovery queue, wishlist, sale notifications), user reviews, game refunds, CDN, a really good download/update system, player metrics, shader pre-caching, shared runtime management, cloud saves, game management across multiple drives, LAN downloads/updates, beta/release/build management, DRM and anticheat, game collections, developer updates, forums, Big Picture/Steam Deck UI, Proton, Steam Input, a complex social system (friends, text chat, voice chat, add codes, profiles), social integration with games, account 2FA, and many, many, many more things. (go and ask a LLM and I'm sure it'll be more than happy to give you a far longer list :)
They also run a huge child gambling ring. A big NFT market. Popularized lootboxes , microtransactions and paid battlepasses.
It's also committing whataboutism.
The funny thing is even with those fallacies, it's still wrong.
> They also run a huge child gambling ring
Where are they specifically targeting children? Citation needed.
> A big NFT market
Where's this "Valve NFT" you're describing? I've never seen it.
> microtransactions and paid battlepasses
I have no issues with either of those.
Two bad things (lootboxes and refunds needing legislation, that are far exceeded by most of their competitors) out of the dozens of good things they've done.
There is clearly user experience reason why Steam gained and hold so much ground. Things really were not better without it.