I'm curious as to what other kinds of convenience measures they'll be able to implement in the future - especially with hardware control via steambox on the horizon.
I'm curious as to what other kinds of convenience measures they'll be able to implement in the future - especially with hardware control via steambox on the horizon.
This is a way to avoid telling people your steam password to "borrow" your account, not borrow a single game.
This would have been very useful to me when, in University, my roommates and all played our games on the living room gaming PC.
I can imagine this being useful for siblings to share a game library mostly bought by parents, or a spouse playing a partner's library. So certainly not useless, but it isn't loaning a game to a friend for a week, unless you're not going to play games at the same time as the friend.
> WHEN I AUTHORIZE A DEVICE TO LEND MY LIBRARY TO OTHERS, DO I LIMIT MY OWN ABILITY TO ACCESS AND PLAY MY GAMES? As the lender, you may always access and play your games at any time. If you decide to start playing when a friend is already playing one of your games, he/she will be given a few minutes to either purchase the game or quit playing.
But I missed the implications in the FAQ directly above that:
> CAN A FRIEND AND I SHARE A LIBRARY AND BOTH PLAY AT THE SAME TIME? No, a shared library may only be accessed by one user at a time.
I'm not sure how they fear that so much. On the rare occasions when I buy videogames they're usually used ones purchased at GameStop or on eBay.
I obviously understand the appeal. Who doesn't like free shit? If you want to "borrow" a game from a friend just pirate it. That at least saves the platform holder some bandwidth costs.
The fact is, lending requires scarcity. I would never in my life lend goods to a friend if I could provide an identical duplicate for basically zero cost. Why would I? I'm not bound by scarcity by choice.
Steam invents scarcity by limiting the number of "friends" to 10, and by enforcing a policy that will boot off friends ~five minutes after the owner logs in.
Real life doesn't need such machinations for the system of lending to work, which is why lending physical goods can never be the same thing as lending digital goods IMO.
When "loaning" digital bits the only thing that could possibly be loaned is a user license. Bits are copied, not loaned. If I "loan" you a digital game then your computer will make a copy of bits as sent by some arbitrary server possibly across the globe. You may even make a copy of different bits as your copy of the content may be for a different localization, quality setting, platform, or file format. My computer may or may not still have a copy of those bits.
It is not reasonable to expect licenses to digital bits to be infinitely transferable without limit. If licenses could be transfered without limit then there is no reason for more licenses to exist than the maximum number of concurrent users. Acquire a license when you launch a game and release the license when you shut it down. A 3rd party middle man could trivially run this exchange. Popular games sell millions of copies on Steam but only a small handful can crack even 100,000 concurrent users.
Assuming that you agree there should be a limit then it's just a matter of deciding where that line in the sand is drawn.
You said "Loaning digital goods is a gibberish statement." This is simply not true.
I know back in the day half my friends ended up buying copies of Starcraft because they'd done a multiplayer install at a LAN party.
A PC game is not that easy, why is pirating a bigger problem on computers than consoles? Or is it so? I'm not entirely familiar with the numbers but since you can still swap used console games I'd imagine it's like that.
I am glad Valve is doing something to improve this.
Huh, I know the other content industries have to play that game, but here I thought the killer feature of legitimate software was "not a virus."
Oh, maybe not piracy so much as... resellers? GameStop?