Why steam is awesome
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Sports , Basketball , Simulation , eSports. Puzzle , Narration , First-Person , Singleplayer. Co-op , Adventure , Puzzle , Funny. In other words, patching PC games back in the day used to be a pain and Steam takes that pain away. There is a small group of gamers and developers who complain about Steam's Greenlight process, but I have to say that this is the best thing made available for the vast array of incalculably good and bad indie games out there.
Allowing gamers to vote for the games they want to buy and play only makes sense, as opposed to relegating all non-publisher indie titles to a back-corner section on the service like the Xbox Live Indie Games channel, or keeping a lot of these titles buried like the Nintendo eShop, the Greenlight really does bring a democratic meritocracy to the whole indie community because games people want to play can be voted for by people who want to play them.
While there are complaints about the search and filter options complaints I wholeheartedly agree with , Valve is still working out the kinks and aiming to make the service better. Besides, without Greenlight we wouldn't have awesome games like Vector, Surgeon Simulator or McPixel available to a broad audience. It's not like any of those games would have been picked up and published by EA, Microsoft or Activision.
In addition to giving indies an outlet to get their games out there with Greenlight which otherwise never would have seen the light of day on Steam , Valve also broke ground and incorporated one of the coolest modding resources on the net alongside ModDB and it's called the Steam Workshop. This web-based software tool shed enables gamers, developers, modders and tinkerers alike to create, modify and upload their creations for Workshop-compatible games and share those creations and mods with everyone.
This here is part of the lifeblood of the growing community and gamer dedication to the pro-consumer Valve machine. Instead of milking gamers with what could have been a DLC shop, Valve opted instead to promote content through the Workshop that allows gamers to experience new ways to play their favorite games, including new maps, new game modes, new enemies, new weapons, new items, new quests and new ways to share experiences and creative ideas.
While a lot of people like to draw comparisons to other digital distribution portals and Steam, the fact that other competitors lack a mod workshop speaks volumes for Valve's dedication to the actual gaming community and growing that community beyond the simple attempt to use a service to reach into the pockets of gamers.
Tying in nicely with the previous point, there is a lot of support for content creators without worrying about legal barriers and blockades. One of the main reasons Capcom supposedly doesn't officially support mods is because of legal barriers and resource management. Valve, on the other hand, encourages gamers to step out of the box and encourages content creators to experiment with the Source Engine and publicly available tools.
This, again, helps to expand a game's community and the market valuation of said title. That's also not to mention that it creates an indefinite tail-end for a game so long as content creators continue to pump out fresh new content for the game i. This is further evidence with Valve's open monetization program to help content creators and modders make some extra cash, as reported by Wired.
When was the last time EA, Ubisoft or Microsoft setup a program to help modders make some dollar-dollar bills off their contributions to a game? Heck, when was the last time any of those three supported open modding for their games? This here also ties into the above two points, as it's another sign of the company promoting the growth of the industry as opposed to stomping it out like a day old camp fire.
While companies like Square Enix , Activision and Warner Bros are keen on sending out cease and desist letters, Valve does just the opposite, encouraging gamers, tinkerers, modders and designers to take that long road down the pathway of software exploration, so much so that the team that remade the original Half-Life into a total conversion called Black Mesa received Valve's blessing and even managed to get approved on Steam's Greenlight.
Additional expansions, mods and total conversions of Valve's own software has usually been met with a lot of support in the modding community, which is how things like Dota, Counter-Strike, Team Fortress and Dear Esther became real games all their own. It's literally the total opposite of when modding was available in earlier Battlefield titles but then was blockaded off in order for the publisher to sell similar mods as DLC.
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