The Steam Review

Comment and discussion on Valve Software’s digital communications platform.

Triton’s Lessons and Legacy

What can be learnt? :: October 24th, 2006 :: Interviews, Other services :: 8 Responses
Small Triton logo

Triton’s demise has been a particularly untimely one. Its plug was unexpectedly pulled during Steam’s strongest single week of growth–perhaps not in coincidence. Its closure has been every digital distribution paranoiac’s nightmare come true, a case study for the worst-case scenario in fact, and as such is of great interest to anyone with a stake or interest in any connected digital distribution scheme.

Let’s be clear on one thing: the collapse itself has been truly disastrous. DiStream shut the group down and laid off its employees–ostensibly as part of a “re-organisation” effort–without warning even 3D Realms or Human Head, the two groups solely responsible for whatever success the system enjoyed. DiStream have since then made no move (that anyone is aware of) to clear up after their actions. But for all the farce of the collapse itself, post-support both exists and is progressing smoothly at the hands of Triton’s former lead architect Royal O’Brien, with whom I spoke.

This post will examine both aspects, collapse and post-collapse support, and then contrast them against Steam.

Read the rest of this entry »


The Double Fine question

Episodic and on Steam? :: October 9th, 2006 :: General, New products :: 14 Responses
Psychonauts: Waterloo World
It’s impossible to convey Psychonauts with a single screenshot, so I won’t even try. Click through for a gallery.

One particularly good piece of news to come from Majesco’s and Valve’s recent contract-signing press release was that Double Fine‘s most excellent game Psychonauts would be arriving on Steam at some point this month. While I would feed justified making special mention like this purely on the game’s many merits and tragic under-appreciation at retail, there are several noteworthy issues surrounding it also.

Design lead and industry veteran of Monkey Island fame Tim Schaefer spoke to the Guardian this August:

Definitely, we’re looking at distribution by download. It’s a promising avenue. … We’re definitely interested in downloadable content to make smaller games, just because it would be nice to make a game in less time than most modern games, which usually take about two to three years. Back when we did Monkey Island, that was only about nine months.

Before we get to carried away with the very pleasant notion of Double Fine producing episodic games for Steam, a reality check is in order: the group’s next game is being published by Valve’s old friends Vivendi Games, both excluding their future projects from the Majesco contract and placing them at the mercy of a publisher with every reason to hold no great love for digital distribution, not to mention Steam.

Fortunately this fact doesn’t quite preclude our merry theorising: Valve and Vivendi parted out of court and on “good terms” (if anyone can find the interview with that VU rep quote in, I would be grateful), and Double Fine have described the publisher and their contract with them as “developer-friendly”.

Nevertheless, the relationship makes a question out of what I would have otherwise have happily called a certainty. Just how good were the terms, and just how developer-friendly is the contract? Watch this space.


Deals with the devil: publishers on Steam

Has the old guard been tamed? :: October 9th, 2006 :: Features :: 12 Responses

Like Atari and to some extent Strategy First, Majesco is a publisher facing considerable financial issues. Its suits signed a long-term Steam contract last month as part of a refocus on low-investment and low-risk games: a goal that only a few short years ago would have meant bargain-bin shmups, but with today’s digital distribution systems and the forthcoming Nintendo Wii can and has lead to a more progressive path. Which is great, but for whom?

A recent advert for Zuma Deluxe.
What messages do publisher contracts send to the industry and community?

Majesco’s Steam venture is going to be successful–how could it not be? But that success will be for Majesco. For their sub-contracted developers and others in the same situation, Steam in fact means even less revenue. Valve’s cut is simply piled on top of the publisher’s: while it would be nice to think that Majesco, Atari and company would eat the cost of distribution themselves, what with manufacturing and physical distribution out of the picture, their financially-oriented motivations strongly suggest that the proportions are the same (or worse!) than at retail.

It isn’t much better on the consumer’s side, where it can’t be missed that prices are at near-retail levels in order for the publishers to stay on good terms with their still-vital retail partners.

There’s not much that can be done about this. Even the most eager of mainstream publishers still has a massive administrative beer belly to shift before they can really start to get to grips with digital distribution, and their much smaller, perhaps even humiliatingly so, role within it.

Don’t get the wrong message: despite the gloom, this categorically does not mean that publisher contracts are Bad Things. It goes without saying that awareness of the games in question rockets, and the developers are still getting their funds; the contracts are also the only way that most studios, already locked into the publisher ecosystem, can hope to get onboard digital distribution. But as we have seen, their long-term usefulness is questionable for the developers, Valve, and in the context of digital distribution even the publishers themselves.

Motivations

All that aside, what exactly has led Valve to publisher contracts? Rag Doll Kung Fu was described as the epitome of Steam’s independent aspirations, but it is hard to make the same claim of Bloodrayne 2 and Zuma Deluxe. The easiest answer is the love of money, but, as regular readers will be unsurprised to hear, if we look hard enough there is a more subtle (and as such more Valve-like) rationale awaiting discovery.

Beyond Good & Evil
Ubisoft don’t have an ongoing contract like Majesco’s. They don’t need one.

Consider Ubisoft, who have entered contract to distribute Dark Messiah of Might & Magic. Ubi love digital distribution. Usually headed by Beyond Good & Evil, their back catalogue games are to be found on many schemes, in fact almost every one going–and yet their Steam contract shows no indication of extending beyond Dark Messiah. With its links to Valve it is obvious why Dark Messiah is an exception, but an exception to what? Why this discrepancy at a time of such expansion?

That Valve only accept contracts from publishers need of financial support is the answer running quietly under the surface. It simply isn’t credible to suggest that only Atari, Strategy First and Majesco have ever broached the distribution issue, even factoring in possible conflicts of interest with Valve being a prominent developer. PopCap remain an anomaly, I will admit, and are quite possibly the moneyspinner they first appear.

Accepting mass-distribution deals only from those truly in need of them presents a far more positive image to the public than that of a sell-out, the other motivation visible with our current knowledge. Today’s publisher contracts might be a compromise of Steam’s initial vision but are arguably ones worth living with, at the very least until more developers become independent. It is only unfortunate that Valve cannot advertise their reasoning (if it is indeed as I’ve theorised) without embarrassing their clients.


TSR Development Environment

Possible posting interruptions :: October 3rd, 2006 :: Site news :: 12 Responses

I’ve recently moved to the North. This is now my working area for the site:

TSR Development Environment

The laptop you can see features a Pentium III chip with an astounding 500MHz clock for ultra-speedy calculations. Two USB ports allow me to make use of the latest digital devices, and 256MB of RAM and an ATI RAGE Mobility video card combine make my multimedia experience second-to-none. A gorgeous 12″ LCD display at a native 1024×768 and with a refresh rate of up to 60Hz rounds off the package.

While I’m not going to be playing many games on this hardware (even Defcon’s menu can’t break 2FPS), despite or perhaps because of the abysmal nature of the halls’ internet connection Steam can connect without hitting any closed ports. I should be able to soldier on, save perhaps for any first-hand analysis of the something being integrated into Team Fortress 2.

The piece on publisher contracts I was talking about, er, three weeks ago (it’s Valve’s influence, I swear) has been dusted off now that I’m settled in. For the time being things aren’t too hectic, and hopefully there won’t be any more delays quite like this latest one, but as I hope you all understand it is extremely hard to make promises.


Junction Point Studios dropping Steam

Lack of investor confidence cited :: September 13th, 2006 :: General :: 8 Responses

Has Warren Spector’s Junction Point Studios been forced to back down from digital distribution? GameSpot’s report from the little-publicised Austin Games Conference suggests so, and my enquiries have been met with silence. Expect the worst.

Rounding out the panel was Warren Spector, former Ion Storm designer who left the company specifically to found a new studio built on digitally distributed episodic content, a move he said didn’t work out as planned.

“I think I was a little ahead of my time,” Spector said, adding, “The money wasn’t there and the resistance to this model at that time was huge. And venture capital guys scared me to death.”

Spector has a traditional publishing deal at his current development house, Junction Point Studios. While he did mention in the panel that Junction Point had done some work with Valve Software and its Steam service, he said his company wouldn’t get into digital distribution for a while. Despite that, he did express a strong desire to see digital distribution succeed and play a role in games becoming more mainstream.

JPS was formed and presumably began early work in January 2005, about six months before Valve and Ritual announced their own episodic series. However it was not until November 2005 that Spector’s company announced its intention to embrace digital distribution (and as we now know, episodic releases too), a further three months after the Half-Life 2 and SiN episodes had been laid upon the gaming world.

While this might raise questions, we must consider the fact that Ritual’s episodic development budget came from their own pockets, whereas the more youthful JPS will have needed investors for what we can reasonably assume to be an innovative design; two sets of uncertain risk are not a healthy combination for a VC-funded project.


Steam Podcast launched

Community grows :: September 2nd, 2006 :: General, Site news :: 15 Responses

The first Steam Podcast was released today. While it concerns the wider Steam community more than it does Steam itself, some company is welcome all the same!

‘Episode 1’ covers PopCap’s arrival, Half-Life 2: Episode Two and Team Fortress 2, Microsoft’s XNA Express beta, recent Starcraft 2 rumours and the CPL Spectator Pass offer, and is headlined by an interview with a member of the SourceForts mod team.

Good luck guys. 🙂