Fiveplus
2 days ago
> Can I still download offline installers? Yes.
This is the only line I was looking for. I stopped buying on Steam sometime ago because I realized I was just renting licenses. GOG is the only major storefront where I feel like I actually own the product. As long as offline installers remain a core tenet, I don't care who owns the company. That said, it helps that it's someone returning to their roots rather than a private equity firm looking to strip-mine the assets.
georgeecollins
2 days ago
OK, but the model that Valve pioneered is the model that supports 90% of all commercial PC games made today, a higher percentage if you cut out MMOs and free to play games, which you certainly don't own.
I love GoG and I have worked closely with a lot of people there on projects they are great. This announcement seems like good news.
No one has to sell games on Steam. No one has to use a model where they "rent licenses". They could sell you everything DRM free. They don't because too many people pirate games to make that a viable business.
ninth_ant
a day ago
> They don't because too many people pirate games to make that a viable business.
This is an opinion, stated as if it’s fact.
There are many factors contributing to the ongoing success of steam. Ease of access, a strong network effect, word of mouth from satisfied customers, a strong ecosystem of tools and a modding platform, willingness to work across many platforms and a variety of vendors including competitors, and more.
Boiling this down to one factor of “too many people pirate” is dramatic oversimplification.
Aurornis
15 hours ago
I’ve followed a couple indie game developers over the years who started with lofty ideas about selling DRM free games. As soon as they add an online component of any type (e.g. a leaderboard for ranks or high scores) they’re blown away by the number of connections coming in because the number of people playing the game is so much higher than they would have expected from sales alone.
If you’re the kind of person who actually pays for games even when you could pirate them with a few minutes of searching, you probably don’t fully understand how widespread the problem is. Many people will simply not pay for something if there is an option to get it without paying by default.
The only developers who can afford to do DRM-free games are those with such a high volume of users that they’ve passed their target threshold for income and are okay with leaving money on the table. For every 1 person you see claiming they will only spend money on DRM-free games in comments on HN or Reddit, there are probably 100 to 1000 more who don’t care about the DRM status of the game, they just want to buy it and play for a while.
freehorse
14 hours ago
The question is, how many of the people who pirate a game would instead buy it if pirating is not an option? How many of the people who would try a new game by downloading a pirated copy will actually continue playing it, instead of just trying a bunch of different games, in which case they would prob have refunded anyway? The mere fact that X number of pirated copies are downloaded and executed does not mean that X number of sales would have happened.
Moreover, for offline games, there have always been ways to crack DRMs. I do not have data on that, but I have seen pirated versions of all these DRMed games and I doubt that DRM on its own actually inhibits pirating. Let's not forget that DRM precedes steam, and before it was usually about having to put the cd in order to launch the game. I have used cracks for games I actually owned because I did not want to use the cd, and often a damaged cd could mean being unable to play the game otherwise, even if all assets and files were installed on the hard drive. When a new kind of DRM came out, the only question was how long it would take for it to get cracked.
Pirating software comes with its own price/risks. The people who have less to lose are probably the ones that do not have the money to spend on all these games in the first place. In general going from number of pirated downloads to sales lost is far from straightforward. There is a lot of misunderstanding here about who and why downloads pirated games.
Aurornis
13 hours ago
> The question is, how many of the people who pirate a game would instead buy it if pirating is not an option?
I don’t think this is as much of a question outside of social media attempts to justify piracy. If only 10% of the pirates would buy the game, that’s still lost sales.
The social media justifications for piracy always assume that the only reason anyone pirates a game or video is because they either couldn’t afford it or wouldn’t buy it anyway. The same arguments were made when Netflix clamped down on account sharing: Everywhere you would find predictions that Netflix would suffer as a result, people would start cancelling their accounts, and they’d regret the decision. Yet the opposite happened and they had more users sign up.
> There is a lot of misunderstanding here about who and why downloads pirated games.
I agree with this statement, but in the opposite direction. The misunderstanding is the mental gymnastics that go into painting all pirates as all poor individuals who have no money and therefore no choice but to pirate games. The reality is that piracy is just a choice of convenience and taking something for free because they can. People from all tax brackets do it.
freehorse
11 hours ago
I do not care about the moral judgements. If somebody cannot afford the game or doesn't want to pay, then they will most probably not buy it, whether they pirate or not. Sure, there is always money to squeeze, but 10% sounds overestimation, esp when the squeezing comes essentially to the expense and inconvenience of the people who actually buy the thing. Which is solely what I care about here. In any case, DRMs never stopped games from being pirated.
Pirating is far from a "choice of convenience" nowadays. Getting a pirated copy is much more complicated than getting it in gog, you do not get updates (I assume you have to search and install it again), and involves serious risk installing malware. Especially with how bug-ridden new games tend to be nowadays, I cannot imagine getting a newly released game without some form of auto-updater.
A lot of successful DRM-free games exist, and games that have DRM are still pirated just fine. Pirating existed in games since ever. It is not for the lack of DRM that a game may fail to sell.
Aurornis
9 hours ago
> Sure, there is always money to squeeze, but 10% sounds overestimation,
10% was an example of a low-ball number. I estimate the number is much higher.
> I do not care about the moral judgements.
If you don’t care about moral judgments, why have this conversation at all? Nothing matters, do what you want, pirate everything you can get away with.
freehorse
7 hours ago
The discussion started about DRM/gog. As I said, what I care about is DRM in games. If I buy a game, I want to own it, not rent it. Same as with any software. This is not just moral, it is firstmost practical. If running a game is bound to have steam running, then not getting steam to run means I cannot run the game. This has actually been a real situation where I could install and play games from gog because I could download an offline installer, but not from steam.
I don't care about the morals of pirating in the abstract, because I don't think such an abstract morality makes sense and hence I am not gonna lecture people what they should do (they can decide themselves based on their situation). The argument that without some sort of abstract moral code one will just pirate everything makes no sense. I buy now the games I play because I am fortunate that I have the money to buy them, and because I want to support studios that I consider decent (so that they keep making decent games). Same with any other kind of art.
mikkupikku
13 hours ago
I've got gamer friends who live in countries / situations where ten dollars is an exorbitant amount of money. Buying a new release at 60+ just isn't a realistic option for most of the population.
So what should they do? Go back and change where they were born? Abstain from participating in modern culture? Or reach out and take the thing which is free?
Aurornis
13 hours ago
Your friends can afford the type of gaming PC necessary to play those $60 titles, but they can’t afford to buy any games for said PC?
And they can’t even wait for them to go on sale? They need to buy them right at launch, at their full $60 price?
> Or reach out and take the thing which is free?
It’s not free. It has a price.
mikkupikku
12 hours ago
You can play most games to some degree on hardware that's 10+ years old, but yes, hardware is usually something they've scrounged and saved for.
And do tell, what is the practical price of pirating a game you couldn't afford anyway? Risk of a virus? Some abstract cost to society itself? Nobody cares.
georgeecollins
a day ago
True, this is an opinion but I am guessing you don't know my background. And having some expertese doesn't guarantee my opinion is correct. But I guess I can say I am considered enough of an expert to be asked to speak on panels about the game industry or serve on juries for awards. And you are right it is a complicated question.
zx8080
a day ago
> I am guessing you don't know my background.
Don't be shy, share it.
straygar
a day ago
Maybe it's this George Collins: https://www.mobygames.com/person/2294/george-collins/credits...
And this being one of the panels mentioned: https://www.youtube.com/watch?v=iPSAb1BDHgI
georgeecollins
20 hours ago
Since I am completely embarrassing myself: - Review of a DRM free game I sold in 1980 https://archive.org/details/BallyArcadeAstrocadeArcadianAltS... - That you tube link is pretty old, I was on a panel at Games Beat this year, I think because a more interesting person got sick.
nopurpose
20 hours ago
can we have another battlezone, please?
jirf_dev
21 hours ago
All the factors you listed are a huge component of Steam’s success but are mainly for the benefit of consumers. Lack of offline installers is something that makes the vast majority of suppliers comfortable with putting their game on Steam. A platform ideally wants to capture as many consumers as possible but also needs to capture as many suppliers as possible to create a rich marketplace. Negotiating the balance of consumer vs supplier demands is what makes Steam successful as a platform.
gregates
16 hours ago
Indeed — the only reason I personally still use steam is that a few of the games I want to play are not available in any other (legal) way.
cogogo
a day ago
I grew up playing pirated games on the Apple II 35 years ago. The fact that many people pirate is not an opinion.
dmantis
a day ago
It doesn't prove that DRM free is not a viable business.
I also grew up pirating, but I haven't been pirating games for more than 10 years now.
A few bucks costs much less to me these days than a headache with finding a cracked version and installing potential malware on my computer. Not even talking about supporting the artists and developers.
Gabe is right that piracy is a service problem. If you have proper easy installers, easy buying, easy refunds and you are from a middle class and higher - it doesn't make sense to download random executables from the internet. And if you have low-income, you won't buy stuff regardless of DRM and just wait someone to crack it.
SOLAR_FIELDS
a day ago
This is a valuable lesson I learned when I worked with someone, not at Elastic, but who had previously worked at Elastic. Elastic was one of the original companies who made FOSS but with enterprise licensing work well. We were discussing in a meeting at this place we worked how to design license checking into the product.
What the guy said I found very insightful: he said that you don’t really need to spend a bunch of time and effort creating sophisticated license checks, you just need perhaps a single phone call to a server or something else that can be trivially defeated for anyone with a reasonable amount of technical knowledge. Why? Because the people who would defeat it are the kind of people who make horrible enterprise customers anyway. So in a way it’s just like a cheap lock. Won’t defeat anyone determined, because it’s not designed to. It’s designed to keep already honest people honest
wishfish
20 hours ago
I did something that was almost the same. Used to work for an educational software company that almost solely sold to schools, universities, and government institutions. Sometimes to corporate learning centers. Every sale was on a per-seat basis.
Every single customer we had wanted to be legal. Didn't want to exceed their seats or do anything which would violate their sales agreement. In the case of our government clients, such violations could lead them into legal penalties from their employer.
Despite having an unusually honest customer base, the company insisted on horridly strict and intrusive DRM. Even to the point of using dongles for a time. It frequently broke. Sometimes we had to send techs out to the schools to fix it.
I ended up just ripping all of that out and replacing it with a simple DLL on the Windows client. It talked to an tiny app server side. Used a barely encrypted tiny database which held the two numbers: seats in use & total seats available. If for some reason the DLL couldn't make contact with the server, it would just launch the software anyways. No one would be locked out due to the DRM failing or because the creaky school networks were on the blink again.
This system could have been cracked in five seconds by just about anyone. But it didn't matter since we knew everyone involved was trying to be honest.
Saved a massive amount of time and money. Support calls dropped enormously. Customers were much happier. It's probably my weakest technical accomplishment but it's still one of my proudest accomplishments.
jack1243star
a day ago
Totally understandable and even reasonable position, but the paying customer gets the worse treatment, which does not sit right.
djtango
a day ago
Yeah this - people who grew up gaming in the 80s and 90s now have significant disposable income and are time poor. A game that offers tens or hundreds of hours of entertainment is seriously cost effective when a movie ticket costs half a videogame or a round of drinks.
Malware is potentially very expensive if you have any capital (tradfi or defi) that is anywhere near your gaming rig. Even a brokerage of 5 figures isn't worth touching something that could have malware.
Most the games young players play are all service oriented games anyway
freehorse
14 hours ago
Similar here. When I pirated I did not have the extra money to buy the games anyway, so I would not have bought them. I would also rent a bunch from a video game store, when this was actual a thing back then, which was much cheaper. And a couple that came with pc magazines. Not sure how that worked in the context of the video game industry, but anyway downloading a full game over these internet speeds was a pain.
Once I was more economically stable, I did not download pirated games anymore, and I even bought a bunch that I had played and really liked, even if I barely played them again.
I am not putting any moral stance on this, I was not entitled to play anything without money to pay, but my point is that for me a lack of option to pirate these games would not have implied me paying for them. Probably I would have done something else with my time.
Spooky23
a day ago
I wish they had a way to transfer licenses. I have a huge steam library and my son is the biggest user. No big deal when he was 7 but now I just want to play my ancient games… and we kick each other out sometimes!
And yeah.. it’s trivial to bypass, but I’d rather have a choice not to.
murrain
a day ago
You can share a Steam library with your family. https://store.steampowered.com/promotion/familysharing
Spooky23
2 hours ago
That’s awesome, thank you!
vintermann
a day ago
That's what he does, from the comment about accidentally kicking each other out.
71bw
21 hours ago
No, the new system allows multiple users to play the same game at the same time (unless the publisher explicitely opted out).
spockz
17 hours ago
Does it? I thought only as many times as there are original licenses in the family. Or is this yet another mechanism?
TuringTest
15 hours ago
If you want to play the same exact title, yes. But previous versions would kick you out from playing a shared game if the owner was playing any other title in their library, and they've recently removed that behaviout.
georgeecollins
a day ago
The first game I ever sold had no DRM, it was distributed by cassette tape. I did very well making games for CD-ROM, up until CD burners got cheap.
There's nothing stopping anyone from making a business selling DRM free games. I think you can get original DRM free games on itch.io. There are probably other places. GoG is great, but they don't typically sell new games.
If someone thinks they can make high production value games without DRM I hope they try and succeed. Anyone here who is certain it is possible is welcome to try.
badsectoracula
17 hours ago
> If someone thinks they can make high production value games without DRM I hope they try and succeed.
CD Projekt RED did exactly that with both Witcher 3 and Cyberpunk 2077, which were available on GOG day #1 (and the Steam version did not have any DRM whatsoever) and while the latter had a rough start because of technical issues, they both sold very well and were positively received (after some patches for CP2077 anyway).
GOG also releases many new high production value games on day #1 too, e.g. Expedition 33 (which won a crapton of awards in recent times) was released on it the same day as on Steam. Baldur's Gate 3 was also on GOG on release date as is Tainted Grail: The Fall of Avalon right now, which also seems to be a high production value game with relatively well reception.
The only games missing are those by companies whose business models rely on sucking out gamers' wallets dry with microtransactions (so they need the "protection" from their own customers that DRM provides) or companies that have people making decisions based on assumptions stuck in past decades.
freehorse
13 hours ago
> GoG is great, but they don't typically sell new games.
Many big studios/publishers avoid gog indeed, but others don't, and definitely a lot of new DRM-free games come out there all the time. Maybe it is because of the types of games I want to play, I usually I have no trouble finding them there, with some notable exceptions of course (souls games, outer wilds).
Both clair obscur and Baldur's Gate 3 (goty 2025 & 2023) were in gog since the beginning (bg3 already since its beta). They both definitely sold very well, despite(?) that. All Larian and Obsidian games get there as they come out, as are quite many CRPGs in general, not even counting CDPR's ones. A lot of great/popular indie titles appear in gog around the same time as they do on steam in the last years.
GOG is not just for old games.
Sayrus
a day ago
People pirate Steam Games anyway. Stating that people pirate too much to make it viable is purely opinion and not based on numbers. Sure, for AAA games you get 2 to 3 months without a cracked version, but this stops afterward. For non-AAA games, the steam version is usually crackable from day-1.
dark-star
a day ago
Seriously, for cracking steam games, all it takes is to drop a single DLL inside the game's folder. It can't get simpler than that.
Yes, that obviously only works for offline games, but yeah, cracking Steaam games is as easy as cracking any other game, maybe even easier
tommica
a day ago
That is cracking, but one still has to download the files from somewhere before they can crack it. Finding legitimate files is still time consuming.
dark-star
21 hours ago
Yeah, but you just need anyone who bought the game on Steam, a friend or co-worker for example, not some shady website.
You want to avoid shady websites for the game download, and shady websites for the crack download. You can do both of this with Steam
jandrese
12 hours ago
If the Apple II had something similar to Steam do you think you would have pirated as much? Ignore the fact that the tech wasn't ready yet and imagine a world where buying Apple II software was as frictionless as buying a Steam game. Also imagine that the software went on deep discounts regularly that allowed you to build up a big backlog of games to play. Do you think you would have been motivated to seek out the seedy underbelly of the software world looking for illicit copies to add to your backlog? Certainly there are some people like that, but they might be a fairly small minority. And then suddenly DRM isn't really helpful because even if it might stop a minority of people who weren't going to buy your game in the first place it always costs you in frustration for paying customers.
trinsic2
a day ago
It's an opinion that "Most" people pirate games and it's also an opinion that pirating games translates directly to lost sales. As Gabe said and I agree with him piracy, if it's anything a service related problem. You don't need DRM to overcome that. You just need to make a good product and respect you audience. The people that pirate for the wrong reasons will do it anyway and you don't gain much from restricting copies.
georgeecollins
a day ago
>> The people that pirate for the wrong reasons will do it anyway and you don't gain much from restricting copies.
That is also an opinion. Also-- as an aside-- I am curious what you think the "right" reason is for piracy. DRM free games is not a new idea. They have always existed and people have tried different models with them like including advertising. Do you remember the Ford driving simulator? The skittles game. there have been other models and there is a huge universe of DRM free games for decades.
If you don't gain much from restricting copies, please explain to me why it is so common in the best games?
nottorp
21 hours ago
Are you confusing the absence or presence of copy protection with how a game is supposed to make money?
> why it is so common in the best games?
What best games? It's common in design by commitee predatory crap like EA/Ubisoft titles.
Thing is, a pirated copy isn't a lost sale. It's more like free marketing. It's possible that the above assholes would make more profit if they stopped spending on copy protection and advertising and just made and sold games.
In a world where it would be impossible to pirate software, I bet they would have at best 25% more sales. No one can afford to pay for every game, especially at launch price, so they'll just make do with fewer of them.
Linky about marketing costs:
https://www.trueachievements.com/n53671/aaa-game-development...
Juicy quote:
the CMA says that "this publisher also submitted that for one of its major franchise’s development costs reached $660 million and marketing costs peaked at almost $550 million."
jaapz
a day ago
Have they actually tried releasing those same games DRM free?
Just because everybody does it is not really a convincing reason
Also many DRM games are cracked quite quickly after release. How does that help sell more copies?
CDRdude
a day ago
“Many people pirate” is a different statement than “too many people pirate games to make that a viable business”.
chii
a day ago
It's because the poster assume that each pirated copy ought to have been paid for - which if they had been, then a previously failing game would've been viable.
But this doesn't make the statement true - because the assumption that each pirated copy would've been paid for had there been no piracy. This is the same incorrect logic that music/movie copyright holders use to count pirated works' financial "damages".
croes
a day ago
>The fact that many people pirate is not an opinion.
That's not the opinon part. That pirating is the reason a game business isn't viable is.
Would you have bought every game you pirated? How much money did you spend on gaming because you got hooked because you could play more games than you could afford otherwise?
nalekberov
a day ago
Games are cracked at day one, sometimes hours after. Apparently DRM is not a solution here. If pirates know that, people at Valve certainly do.
ekianjo
a day ago
Piracy is much less endemic nowadays.
Ygg2
a day ago
Yeah, because rather than pirating from cracxxxed.warez I can buy the game on Steam/GoG sale for $1.4.
t-3
a day ago
Exactly. Games are just software, there's no real unit cost to factor in when setting minimum prices, just market strategy. Running sales with different levels of discounts is as close to optimal as possible $/customer without doing stuff like individualized pricing (which surely requires a vast amount of computing power and human effort to do at scale). Only the truly penniless or retro-game fans need to pirate nowadays.
kevml
a day ago
The real unit cost is worker development cost. Like any other tech company, this cost gets muddied in the platform/framework development costs versus more product focused costs.
Telaneo
2 days ago
> They don't because too many people pirate games to make that a viable business.
Given how many games on Steam are sold either DRM free (you can just transfer the files over to another PC and they just work) or functionally DRM free (Steam's DRM is trivially bypassed, so one step removed from DRM free), this doesn't really scan. Other than games with Denuvo and multiplayer games, DRM is a non-issue for actual pirates.
It seems a lot more likely to me that the people in charge will have a fit at the idea of releasing the games DRM free, but don't actually care to know anything about the details. So long as the DRM checkbox is ticked, and they don't know about the fact that Steam's DRM is trivially bypassed, everybody mostly gets what they want.
HeavyStorm
2 days ago
Also, many such games are on gog DRM free, and certainly pirates don't care where they get their games.
hhh
a day ago
Yes they do. When I used to pirate a lot of games because I was broke I was gleefully happy to see a GOG release.
The scene exists for a reason, it is a very trust based ecosystem.
guizadillas
a day ago
Yeah I usually trust anything a girl who is particularly fit repacks
dannyw
a day ago
I also like an empress although part of the fun comes from her rantings.
guizadillas
13 hours ago
she really cracks me up with her rantings
867-5309
a day ago
good luck sourcing the (supposedly) malware-free release
guizadillas
a day ago
the source is almost always the same forum, what's your point?
867-5309
9 hours ago
is such a forum always well-ranked on search engines? the point is to evade malware, obviously
computerex
2 days ago
People only pirate games because the publishers make it too painful to play games legally. I have pirated games that I own simply because it's easier to play. This pattern has been shown time and time again. When people pirate, it's usually due to a problem with the experience. People pay for convenience.
Now a days a lot of people are pirating games because the quality of games has gone down the drain. Publishers are releasing unfinished games and pricing them at record high. Consumers are pissed at the lack of value.
oriolid
2 days ago
I'm not completely convinced. When I was a teenager I pirated games because I didn't have money (and games were incredibly expensive back in the day). The people who I copied them from did it to show off their collection and connections, or just because they were my friends.
buran77
2 days ago
For people who have no money to spare for games it really doesn't matter if games come with DRM or not. They wouldn't afford them anyway so "for free" is the only option that matters.
For people who have money for games but don't want to pay, the presence of DRM matters very little. 99% of games are usually trivially cracked, especially if you are willing to wait for some days or weeks after launch (an important sales window for the publishers).
For people who have money for games and are willing to pay, DRM turns out to be maybe an inconvenience, but definitely a guarantee that they don't actually own the game. The game can be taken away or even just modified in a way that invalidates the reason people paid in the first place.
mindcandy
a day ago
> especially if you are willing to wait for some days or weeks after launch (an important sales window for the publishers).
“Important” is an understatement. Even for long-term success stories, the first three or four months often accounts for half of a game’s revenue.
And, despite so many people theorizing that “pirates don’t have money and wouldn’t pay anyway”, in practice big publishers wait in dread of “Crack Day” because the moment the crackers release the DRMless version, the drop in sales is instant and dramatic.
fwipsy
a day ago
Do you have a source for sales data when a crack becomes available? If so, that seems like definitive proof that piracy does affect sales.
bendangelo
a day ago
When the Nintendo Switch became hackable, ie can play any game, Nintendo saw a massive decrease in sales in Spain. Btw people in Spain pirate the most games in Europe. The decrease was at least 40%. The idea that this is a service issue and piracy doesn’t affect sales is just PR speak. If the game is offline, it’ll be pirated a lot.
scns
21 hours ago
> Btw people in Spain pirate the most games in Europe.
They have very high unemployment among young people, might be related.
fc417fc802
a day ago
Both you and GGP make concrete claims but fail to provide evidence. Can anyone cite published sales data or is this all mere conjecture?
We've been exposed to what seems like FUD about piracy killing sales since approximately forever - you wouldn't dOwnLoAd a cAR - but seemingly zero actual evidence to date.
mindcandy
a day ago
My source is first and second hand reports from management of game companies having worked in the industry for decades. But, they don’t make numbers like that public.
The best public report I can find is https://www.sciencedirect.com/science/article/abs/pii/S18759... which shows a median difference 20% of revenue for games where Denuvo is cracked “quickly” but also no significant difference if Denuvo survives for at least 3 months.
What I’ve observed from internal reports from multiple companies is that, if you don’t assume an outlier blockbuster game, major game studios’ normal plan is to target a 10% annual profit margin with an expected variance of +/-20% each year.
So, assuming you have a solidly on-target game, DRM not just being there, but surviving at least a couple months is the difference between “10% profit moving the whole company forward on schedule” vs “10% loss dragging the whole company down” or “30% profit, great success, bonuses and hiring increases” depending on the situation.
Outside of games, I have seen many personnel reports on Hacker News over the years from small-time ISVs that they find it exhausting they need to regularly ship BS “My Software version N+1” just as an excuse to update their DRM. But, every time they do, sales go back up. And, the day the new crack appears on Pirate Bay, sales drop back down. Over and over forever. Thus why we can’t just buy desktop software anymore. Web apps are primarily DRM and incidentally convenient in other ways.
nottorp
18 hours ago
> which shows a median difference 20% of revenue for games where Denuvo is cracked “quickly” but also no significant difference if Denuvo survives for at least 3 months.
So how did they measure the difference? They released one title with Denuvo then erased everyone's memories about it and released it again without?
Because if you compare different titles I don't know what you base that percentage on.
fc417fc802
18 hours ago
Clearly they didn't. If such definitive data existed they would publicly release it because it would be in their own best interests to do so.
Notice that GP amounts to "well I can't actually provide any evidence, but if I could then here's what it would look like".
toyg
20 hours ago
> Web apps are primarily DRM
I've been saying that for decades at this point. Web apps trade post-release support issues with slightly higher development costs upfront (dealing with browser compatibility), but the real kicker is that the company is now in complete control of who gets to use what and when.
fc417fc802
18 hours ago
It's a vacuous argument. Even in the complete absence of piracy web apps would still have won out over desktop software due to turning a one time sale into a recurring subscription. That's what drove their adoption.
MMOs show the same thing. There are plenty of multiplayer games with centralized servers that are effectively impossible to pirate. But subscription based MMOs score a clear win in terms of revenue.
(It turns out free to play gacha is even more lucrative than subscription, but I digress.)
BrenBarn
a day ago
> My source is first and second hand reports from management of game companies having worked in the industry for decades. But, they don’t make numbers like that public.
As an aside, I find this kind of behavior on the part of companies rather irritating. It's like, if you want people to believe that something affects your sales, you need to publicly release the sales data (and do so in a way that people will trust). Otherwise there's no reason for anyone to believe you're not just making stuff up.
sokoloff
a day ago
Why would they care if you or I believe them or not?
BrenBarn
21 hours ago
I didn't say you or me, I said anyone. They need someone to believe them, otherwise no one will care when they complain about lost sales.
sokoloff
21 hours ago
That’s my point: they don’t need people to care.
They just need law makers to support IP/DRM laws that allow them to continue to operate. (I made games for a while at a small studio; I understand some of the pressures that studios are under and don’t support piracy of games.)
And they can get that support without publicly releasing detailed time-series sales data.
fc417fc802
18 hours ago
It doesn't add up though. If they were actually dependent on DRM as described then broad public support would be a massive benefit to them. Yet seemingly none of the many studios out there publicize such data. And this comment section is full of hand waving about "well I can't provide actual data but I talked to someone who said ..." it sure looks like BS to me.
sokoloff
18 hours ago
What form would this “massive benefit” take?
What change would their CFO see on their spreadsheets from this massive benefit?
lazylizard
a day ago
when i was younger there were more games i wanted to play than i had money to pay for..and i pirated.
then i had some money and i bought more games than i had time to play.*
now i neither buy or play games.
*the point is that at this point, there is no point wasting time trying to pirate games. every humble bundle. every steam sale. u just click and its yours. you dont even have time to play. why waste time pirating?
badsectoracula
2 days ago
> I'm not completely convinced. When I was a teenager I pirated games because I didn't have money
Yes, but if it was impossible to pirate, you'd still have no money to buy the games, so in the grand scheme of things nothing would change.
andrepd
a day ago
The thing is teenagers or poor people or people from third world countries that pirate for financial reasons just would not buy those games regardless. I'm unconvinced that those pirates affect sales in the end to any meaningful degree.
NegativeLatency
a day ago
Also teenagers grow up eventually having money to buy the games on their own.
I’m a Diablo and StarCraft fan because of pirated games played during my childhood when I couldn’t convince my parents to let me buy them.
fc417fc802
a day ago
I was exactly the same! But then StarCraft 2 came out, I went out of my way to purchase the retail box, it had nothing more than a slip of paper with a CD key inside, I grudgingly went to download it and Blizzard demanded a bunch of PII from me. I regret the purchase.
Not making that mistake twice. I imagine this is one of the reasons that Steam is so successful. No surprises and near zero friction. Why risk going elsewhere as a consumer?
immibis
14 hours ago
Steam requires the same bullshit. It's just that you only do it once, and it remembers your PII for your future purchases. In this way, centralised marketplaces have lower friction.
fc417fc802
7 hours ago
Did Steam change something? I first opened the account to claim a game via license code. It only required a working email at the time.
Later I chose to provide my credit card for convenience. As far as I know I could have instead used gift cards or prepaid cards.
Regardless, there's also an issue of trust. I might choose to provide PII to a large central marketplace that has a good reputation but providing it to each individual producer seems highly questionable.
Ygg2
a day ago
As a broke ass teenager, yeah I didn't pay for them. Now as big money adult I bought them almost 1.5 times over. Once on GoG and sometimes on Steam.
nurettin
a day ago
When I was a kid, piracy was the norm. If your friend had a game you liked, you would just grab the tape, go home, insert into the recorder and make a copy. I didn't know about buying games or what I did was bad until well into the 90s.
technothrasher
a day ago
> I didn't know about buying games or what I did was bad until well into the 90s.
Really? When we were pirating games off each other as teenagers in the early 80s, we absolutely knew we were getting games for free that the publishers wanted us to pay for.
immibis
14 hours ago
So basically your sources weren't lost sales because you don't show off your mad sk1llz by buying a game, and you weren't a lost sale because you had no way to buy it. But I'm sure you did talk about how cool the game was, including to some people who could buy it. This sounds fairly typical.
abustamam
a day ago
I think a lot of people pirate for a lot of different reasons. I don't pirate games anymore because I just play PS5. But I definitely did so as a teenager because I was broke, not because the experience of buying games was bad.
Now I'll pirate if providers make it hard to do things right. I know I never "have" to pirate, but my wife once "bought" a movie on Amazon. A few years later, she was no longer able to access it. And she didn't get refunded for her purchase. So guess what? Screw you Amazon, I downloaded that movie and saved it on my home media server.
Another example, I was playing a mobile game that allowed me to watch ads to get a bonus. I'd always say no because they use one of the shittiest ad provider in existence. Then they started showing me ads even if I elected not to get the bonus, with a fun "pay $20 for ad free forever!"
Well screw you game dev, I'm pirating the ad-free version of your game.
> Consumers are pissed at the lack of value.
I think this is true, but I don't think this is necessarily causing piracy. Why would people want to pirate a shitty game?
qubitcoder
20 hours ago
Or, just don’t play the game. I don’t mean to be flippant, but why waste time on software employing shoddy practices? Wordle and Apple’s mini crossword-minis are sufficiently stimulating and quick.
My tolerance for software like that is very limited. It’s almost an immediate long-press and uninstall.
jamespo
2 days ago
No, paying nothing is very compelling for a lot of consumers, you can see this in many other areas of content as well.
computerex
a day ago
Consumers will pay for convenience and value. You simply cannot price a game at $80 and hope to sell it in India. You can't expect consumers to have half a dozen monthly streaming subs to enjoy their favorite content.
When a product is providing value, and it's easier and more convenient to buy than pirating it, then people will buy it.
Netflix killed piracy until the platform fragmented and now you need half a dozen subs to watch everything. Expectedly, free streaming sites are now better than ever.
dannyw
a day ago
Yeah. Where piracy really hurts is when games get cracked and released before the official release date. That actually devastates sales; unlike a teenager with no money pirating a game (who they can’t afford to buy anyway).
There used to be (maybe still is?) a period where a small number of publishers had DRM for the first few weeks, and removed it once it was cracked.
Mathnerd314
a day ago
Research from the University of Amsterdam’s IViR “Global Online Piracy Study” (survey of nearly 35,000 respondents across 13 countries) found that for each content type and country, 95% or more of pirates also consume content legally, and their median legal consumption is typically twice that of non‑pirating legal users.
rvnx
a day ago
Fun fact, this study was financed by YouTube to create a legal shield.
In 2017/2018, they were in the position where MPAA and RIAA were saying: "Piracy costs us billions; Google must pay" + they had European Parliament on their ass.
Google financed that 'independent' study to support the view "Piracy is not harmful and encourages legal spend".
So the credibility of "independent" studies, is something to consider very carefully.
fn-mote
a day ago
My real world observations agree with the direction of the study, so I don’t entirely dismiss it as fake based on its funding source.
I am cautious about the conclusion, though. It seems clear there is a spectrum from “unscrupulously pirate everything” to “consume legitimately after pirated discovery”, and quantification is necessary.
scotty79
20 hours ago
Doesn't make it false.
eviks
a day ago
Why do you think this contradicts anything? Heavy users hit a budget limit and continue consuming more via pirating.
You really need something way better than some shoddy survey to counter the obvious fact that price matters
afiori
a day ago
Yeah but if a pirate would have not paid the full price why care? It is by definition not a lost sale, the most likely outcome is just an increase by one the player count
eviks
a day ago
Because the price isn't binary? Also, the total spend isn't fixed either, it depends on how easy it's to pirate. So it's by definition still lost revenue, even if later/at reduced price
afiori
a day ago
Consider the two cases
A: I pirated a game 25 years ago and played it after school
B: I didn't
which cases do you think will make me more likely to buy more versions of that game later?
eviks
a day ago
Consider reality instead, you can make any fantasy case you want:
C. You didn't pirate, but played because your friends were deeply into it, so you skipped buying lunch to save money and pay for the game (pirating was hard for this specific DRM). You bought it at a discount on sale (remember, the price isn't fixed?). That feeling of overcoming hardship and friendship fused into a very positive experience, making it 10 times more likely for you to buy the next version than in A. or B. The overall likelihood still was tiny because now you have a family and don't have time to play, so that and
D. Considering the amount of uncertainty (your game company will go out of business in 25 years) the value of your "more likely" is $0
Tarball10
a day ago
Not paying full price is not a "lost sale". People unwilling to pay full price wait for a discount or price reduction. Look at how popular the seasonal Steam sales are. Pirating the game very likely means they never purchase it at any price, which _is_ a lost sale.
fc417fc802
a day ago
It's only a lost sale if that person would otherwise have purchased it. At least in my personal experience that was _never_ the case.
hsjdndvvbv
a day ago
There is more to this RE: perceived value of respective sides.
Edit: missed a word
danaris
a day ago
It contradicts the post it was replying to, which was saying, effectively, that people don't want to spend any money on stuff.
I don't think it's required to be making some universal point when you clearly respond to the argument put forward in the post you reply to, do you?
eviks
a day ago
No, you misunderstood the comment, it said that paying nothing is compelling, not that paying something was inconceivable or something; it was a response to a comment with a common misconception that pirating is only some "service problem"
fc417fc802
a day ago
I agree with your earlier comment (GGP) and feel like you're contradicting yourself here. "Too expensive" is either a service problem or at least directly adjacent to it. It's distinct from "well if I can get away with piracy then I'll do it". To say that free is a compelling price is to imply the latter as opposed to the former (at least imo).
rvnx
a day ago
Before it was really expensive and difficult to get access to movies or music. Then came Netflix or Spotify. So money is the primary discriminator now, not access. And users without money would not bring revenue anyway
basisword
a day ago
>> I have pirated games that I own simply because it's easier to play.
Can you share some examples of instances where the legal route is too difficult? I haven't felt this way in a long time. What are the changes necessary for you to purchase?
computerex
a day ago
Any game from Ubisoft/Activision/EA. A little while back for example I wanted to fire up my steam copy of Battlefield 4 and couldn't do it, game wouldn't launch.
slavik81
11 hours ago
My copy of Mirror's Edge from EA is unusable due to DRM. It's still listed on my EA account as belonging to me and I can download the game from them, but it can only be installed five times and I have reached that limit.
afiori
a day ago
The main reason that Russia had a fame for pirating a lot of software was that a lot of publishers either skipped it as a market or did shitty localisations and pirates offered a far better service.
crtasm
a day ago
They say they own the game so presumably did purchase it.
Not having to deal with Ubisoft/similar game launchers frequently forgetting my login, nagging to update itself, etc. is one reason I might choose to run a cracked copy.
Shacklz
a day ago
Ubisoft launcher being so bad that people prefer the cracked, launcher-free version should go down in the history as example of some of the worst product-management there is.
I'm totally in the same boat; I've not bought several Ubisoft-games I was interested in playing because their launcher is such a cancer (if anyone from Ubisoft is on HN: What on earth are you guys smoking?).
I'm too lazy to bother with pirating games these days (I have more games than time to play them anyway), but younger me would've certainly went to the high seas to circumvent their ridiculous insult of a game launcher.
yeputons
a day ago
One does not have a debit/credit card at all (e.g. they're young, or don't have enough documents, or are an immigrant from a sanctioned country).
Alternatively, the card is rejected because "fraud prevention", see e.g. https://news.ycombinator.com/item?id=46424584
Or the game is not available in my "account's region", which is chosen arbitrarily based on God knows what.
andoando
a day ago
No they don't. I am tired of this feel good nonsense. I pirated games because it was free and I did not want to pay $60.
Just make your games a donation model if you really believe this. Or lets put up a version of Steam where all the games are free cracked copies of the game and see how it affects sales.
People pay precisely because they dont want to deal with the hassle pf pirating
stavros
a day ago
I can pirate games easily, but I buy them on Steam because it's more convenient. If it's too expensive for me, I just never play it (or wait for a deal). I can't be bothered dealing with the installers and the potential viruses and the hassle.
walletdrainer
a day ago
I’m fabulously wealthy and still mostly pirate things just because I can’t be bothered dealing with online credit card payments.
Half the time I try to sign up for any of these services I get blocked for fraud because I’m in one country, my billing address in another and my bank in a third. Oh, and when something does work, it only works for a while until they lock the whole account with a bunch of paid content on it.
weezing
13 hours ago
Which services exactly do that? Because Steam or GOG for sure don't.
IG_Semmelweiss
a day ago
That is my experience with Adidas.com.
I've not had issues with Steam, though my Steam journey was early into online purchasing adventures
andoando
a day ago
>because it's more convenient
Yes, now imagine if we just removed the barrier to piracy completely. An easy to use client just like Steam, except all the games are free cracked copies.
There is no way thats not going to drop sales.
afiori
a day ago
What has been proven many times is that people overwhelmingly choose the least effort/risk option.
A free Steam full of certified pirates games with official games updates would obviously drop sales but this is moot as it will never exist.
Tarball10
a day ago
Isn't that exactly what companies use as justification for DMCA and DRM protection?
Without those, you'd have sites full of pirated game downloads easily found through search engines. DMCA takedowns force those sites into shady corners of the internet, making them harder to find and riskier for the average user. And (effective) DRM makes users have to wait for a crack which may take weeks or months.
The result is that it's easier for the average person to just log into Steam/Epic/PSN/eShop and spend $60 to play immediately.
fc417fc802
a day ago
The point is that legal threats keep any centralized platforms that might do vetting small. That probably accounts for the vast majority of the effect. Beyond that the old fashioned "DRM" of a CD key is generally going to be more than sufficient to prevent "acts of convenience".
I'm sure there are exceptions but the usual claims take the observation about a minor speed bump and add a bunch of made up BS to justify consumer hostile practices.
Notice that there's nothing stopping a centralized darknet platform that vettes torrents from popping up. But as far as I know no one feels like bothering. That should give you some idea just how low the bar is here.
nottorp
18 hours ago
> just log into Steam/Epic/PSN/eShop and spend $60 to play immediately
You spend $60 on games? I just add them to my wish list at launch and buy them when they're 30, 20...
I have more unplayed games than time anyway.
t-3
a day ago
> you'd have sites full of pirated game downloads easily found through search engines.
That's literally the situation today. It is that easy. People still mostly don't pirate games though.
afiori
a day ago
The reason why publishers like DRM is because it allows them to turn anything into a subscription-lite service plus tracking and advertising.
andoando
a day ago
It will never happen precisely because of anti piracy measures
pfisch
a day ago
You really can't though, not if the games have an online component or you want the game to be patched/updated as frequently as it would be on steam.
Almost all games these days are basically like a work in progress, so if you pirate them then the game doesn't stay up to date.
Pirating games is just really inconvenient compared to tv/movies/music.
embedding-shape
15 hours ago
> Almost all games these days are basically like a work in progress, so if you pirate them then the game doesn't stay up to date.
Which, as a mod author and consumer, isn't always a bad thing. More than once, I had to drop just enjoying a game, to patch my published mods because some update that is automatically pushed out, and people have to accept in order to even boot a single-player game. Why? I don't know, but it's really annoying sometimes.
Besides, nowadays cracking groups release smaller patches too, so while you might not get the update the same hour it was published on Steam, usually within a week or two the same group that uploaded the original release, has released another patch.
afiori
a day ago
If someone pirates 100 60$ games it does not mean that had piracy been impossible they would have spent 6000$ on those games
Tarball10
a day ago
They might spend $600 on 10 of those games, though. It's not all-or-nothing.
nightski
a day ago
They might still spend $600 on 10 more games though. Or spend it on a subset of the games they pirated because they want to support the developer. Who knows.
scotty79
20 hours ago
If somebody spends $60 on a game but doesn't play it should they get automatic refund?
If the deal is providing entertainment for a price then why the publisher feels entitled to keeping the money if the entertainment didn't happen?
That's the basis of most of the Steam's business.
nh23423fefe
a day ago
thieves lie to protect their self-image. i pirated because free games let me spend my money on stuff i couldn't steal like food at the mall.
i don't pirate anymore because i have a job now.
danielbln
a day ago
Copyright infringement is not stealing, and it's not a given that a sale would have happened at all - even if the llicit copy was unavailable.
rantallion
2 days ago
> They don't because too many people pirate games to make that a viable business.
This is what we've been told since time eternal but it seems more likely that those pirating are those that wouldn't be inclined to pay at all.
embedding-shape
15 hours ago
> eternal but it seems more likely that those pirating are those that wouldn't be inclined to pay at all.
There are a lot of different reasons people pirate games, and other stuff, not all reasons apply to everyone, and some reasons on apply to a few.
I used to pirate 99% of the games I played when I was young, because my family simply didn't have money to buy me video games. Once I grew older and had more disposable income, I started buying more games on Steam. Now I have more disposable income than I know what to do with, and I'm back to pirating games, but only for the ones that don't have proper demos available. I probably spent $1000 on games I no longer play and cannot refund, because I'm over the 2 hour limit, and nowadays I pirate the game, and if I enjoy it, I buy it as a way of supporting the developer.
I'm probably not alone with this sort of process, but it's probably also not the only reason other's pirate.
doctorpangloss
a day ago
people are commenting in this HN thread like piracy hasn't been thought about, deeply, by many thousands of people for ages in the games industry. i could link to numerous people writing very wise things about it - the CEO of a certain competitor to GOG and Steam comes to mind, he basically wrote the Luther thesis on games piracy - but then i'd be downvoted.
nottorp
18 hours ago
If it's Epic, they went the predatory free to play route and are financed by gacha money from Tencent.
If it's EA or Ubisoft, they make boring design-by-commitee "AAA"s - lately with IAPs thrown in - and I don't even look at what they release.
jonasdegendt
a day ago
I’m interested, please link!
solatic
a day ago
> They don't because too many people pirate games to make that a viable business
Game piracy is fundamentally un-safe for players, since games are fundamentally executable code, where setup usually requires admin permissions, and pirate distributors are financially incentivized to add malware to turn the game system into part of someone's botnet. The only "safe" way to pirate is to do it on a dedicated machine, on a separate VLAN, network controls, etc., which most people will not set up. This is not like TV/movie piracy, which would depend on zero-day exploits in the video player.
Buying a DRM-free game legally is much safer.
easyThrowaway
19 hours ago
DRM is not, and it has never been, about piracy.
It is about publishers putting an expiry date to a digital product, in order to not having to compete with their own products in the future.
It is about making sure that by the time your hypothetical FIFA 2026 release comes out, all the available existing copies of FIFA 2019-2023, which mostly differ for the squad roster, are unusable.
This is exactly the same reason for single player games requiring constant online support nowadays. The authorization servers for "The Crew", a mainly single player game by Ubisoft, went offline coinciding with the close release of "The Crew Motorfest". This didn't go unnoticed, and nearly ended up with the EU passing some specific legislation on the matter[1].
[1]https://citizens-initiative.europa.eu/initiatives/details/20...
Hammershaft
a day ago
Steam uses outsized market power to take an enormous %30 cut so it also does major damage to the games industry.
SXX
a day ago
This. As game developer this is a huge problem since outside of top 1% industry is shit poor and platforms squeeze it badly.
Unfortunely needs of game developers and customers are not exactly align. Valve is good steward of their outsized market share when it's comes to gamers interests.
Epic Games tried to shake market with "gamers dont matter" policy (no reviews, no community, worse services) and low fees and failed miserably.
As game developer I'd love to see platform fee of 10%, but as gamer I dont want to buy my games and give power to Tencent, Microsoft or Google.
I could only dream that customer-first platform not owned by VC / PE money like GOG could compete with Steam. Unfortunately unlikely to happen.
TulliusCicero
a day ago
The 30% cut is standard, and was so at retail even before Steam existed IIRC.
Jach
a day ago
Besides being standard, it's also reasonable solely for game developers not having to worry about chargebacks and financial fraud at all. Let alone all the other stuff your game gets, and stuff your game has the option of making use of (like network infrastructure for multiplayer games).
qwytw
17 hours ago
Of course compared to retail its a great deal but that's because of the huge number of middlemen involved in shipping a game/software back then. It's not like retailer margins were that great.
The 30% is mostly arbitrary though, IMHO had apple decided to charge 20% or 25% when the appstore came out that would have become the industry standard.
ThrowawayR2
a day ago
And the cut can't be lower?
The rush to defend Valve's monopoly is so weird since HN usually hates fat cat billionaires. Valve is raking in so much money as a middleman that Gabe Newell has ~$1 billion worth of yachts alone, in addition to the rest of his wealth, yet gamers want Valve to keep on bleeding them and game studios?
ThatMedicIsASpy
14 hours ago
The cut lowers to 25% after $10mio and 20% after $50mio iirc.
I can defend steam and its (key) features I need/use (Controllers, Linux gaming, Linux improvements)
I cannot defend valves gambling casino. I also cannot say it's a monopoly.
chii
a day ago
> And the cut can't be lower?
why should it be lower (or higher)?
steam's cut should be whatever they set, and the market responds. The natural equilibrium would get reached. The value steam provides, imho, certainly justifies their cut imho. There's plenty of other platforms to release games on - including free ones (such as itch.io, or your own website).
qwytw
17 hours ago
> The natural equilibrium would get reached
Except somehow they managed to get it right from the beginning and there was never any real market pressure to change it. Had Valve (or Apple of that matter) decided to charge e.g. 20% due to whatever reasons or conditions that existed in 2007 (but might not anymore) that would still somehow be the "natural equilibrium" even today in the exactly the same way.
The fee is also very sticky, platforms can't really increase without a massive amount if backlash, therefore reducing it becomes much riskier since they can never go back. Given a competitive market doesn't really exist a variable fee based on "market conditions" can't really be a thing either.
It's very hard for someone to undercut Valve just because of the scale. They might sill be very profitable if they charged 15-20% while other smaller stores might not be able to afford that. Same mechanics have always applied to most other monopolies or oligopolies in other industries.
Hammershaft
21 hours ago
The equilibrium has been reached and it's more studios going bankrupt, less games getting made, gamers spending more for less, and Gabe owning over $1B in yatches
chii
21 hours ago
> more studios going bankrupt
studios that don't make good games correctly should bankrupt - ala, those so called AAA studios.
> gamers spending more for less
gamers buying overpriced games from bad publishers/studios that overspend and under-deliver are learning finally.
There has never been more indie games, and the selection has never been more diverse, and those available games has also been cheaper.
If you got time, this video outlines the evidence and the coming trends: https://www.youtube.com/watch?v=XigPD8BCkho
Hammershaft
10 hours ago
You seem to be missing that I'm describing the effects of Valve's massive %30 tax on the game industry. There are studios that would've survived and continued making games people enjoy if Valve had less market power and charged %10-%15. There are dollars gamers would've saved instead of spent if that tax was lower.
esrauch
a day ago
The main claim here is that it is a defacto monopoly, and that there are not "plenty of other platforms", since none of those platforms actually have any reach. It results in most games smaller than Fortnight or Blizzard having literally no choice but to use steam regardless of policy or cut.
Any time you have no choice it at least makes for a very warped market.
chii
a day ago
> since none of those platforms actually have any reach.
so really, this is about getting reach, and that a 30% cut for said reach is too high. I am arguing that this price is a market price, for which it is justified by mere existence. If this price was too high, then these other platforms that you claim have no reach will get some reach, since the PC platform is not locked down (yet).
Unlike in the model of apple's app store (until recently at least?), which has no alternative possible. Even android's supposed alternative is somewhat going to get locked down by google looking at the trend. Then the claim would be that those platforms hold not only a defacto monopoly, but an actual one, and their cut is therefore not a real market price. That makes it possible to claim that they're unfairly pricing their platform. Steam doesn't have this issue at all.
esrauch
6 hours ago
The fact that the fee is the same for Steam and Apple/Play Store seems suggestive to me the market is warped, given the latter ones are cases which are clearly monopolies where no alternative is technically possible.
Steam has a "most favored nation" clause which means people can't charge less on Steam than they do on Epic Store. And Epic Game Store cut is 0% on the first million and only 12% after that, but it can't actually end up charging less to customers if Steam maintains the most favored nation clause.
qwytw
17 hours ago
That's not exactly how markets generally work ("free market" is more of a theoretical concept than something that has ever existed outside of commodity markets at least).
In a way it can be justified in the sense that developers would rather get 70% than not make a sale at all if their games were only available on less popular platforms. But effectively that's what allows Steam to charge charge as much. They certainly have a dominant position in the market due to very little competition.
It's like retail/supermarket chains in certain countries being able to extort better conditions from their suppliers because they have very little choice. Or e.g. real estate agents being able to charge disproportionally high fees due to how the market is structured.
Whether someone considers that fair or not is of course rather subjective...
> Steam doesn't have this issue at all.
IMHO it's a matter of degree but fundamentally the same thing. The barriers to switching to a different store are just much lower than not having an Apple/Google phone but they still exist.
jncfhnb
12 hours ago
Platform economics create monopsony problems. If you don’t play ball with steam, you don’t get access to most customers. End of story. These things are winner take all.
Imo 30% is disgusting and needs regulation.
Edit: see also, credit cards
krige
a day ago
Ah yes the Tim Sweeney argument. Get a better service with a lower cut, sure. Why does nobody do that? They must be stupid.
ThrowawayR2
19 hours ago
It's more like the Year Of Linux On The Desktop argument. Why doesn't Linux just provide better features and TCO and unseat Windows? According to the parent poster, "They must be stupid."
TulliusCicero
12 hours ago
> The rush to defend Valve's monopoly is so weird since HN usually hates fat cat billionaires.
Yes, almost like there's an actual difference between Valve and typical other corporations? Ha ha just kidding, it must be random internet nonsense, definitely not worth applying any brain cells to!
The simple reality is that Valve is just a lot nicer to their customers in terms of behavior and utility than the overwhelming majority of companies, and that means many people cut them more slack for other things. People are willing to forgive a large cut if it feels like you're actually trying to provide an ever-more-useful service, rather than coasting on the bare minimum.
Steam isn't just a little bit better than competing stores/platforms, it's MONUMENTALLY better, and the gap is probably increasing rather than shrinking over time, because other stores don't look like they're even trying in comparison.
user____name
19 hours ago
On top of their very frequent predatory pricing sales. -90% who the hell can or wants to compete with that? But hey the gamers love it.
immibis
14 hours ago
That's called market segmentation. The people who either ignore the game or pirate it when it's full price - well they're trying to at least get some money out of those people. That's how sales work in general.
sallveburrpi
a day ago
How is GOG a viable business if everything gets pirated?
Kim_Bruning
a day ago
This is a really old question and a really old solution.
It turns out that piracy is actually a service problem. Services like Steam and GOG provide a decent enough service that piracy becomes less common.
phantasmish
a day ago
1) Modern games are enormous and as long as services like GOG let me re-download my library it frees up literally terabytes of space on my disk array for pirated movies and other things that benefit far more from piracy than games do.
2) I don’t want viruses. I don’t want viruses more than I want to avoid paying $1-$20 for a game (as if I’m anywhere near caught up enough on my backlog of games from the last 40ish years for buying games at full launch-week price to ever make sense, lol, I do that like… once every several years, all the rest are very cheap)
ThrowawayR2
a day ago
Many games on GOG are at the tail end of their sales cycle (i.e. were released on Steam long ago) trying to eke out a few more sales, are from small indies for whom any attention at all is good attention, or are very old^H^H^Hclassic games that garner purchases for nostalgia's sake by older gamers that can afford more discretionary spending.
delaminator
a day ago
And many aren’t.
I bought Factorio early access on Gog, and Timberborn, and Loop-Hero.
qwm
a day ago
It's worth noting that many, if not most, games on Steam don't have DRM. You can often just take the .exe files out of them and play. Sometimes you need a polyfill for Steam's client API, but that's usually it.
KronisLV
a day ago
> They could sell you everything DRM free. They don't because too many people pirate games to make that a viable business.
Depends on the game and DRM. Nowadays I buy all of my games (a little bit safer than running who knows what on my PC), but when I didn't have a job or money I used to pirate a lot - most DRM protected games would eventually be cracked and made available regardless. If an uncrackable DRM was in place, I wouldn't buy the game - I just wouldn't play it. Depending on the mindset, the same logic applies to someone with money, they might never be a customer regardless of whether it can or cannot be pirated, especially for games that never go on big discounts and sales. I say that as someone who by now owns about ~1000 games in total legally (though mostly smaller indie titles acquired over a lot of years and sales).
The good online stores at least make the act of purchasing and installing games equally if not more convenient than pirating them - something all of those streaming companies that crank up their subscription prices and want to introduce ads would also do well to remember. I like Steam the best because it's a convenient experience, the Workshop mod support is nice, as well as Proton on Linux and even being able to run some games on my Mac, just download and run. I think the last games I pirated were to check if they'd run well on my VR headset, because I didn't want to spend a few hours tweaking graphics settings and messing around just to be denied a refund - in the end they didn't run well, so I didn't play or buy them, oh well.
Also, despite me somewhat doubting the efficacy of DRM (maybe it's good to have around the release time to motivate legit sales, but it's not like it's gonna solve piracy), it better at least be implemented well - otherwise you either get performance issues, or crap that also happens with gaming on Linux with anti-cheat, where you cannot even give the companies money because they can't be bothered to support your platform. Even worse when games depend on a server component for something that you don't actually need for playing the game on your own, fuck that. It's like the big corpos sometimes add Denuvo to their games and then are surprised why people are review bombing them.
generic92034
a day ago
> They don't because too many people pirate games to make that a viable business.
So, how does it work for Valve to sell games which are also available at GOG without DRM? If too many people are pirating, why would anyone buy the Steam version?
georgeecollins
a day ago
That's actually honestly a really good point. Things are changing. In real dollar terms games are getting cheaper and the size of the market has grown so I don't know if maybe a DRM free store will soon support premium games.
I can't think of a game available on GoG that sells on Steam for > $20. I am sure one exists, but in general these are older, cheaper games.
You could also point to games that the Epic store gives away that are sold on Steam. That's an even better example. You are right that people don't just pay for games because they can't get them for free, they are also willing to pay to get them in a convenient format even when another format is free.
My question is, does that really support the model for most premium games? Nobody likes DRM, the game industry didn't used to have it.
freehorse
12 hours ago
> I can't think of a game available on GoG that sells on Steam for > $20.
It is easy to check such claims. This shows what kind of games are in gog since 2024 at >$20 (it may change the currency depending on your country though).
https://www.gog.com/en/games?priceRange=20%2C152.99&hideDLCs...
Far from complete but also a few big titles are there. Granted this is the price in gog but most of the times ime it is the same price as in steam, or around the same.
> Nobody likes DRM, the game industry didn't used to have it.
Aren't DRMs a pretty old thing at this time? I remember the days when DRM was basically about having to use the cd to launch the game as the game would check for that, even if everything needed to run the game was in the hard drive. People would use cracks or virtual drives even if they actually bought the game to avoid doing that. At least now DRMs are far less obstructive to someone who owns the game.
SpEd3Y
19 hours ago
> I can't think of a game available on GoG that sells on Steam for > $20. I am sure one exists, but in general these are older, cheaper games.
Fair point but I think there are quite a few of those: Baldur's Gate 3 comes to mind. Expedition 33, Kingdom Come: Deliverance II even Cyberpunk, but it's true that nowadays Cyberpunk is a ~20$ title.
But not sure these were on GoG day 1. Or they added them after ~1 year after they got most of their sales on Steam and already the piracy of the games started.
nottorp
18 hours ago
>even Cyberpunk, but it's true that nowadays Cyberpunk is a ~20$ title
Newsflash: Witcher and Cyberpunk are CD Projekt Red titles. CD Projekt Red was the initiator of GoG and owned it 100% until 2 days ago.
Every CD Projekt game was available on GoG from day zero.
Doxin
a day ago
Because it's easy. Say what you like about steam but it sure as hell made acquiring games super easy. On-par or easier than pirating.
Kim_Bruning
2 days ago
> They don't because too many people pirate games to make that a viable business.
You're saying this about Steam, the 'Piracy is a service problem' company.
swiftcoder
a day ago
This is mostly fear-mongering on the part of the big IP holders.
We saw the exact same cycle with mobile distribution of audio and video - Amazon even had to fork Android to add kernel-level DRM before any of the video rights holders would allow Amazon Video on tablets (this is before Google added DRM to android in general).
And now? That DRM was circumvented, and you can torrent pretty much any Amazon video the day after it goes live. But it's inconvenient enough that most people don't, the rights holders still feel all warm and cozy, and nobody really cares.
dannyw
a day ago
I like Steam because they have basically kept the same DRM for, like a decade now? It’s not intrusive.
SXX
a day ago
Valve and Steam dont force DRM on anyone either. Downloader client is ofc DRM in itself, but a lot of games run just fine without Steamworks.
serf
a day ago
>OK, but the model that Valve pioneered is the model that supports 90% of all commercial PC games made today, a higher percentage if you cut out MMOs and free to play games, which you certainly don't own.
OK, but this model deployed in other parts of essentially any industry is equally scummy and abusive, no matter how much <$company> is liked, no matter how well they deployed it, no matter how many buckeroos it made someone.
in fact it's scummy any time the concept of sales and ownership gets warped aggressively, and even more so when it's done so in such a way that the leasee doesn't realize what they are until they get screwed somehow.
also, REMINDER: steam doesn't solve piracy, it helped to solve distribution. anti-piracy was sold (and lobbied to devs by Valve) far after the fact when it became clear that Valve had to have enough benefits to shove devs and customers into this style of non-ownership. Same reason why Steam also tries to be a half-assed discord/social media outlet.
Yes it's wildly successful. A lot of scummy shit is.
Steering the world that way (by example of business success) is sure to end well. Isn't that what FernGully was about?
thewebguyd
15 hours ago
Except we are at a point now where you almost do have to sell on Steam. If you aren't already huge, you aren't going to gain much traction, if any at all, for your game outside of Steam.
I remember when Steam launched, it was rightfully met with hostility. Somehow Valve managed to completely win over gamers, and they do good work, but lets not forget that they are quickly approaching monopoly status. Just because someone could sell on some other store doesn't mean it would be profitable to do so because of Steam's userbase.
nutjob2
a day ago
Pretty much all games with any sort of substantial audience are pirated, regardless of DRM.
The fact that DRM negatively affects honest customers more than pirates still holds true.
ajuc
19 hours ago
> They don't because too many people pirate games to make that a viable business
I think mostly they don't because people already have steam installed, and creating a new account on some other website to buy 1 game is too much hassle.
See dwarf fortress that was free for decades, and got much more popular when it was released on steam (paid version).
Or see Vintage Story which is great, and should be much more popular, but it's only available on its own website.
scotty79
20 hours ago
> They don't because too many people pirate games to make that a viable business.
Piracy is what makes games a viable business. Even now marketing budget for a game can exceed development costs. Each pirated copy is not a lost sale. It's marketing brain worm implanted in a person that you didn't have to pay for.
The fact that most pirated games become bestsellers is not an accident. And it's not the other way around.
It's the same thing as with Windows. It wouldn't be most used and best selling operating system if it wasn't amply pirated.
Apple, to have anyone use a copy of their OS, has to bundle a device with it. And Linux has to give it all for free to buy its mindshare. Piracy makes Windows business model viable.
EA-3167
a day ago
Piracy is widespread, that's undeniable. The question that industry groups and lawmakers love to avoid or lie about however is how much of that piracy represents lost sales, and how much represents people in the third world finding a way to participate with all of the people who can afford it. I pirated a lot as a kid because I had no money, there were no lost sales there. As an adult I don't pirate at all, because I have money, because it's inconvenient now compared to legitimate access.
So I'm perfectly prepared to believe that Steam is a good option (I personally love it), and frankly if the worst happens and the games I pay for go away on Steam... there are options. Once I pay for something I no longer feel any guilt about seeking a backup for example, and neither should you, even if the industry groups count that as a full-sale price theft.
kgwxd
a day ago
Once you pay who? Money going to the wrong people is far worse for "creators" in the long run than if you had just copied it. Every digital industry has proven the argument billions of times over. If you're going to bother feeling guilt, aim it at actual injustice.
EA-3167
a day ago
You’re adding a lot of dimensions to the act of buying something than I care about. I’m not trying to fight injustice when I buy most things, I’m just following the realistic legal requirements to use the thing.
shevy-java
a day ago
My hardcore gaming days are over, but I feel that the gaming industry has in general been abusing the hell out of gamers in the last some years. That also includes the hardware industry, trying to sell overpriced stuff. Granted, it is the gamer's fault for submitting to that mafia, and I am not directly affected nowadays myself (save for RAM prices going up thanks to the AI mafia milking us all), but I would be hugely upset at the companies constantly trying to milk the customers. It is very shameful of them to want to do so.
rjzzleep
21 hours ago
As gamers nexus said, the hardware companies are now post consumer. They are building stuff with investments backstopped by taxpayer money, so if you choose to boycott now it will probably make things worse. People spent a lot of energy laughing at people that were warning that this would happent not too long ago.
musha68k
19 hours ago
For people who don't know GN:
wackget
14 hours ago
Link without Google tracking parameter (`si`): https://youtu.be/cUrJVdF2me0
embedding-shape
15 hours ago
(Human) summary of this almost one hour long video essay? Seems like the typical "random tech influencer is trying to fuel the fire/drama of today" because of the clickbait title of "NVIDIA: WTF?", so unsure if it fits to be linked here in the first place.
throwaway6977
15 hours ago
GN is a well established, popular and independent consumer hardware reviewer that has only a few peers on par with them in the space. Hardly some "random tech influencer".
embedding-shape
14 hours ago
Yeah, Paris Hilton and others are also established and popular, hardly makes them a source of authority. If you publish clickbait on YouTube to add fuel to drama, you're unfortunately digging your own hole and it shouldn't come as a surprise others consider you "random influencers who peddle drama".
mikkupikku
13 hours ago
I wouldn't listen to Paris Hilton talk about computer hardware, and I wouldn't listen to Gamer Nexus talk about who has the hottest hair in Hollywood. Flip those around though, and that's different.
embedding-shape
13 hours ago
I gave it a 20 minutes try, since it seems not just one person is convinced this Gamer Nexus isn't just another influencer. They seem knowledgeable about hardware, I give you that. But then when they start going into markets, economies and geopolitics, that's when I start roll my eyes, and continuing listening to that is like taking hardware advice from Paris Hilton.
Again, don't let influencers give you the idea that just because they happen to know topic X well, they suddenly know all the areas and subjects that are slightly related to those areas well too.
ericd
13 hours ago
Yeah, wasn’t impressed with GN’s theories about the politics/motivations/etc behind these big market shifts. It’s much simpler, there’s limited supply capacity and a more lucrative use of the hardware now. The market will find a new equilibrium.
EA-3167
13 hours ago
Gell-Mann Amnesia is a shockingly hard thing to fight against I’m afraid.
CYR1X
14 hours ago
GN very much loves to fuel the fire lol. He usually does it by being More Correct Than You.
embedding-shape
14 hours ago
Yeah, that's kind of insufferable, and especially not something I'd like to receive dragged out over an hour. I prefer "More Correct Than You" HN comments over that, so I can read them in 30 seconds instead.
hnuser123456
13 hours ago
But the situation is still getting worse, and he has influenced customer service policy at many of those places for the better. We don't all have to watch him but he's good to have.
internetter
11 hours ago
For what it's worth my laptop with 16gb of DDR4 and a 2070 seems to run every game as well as I could want it to. I'm happy with what I have in this regard. a little less than 10% of steam users are still using 1000 series Nvidia cards.
sylware
21 hours ago
As gaming nexus said: AI companies seems to be able to _outbid_ the WHOLE consumer market for some hardware companies.
Your money does not matter.
Vertigo...
transcriptase
a day ago
People said the same thing when Steam launched, yet my profile sits there with a badge saying 20+ years and I can’t recall a time I’ve encountered an issue that was the fault of Valve versus a developer or publisher.
At this point the games I “own” on physical media like CDs have theoretically started to degrade before the threat of Valve revoking my ability to install or play has come to pass.
kaoD
a day ago
The problem is what will happen when Gabe Newell passes away.
My GOG installers will never degrade though.
transcriptase
a day ago
I’ll be very surprised if during all the time he spends doing nothing and winning, he hasn’t planned ahead for his company not becoming the very thing he hates and sets it apart.
I’d put a controlling interest in a trust with ironclad instructions to have Valve do the opposite of Ubisoft/EA. That would buy it another half-century at least.
bayindirh
a day ago
This is because of Gabe and Valve itself, and it's not a universal constant. I have quite a few licensed software where I have the license, but installing the software is impossible.
This is why I still keep a copy of the software I bought, and religiously backup that trove. Because someday that S3 bucket or SendOwl link or company server will go down.
Sometimes, a company will raise prices, so the publisher will have to kill the old links. C64Audio had to switch to BandCamp and invalidate SendOwl links because of that price hike.
I'm still bitter about not being able to reset my Test Drive Unlimited install count online just because I have updated my computer and transferred the whole Windows installation to the new system back in the day.
There are not many ways to battle the entropy of the universe.
buzzerbetrayed
a day ago
Correct. And if steam ever retracts anything, I’ll pirate the game then with a clean conscience.
yeputons
a day ago
> I can’t recall a time I’ve encountered an issue that was the fault of Valve versus a developer or publisher.
Does it really matter if it's developer/publisher removing the game from Steam, not Valve? The end result is the same: one can't play.
rhamzeh
21 hours ago
AFAIK, even if the developer removes a game from Steam, if you bought it (or rather, a license for it), it remains in your account.
E.g. I have Lord of the Rings: War in the North that is no longer available anywhere, yet I can still download install and play it on my devices through Steam (even on Linux, which it was not intended for)
That of course doesn't help if the game does not have an offline component, e.g. I also still have League of Legends in my Steam account, but that is unusable because the Riot servers don't allow updating/connecting from it.
Hobadee
a day ago
Steam games are still great as long as you approach it open-eyed as a long-term rental. You can get really good deals, and as a parent of 3 young boys, their family sharing is an amazing bonus that I didn't even consider when I started getting games ~20 years ago. I have definitely gotten my money's worth. (If you consider it akin to going to the movies or a theme park, rather than buying an object.)
Of course I vastly prefer GOG and try to get all games there, but GOG still only has a tiny fraction of the games I want to play.
SirMaster
2 days ago
>GOG is the only major storefront where I feel like I actually own the product.
How do we re-sell our GOG games to someone else?
If I own it I should be able to sell it again, right? Like I used to sell old console game disks after I was done with them.
skrebbel
2 days ago
Just give them the files and pinky promise to delete them yourself?
ManlyBread
a day ago
It amazes me that people nowadays know so little about piracy that this is somehow touted as a solution.
squigz
18 hours ago
GP wasn't being serious.
ManlyBread
18 hours ago
I've seen this sentiment repeated enough times on reddit that I no longer can tell the difference.
Fire-Dragon-DoL
a day ago
Gog license doesn't allow reselling at all
SirMaster
3 hours ago
Then you don't really own it IMO.
Fire-Dragon-DoL
2 hours ago
I agree. It allows you yo backup your games, which to be fair you can do with Steam too and just play offline forever.
eviks
a day ago
The same way you sell your disks: find a buyer, send them the game files, they send you the money
chii
a day ago
> find a buyer
this buyer would rather buy off GOG than you, unless you give a significant discount (and even then, the trust is hard to establish).
Therefore, even if you might have a legal right to re-sell (which you really don't unfortunately), the actual sale won't happen.
eviks
a day ago
That's not relevant to the issue of "ownership"
qwm
a day ago
This isn't an ownership problem, it's a medium problem (and perhaps a legal problem)
daedrdev
2 days ago
Im pretty sure I read in the past GoG still sells you a license to a game in perpetuity, rather than ownership Of corse, practically there is little difference since they provide offline installers, so its much better to use GoG if you care about this.
The reason they also do this is because of copyright, the license allows games to forbid you from redistribution more copies
If Im wrong about this please let me know, I read some articles claiming this is the case but I am not sure if they truly were correct.
SirMaster
2 days ago
>practically there is little difference since they provide offline installers
Well it makes it hard or impossible to sell your copy of the game to someone else after you are done with it like we used to be able to do with console game discs and cartridges?
Seems like a pretty big and practical difference to me.
rvnx
a day ago
You can also buy boxed things and have the problem. For example FL Studio, you buy the boxed edition 300 USD, and all you get is a serial number. Once it's linked to an account, it's over (and it's actually the only way).
If legislators want to do something good, they could force platforms to allow transfer of games between accounts.
knollimar
a day ago
Doesn't this fly in the face of Vernor vs Autodesk and other lwgal precedent? Not that they can't change this, but legislators have a vested interest in protecting software rights
daedrdev
2 days ago
Yes but if you set up a website to do this they could sue, which I think is reasonable as many if not most people would be happy to both sell and keep a copy
SirMaster
a day ago
But it was so much simpler when you had the disc. Whoever had the disc had access to the copy and it could be sold and resold as many times as people wanted.
I don't think people are so against DRM, because a disc like that was essentially a form of DRM. They are against an online DRM scheme which could change in the future. I know there were sone disc DRM that could like revoke the disc license, but let's go back before that was a thing to like the Xbox/360 and PS1/2/3 era style.
daedrdev
a day ago
It was much harder to sell things online back then too
3uruiueijjj
a day ago
Lots of (most?) Steam games don't have real DRM and you can run them just fine without the Steam client. So if you want to, you can usually download the game and then back up the files yourself.
GOG giving you a standalone installer saves you some effort compared to that, but in neither case do you really "own" the game.
Delk
21 hours ago
> Im pretty sure I read in the past GoG still sells you a license to a game in perpetuity, rather than ownership
Just about every commercial software license says the software is licensed, not sold.
Of course the practical difference is in whether you can trust you'll be able to keep using the product indefinitely or have to rely on the publisher's goodwill.
(Also, whether the idea that a software product is only licensed and not sold is legally valid of course depends on the jurisdiction and legal interpretation. IIRC back in the day some people tried to argue that you couldn't resell a game or other piece of software you bought on physical media because the software was only licensed to you, not sold. That argument didn't necessarily fly.)
nialv7
16 hours ago
I think the individual game developers can choose whether they sell you the game or just rent you a license, right? Steam doesn't enforce DRM, they do provide an API game developers can use to add DRM to their games. But the developers don't have to use it if they so choose.
utopiah
a day ago
As a (theoretical) archivist, this, 100%
As an actual gamer... why? I mean of course I agree that if I buy a game I should play however I want (assuming it doesn't degrade the game for others, i.e. no online cheating in competitive settings but modding is fine, including online if other players agree to it) for whatever long the agreement priced was (e.g. I don't think it's OK to get a lower price for a 1-day trial then keep it forever but if I do pay full price, then I get to keep it)... and yet, when I play a game, I play it. I don't store it. Sure I might want to maybe play it again in 10 years but the actual likelihood of that is very VERY low. I say this owning few dedicated arcade hardware running MAME and similar emulators.
TL;DR : I go get the point, my behavior though is not that, namely I play, complete (or not) then move on.
Shacklz
a day ago
As an avid gamer myself, I fully agree with your point. I guess in this thread there are a lot of people who, due to them being in tech, have a bit of a relationship with games but it's not really a big hobby. And as it happens, Steam has a few policies that trigger some intellectually motivated objections - nice in theory but practically irrelevant for gamers who play games on a regular basis.
As a matter of fact, in case the nostalgia itch really does hit, Steam actually enables a relatively easy 're-release' of old games that many publishers started doing - often with no further addition except the promise that it'll run on modern hardware/OS hassle-free.
I've re-bought games I've played in the 90s/2000s on Steam even though I already owned them and probably still have the CD lying around somewhere, but I just can't be arsed to go through the troubles of installing from them. Pay a few bucks, click a button and I'm up and running.
pjmlp
2 days ago
I also refuse to install their shop, Web powered "native" apps only the unavoidable ones.
yunnpp
2 days ago
I think the only value it adds is cloud saves. The UI is otherwise the worst way to explore your library or the store, crawls to death performance-wise and isn't even a good UX in principle.
For example, if you're on page X of a search, click on a game, and go back, guess where that takes you? Yup, page 0 baby, going to have to click next X times again (there is also only previous and next; you can't fast-jump.) There are many more examples like that, I have filed survey responses several times on issues like this.
The real goat would be if GOG Galaxy were available for Linux and integrated with Lutris/Proton so that you didn't have to worry about setup. Currently that relationship flows in the other direction, which I always found odd: Lutris integrates GOG (and Steam) games in its UI.
badsectoracula
a day ago
> The real goat would be if GOG Galaxy were available for Linux and integrated with Lutris/Proton so that you didn't have to worry about setup.
Heroic Launcher can download the game files for you and any dependencies, including Wine/Proton/etc. You basically install the launcher (can be available from your distro's repository), use your GOG login in the app and it shows your library. Then click install and it'll download the files locally and after that you play the game. The experience is more or less the same like in Steam, at least as far as downloading and playing games is concerned.
I normally download the offline installers and use them with UMU Launcher (which is Proton without Steam, mainly meant to be used as a backend for projects like Lutris, Heroic, etc but you can use it directly from the command-line) but i just tried Heroic Launcher and all i had to do was run it, enter my GOG login and after it downloaded my library info, i was able to download and play a game the same way as in Steam.
I'm not sure what official GOG Galaxy for Linux would add here TBH.
shmerl
a day ago
> I'm not sure what official GOG Galaxy for Linux would add here TBH.
Two major things:
* Backend Galaxy support for Linux builds
* Multiplayer, achievements, cloud saves, etc. i.e. proper integration with optional GOG services for Linux versions.
yunnpp
a day ago
I was not aware of that launcher, thanks.
pjmlp
2 days ago
I have it easier having Windows as main OS.
yunnpp
a day ago
I suffer Windows at work, so I stay clear of it in my personal stuff.
ManlyBread
a day ago
GOG is no different, you're still renting licenses and GOG still has the right to revoke your license, effectively making your "offline installer" no different from a game downloaded from myabandonware or a similar website.
carra
a day ago
Pretty different, actually. You don't have to worry about possible malware, and you get to support the developers of games you like (aka "vote with your wallet"). Also even if you get your license revoked it's not such a big deal as in other stores, where in some cases they may even delete the game from your devices remotely, without warning. The offline installer is a guarantee for you as a consumer.
ManlyBread
18 hours ago
Malware is easy to avoid if you know where to download from and if you engage in the herculean task of uploading the .exe to something like virustotal.com in case of any doubts. Not like it matters much anyway seeing how there are examples of GOG games using cracks from the internet anyway.
Supporting developers is a weak argument considering that GOG's claim to fame is that they're selling old games where the development studio no longer exists or has been bought out by a corporate entity like EA.
Revoking my license isn't a big deal? I paid real money for the game.
The offline installer is about as much of a guarantee of anything as a pirated ISO is.
chrisjj
20 hours ago
Different, because GOG provides good customer support.
wilg
a day ago
I genuinely don't understand what people think "own" means here. Downloading from Steam you "own" it in exactly the same way as if you install it from a CD: you have a license to the game. There's nothing to own in any case, unless you literally own the copyright to the game which of course you don't.
Also Steam doesn't apply any DRM unless developers add it, so backing up your Steam library folder to an external drive should be fine for your personal preservation at a platform level.
bigfishrunning
17 hours ago
That's true, the CD is a license in the same way steam is. But practically it's different, because in many cases there's no mechanical way to revoke the license from that CD; it'll keep working after music rights expire or the game producer gets cancelled on Twitter or whatever. The game won't just evaporate like it can on steam
wilg
9 hours ago
You can just back it up though.
eleveriven
21 hours ago
Offline installers are the real line in the sand
eatsyourtacos
a day ago
Literally the last thing on the internet you can complain about is Steam. PC gaming would be the biggest cluster fuck in the world- if not fairly dead / super niche.
You would need to install 12 front-ends like Steam that would be hot trash and have a handful of games and be the most miserable shit ever. You wouldn't have sales, reasonable game prices, or family library sharing (this would be absurd to any other company).
Steam is a prime example of when a monopoly ends up to be the best for the consumer.
phatfish
a day ago
Well, you don't "stop using Steam" unless you don't care about playing most games released in the last 10-15 years. But the premise is solid, given that GOG has no DRM. Steam did get DRM "right" though.
My problem with Steam are the casino tactics Valve inject into their own games and the platform. That is an entire gaming industry problem however. At least Valve do some good things with the dirty money.