» Tue May 10, 2011 11:41 pm
I just wanted to clarify: it is not possible (without cracks and hacks) to play Fallout New Vegas unless you have an active Steam account, login to Steam and validate the game, and then remain logged in at all times unless you use the "offline mode," correct?
In short, Fallout New Vegas _requires_ Steam, correct?
I understand fully why this sort of thing is happening in gaming, and can see how, from both the developer, publisher, and distributors perspectives it appears to be "progress." I can even understand how from the standpoint of some consumers it also seems to be "progress."
From my standpoint, it appears to be intrusive, bordering on a breach of reasonable terms of fair use, not to mention an unwarranted hassle. It is anolagous to the bookstore telling me, "No sorry. You don't have the right to read that book you just paid for a license to use. You see, you don't actually "own" it, and cannot take it out of the store. If you actually want to read it, you need to sit here in the proprietars coffee shop . . ."
1. as far as I'm aware the 'anti-piracy' aspect of Steam is fallacious, apparently most Steam games are cracked nearly as soon as they are released. If Steam really does reduce shrinkage, my guess is that it is primarily a result of pricing, availability, and selection, not from restrictions such as required networking or online validation processes. 2. digital distribution does not necessitate a system like Steamworks, which by default wants a user to be logged in, and to submit to all patches when it deems them timely. 3. My understanding is that the "offline mode" is problematic at times, to say nothing of the problematic nature of auto-updates, and interrupted networking, or users with slow connections. 4. Plenty of games still use CD keys which tells me, they work. If they did not work, they would've been abandoned long ago.
Producers of intellectual property might like to dream about zero shrinkage, and have themselves convinced that Steam will lead to such a promised land. But other factors are, in my experience with various publishers online communities, likely to have more reliable and significant effects. Namely: cordial gamer-developer community dynamics, i.e., "good customer support;" pricing; company/brand image; availability. Steam certainly has pricing and availability readily at hand, but as far as I can tell, they are still about as warm and friendly to their users as a prison guard is to the inmates, and their customer support svcks. I do not predict that Steam will still be in business in its present incarnation in 5 years and at that point, the real pitfalls of their distribution model may start to become obvious to those who sing their praise.