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Steam is not here because people want it. Steam is not here for people to like. Valve is using its must-have products to push steam onto people who don't want it. I added up the numbers in the planethalflife poll. If you eliminate the people who havn't tried steam, 78% hate steam, 12% like it. Will people gradually accept it? Possibly. Will they like it? No.
Steam is here to help Valve earn more money. That's all. It simultaneously reduces piracy and cuts out the publishers and retailers. This means that every penny of every Steam subscription goes strait to Valve. This is unheard of in the intellectual property economy. And the only cost: Inconveniencing or completely screwing the consumers.
There are 4 major problems with steam on the consumer end. First is that low-bandwidth systems will ALWAYS have trouble with Steam. You will not be able to download a patch from a computer with a fast connection to use on low-bandwidth or closed-network systems.
Second is that the end consumer will not be able to run a lan game from a closed network. Because Steam requires each system to authenticate steam before they can play a lan game, you must have unrestricted internet to play on a lan. If you are on a closed network, or your ISP goes down, or if your firewall restricts internet use, you will not be able to run a lan game. Lan parties, Lan events, Lan tournaments, etc., MUST SUPPLY ADAQUATE UNRESTRICTED INTERNET BANDWIDTH, otherwise there will be no Lan gaming.
Third is that if Valve has trouble with Steam, including insufficient bandwidth, hackers, buggy in-house programming, etc., YOU WILL NOT BE ABLE TO PLAY. If you can't authenticate in a central Steam server, you can't run a lan server or join an internet game. There is NOTHING YOU CAN DO TO CONTROL THIS. You are at Valve's mercy.
And finally, STEAM SERVER BANDWIDTH WILL ALWAYS BE MASSIVELY INSUFFICIENT. You see, any time any new game patch is released, there is a bottleneck in the imediate available bandwidth. There are many file-servers and services carrying it, but the data load is simply to big to be transfered in a single day. This transfer load is heaviest on the first day, but the pressure is slowly released until the transfer load is normalized. It takes about 3 weeks for any new patch to really become standard. However, with Steam you will be forced to update immediately, or you will not be able to play. This means that the regular 3 weeks worth of data-transer must be delivered in 1 to 2 days. 3 weeks of high bandwidth file-service (such as gamespy's) compressed into 1 to 2 day's of Valve's Steam service. Will Valve be able to deliver this? NO. It's not even a possibility. Every new Half-Life2 patch will be a new Steam patch that will (once again) overload the server. Many people are saying they prefer Steam to waiting in download cues. They have no understanding of how slowly Steam updates will transfer when the first Half-Life2 update is released. THIS PROBLEM WILL NEVER BE SOLVED, as Valve will never have that kind of bandwidth.
I offer a scenario: The first update for Half-Life 2 is released via Steam. Steam servers are immediately overloaded. Valve is unable to supply adaquate bandwidth for 3 weeks. Meanwhile, no one is able to authenticate Steam, because their not running the update. League matches cannot be held. Internet servers are empty. Lan parties will have to play Quake3.
I offer one final scenario: You come home from a long day of work. You intend to sit down and relax and play an hour of Half-Life2 online on your 640k DSL connection. A new update has been released. Steam is (amazingly) working fine. It will take only an hour to update. You will not get to play tonight.
Steam is here to help Valve earn more money. That's all. It simultaneously reduces piracy and cuts out the publishers and retailers. This means that every penny of every Steam subscription goes strait to Valve. This is unheard of in the intellectual property economy. And the only cost: Inconveniencing or completely screwing the consumers.
There are 4 major problems with steam on the consumer end. First is that low-bandwidth systems will ALWAYS have trouble with Steam. You will not be able to download a patch from a computer with a fast connection to use on low-bandwidth or closed-network systems.
Second is that the end consumer will not be able to run a lan game from a closed network. Because Steam requires each system to authenticate steam before they can play a lan game, you must have unrestricted internet to play on a lan. If you are on a closed network, or your ISP goes down, or if your firewall restricts internet use, you will not be able to run a lan game. Lan parties, Lan events, Lan tournaments, etc., MUST SUPPLY ADAQUATE UNRESTRICTED INTERNET BANDWIDTH, otherwise there will be no Lan gaming.
Third is that if Valve has trouble with Steam, including insufficient bandwidth, hackers, buggy in-house programming, etc., YOU WILL NOT BE ABLE TO PLAY. If you can't authenticate in a central Steam server, you can't run a lan server or join an internet game. There is NOTHING YOU CAN DO TO CONTROL THIS. You are at Valve's mercy.
And finally, STEAM SERVER BANDWIDTH WILL ALWAYS BE MASSIVELY INSUFFICIENT. You see, any time any new game patch is released, there is a bottleneck in the imediate available bandwidth. There are many file-servers and services carrying it, but the data load is simply to big to be transfered in a single day. This transfer load is heaviest on the first day, but the pressure is slowly released until the transfer load is normalized. It takes about 3 weeks for any new patch to really become standard. However, with Steam you will be forced to update immediately, or you will not be able to play. This means that the regular 3 weeks worth of data-transer must be delivered in 1 to 2 days. 3 weeks of high bandwidth file-service (such as gamespy's) compressed into 1 to 2 day's of Valve's Steam service. Will Valve be able to deliver this? NO. It's not even a possibility. Every new Half-Life2 patch will be a new Steam patch that will (once again) overload the server. Many people are saying they prefer Steam to waiting in download cues. They have no understanding of how slowly Steam updates will transfer when the first Half-Life2 update is released. THIS PROBLEM WILL NEVER BE SOLVED, as Valve will never have that kind of bandwidth.
I offer a scenario: The first update for Half-Life 2 is released via Steam. Steam servers are immediately overloaded. Valve is unable to supply adaquate bandwidth for 3 weeks. Meanwhile, no one is able to authenticate Steam, because their not running the update. League matches cannot be held. Internet servers are empty. Lan parties will have to play Quake3.
I offer one final scenario: You come home from a long day of work. You intend to sit down and relax and play an hour of Half-Life2 online on your 640k DSL connection. A new update has been released. Steam is (amazingly) working fine. It will take only an hour to update. You will not get to play tonight.