Steam defined the modern video game industry

Gather ’round, children, and let me tell you a story about the old bugaboo we used to call DRM. Digital Rights Management was the beast under every gamer’s bed in the mid-2000s, an invisible bit of software baked into game discs that dictated and tracked player behavior under the guise of preventing piracy. DRM software, like SecuROM, limited the times a game could be downloaded and forced players to regularly connect to the internet for authentication checks, at a time when less than half of American adults had reliable broadband connections. DRM features soured the releases of BioShock, Mass Effect and Spore, and by 2010, anti-piracy software had rendered Assassin’s Creed 2 and Splinter-Cell: Conviction unplayable. When Microsoft attempted to release the Xbox One with always-on DRM features in 2013, intense vitriol from fans forced the company to reverse its plans at the 11th hour. There were lawsuits. DRM was a curse word. Meanwhile, Valve was building out Steam. When it landed in 2003, the digital PC storefront was designed to streamline the patch process for games like Counter-Strike and make it easier for Valve to implement anti-piracy and anti-cheat measures. Steam was made to be a DRM machine. In 2004, with the release of Half-Life 2, Valve made Steam a requirement for every player, and even those who’d purchased new, physical copies of the game had to boot up the launcher first. There was some low-level grumbling, but PC players were used to being lab rats, and... Continue reading at 'Engadget'

[ Engadget | 2024-03-04 16:30:21 UTC ]
News tagged with: #living rooms #actual demand #quasi-console hardware #frankenstein hybrid #vr hardware #gorgeous screen #clever ruse #digital distribution #spinal fluid #undisputed leader #varied landscape #entire studios #constantly churning #20th anniversary #libraries

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3 Super Bowl Advertisers Winning the Digital Content Game

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[ AdWeek | 2023-02-08 19:41:19 UTC ]
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Netflix subscribers will soon get access to mobile versions of two Rogue Games titles

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[ Engadget | 2023-02-06 18:00:28 UTC ]
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[ Engadget | 2023-02-06 16:53:46 UTC ]
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Choosing Words Carefully: PW Talks to Bryan A. Garner, Author of 'Garner’s Modern English Usage'

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[ Publishers Weekly | 2023-02-06 05:00:00 UTC ]
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[ Engadget | 2023-02-03 20:24:59 UTC ]
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[ Engadget | 2023-01-16 15:00:07 UTC ]
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[ Wired | 2022-12-23 12:00:00 UTC ]
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[ Publishers Weekly | 2022-12-22 05:00:00 UTC ]
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[ Publishing Perspectives | 2022-12-16 16:12:24 UTC ]
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[ Publishers Weekly | 2022-12-16 05:00:00 UTC ]
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[ Engadget | 2022-12-07 18:00:03 UTC ]
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[ Publishers Weekly | 2022-12-05 05:00:00 UTC ]
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[ Engadget | 2022-11-16 16:50:43 UTC ]
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[ The Guardian | 2022-11-04 18:25:28 UTC ]
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[ The New York Times | 2022-11-01 22:14:42 UTC ]
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