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 ]
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[ Digiday | 2023-10-24 13:02:04 UTC ]
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[ Digiday | 2023-10-24 04:01:00 UTC ]
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[ Publishing Perspectives | 2023-10-18 15:10:08 UTC ]
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[ Publishers Weekly | 2023-10-17 04:00:00 UTC ]
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[ Publishers Weekly | 2023-10-17 04:00:00 UTC ]
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[ Fast Company | 2023-09-28 14:15:00 UTC ]
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[ Digiday | 2023-09-25 04:01:00 UTC ]
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An AI Game of Thrones prequel? No wonder George RR Martin’s raining ice and fire on ChatGPT | Tim Adams

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