Sunday, April 19, 2015

Steam

Steam is an Internet-based digital distribution, digital rights management (DRM), multiplayer, and social networking platform developed by Valve Corporation. Steam provides the user with installation and automatic updating of games on multiple computers, and community features such as friends lists and groups, cloud saving, and in-game voice and chat functionality. The software provides a freely available application programming interface (API) called Steamworks, which developers can use to integrate many of Steam's functions, including networking and matchmaking, in-game achievements, micro-transactions, and support for user-created content through Steam Workshop, into their products. Though initially developed for use on Microsoft Windows, versions for OS X and Linux operating systems, and a limited-function version for the PlayStation 3 console, have also been developed. Chatting and shopping applications for iOS and Android mobile devices have also been written. The Steam website also replicates much of the storefront and social network features of the stand-alone application. The success has led to the development of a line of Steam Machine microconsoles and personal computers meeting minimum specifications, and SteamOS, a Linux-based operating system built around the Steam client. As of February 2015, over 4,500 games are available through Steam, which has 125 million active users. Steam has had as many as 9 million concurrent users as of March 2015. In October 2013, it was estimated by Screen Digest that 75% of games bought online for the PC are downloaded through Steam. In November 2009, Stardock estimated it at 70%. Before implementing Steam, Valve had problems updating its online games, such as Counter-Strike; providing patches would result in most of the online user base disconnecting for several days. Valve decided to create a platform that would update games automatically and implement stronger anti-piracy and anti-cheat measures. Valve approached several companies, including Microsoft, Yahoo!, and RealNetworks to build a client with these features, but were refused. Steam's development began before 2002. Working titles for the product included "Grid" and "Gazelle". It was first revealed to the public on March 22, 2002, at the Game Developers Conference, where it was presented purely as a distribution network. To demonstrate the ease of integrating Steam with a game, Relic Entertainment created a special version of Impossible Creatures. However, the game was never released on Steam. Valve partnered with several companies, including AT&T, Acer, and GameSpy Industries. The first mod released on the system was Day of Defeat. The Steam client was first made available for public beta testing in January 2003 during the beta period for Counter-Strike 1.6, for which it was mandatory to install and use. At the time, Steam's primary function was streamlining the patch process common in online computer games. Steam was an optional component for all other games. 80,000–300,000 gamers tested the system when it was in its beta period. The system and website choked under the strain of thousands of users simultaneously attempting to play the latest version of Counter-Strike. In 2004, the World Opponent Network was shut down and replaced by Steam. The online features of games which required World Opponent Network ceased to work unless they were converted to Steam. Around this time, Valve began negotiating contracts with several publishers and independent developers to release their products, including Rag Doll Kung Fu and Darwinia, on Steam. Canadian publisher Strategy First announced in December 2005 that it would partner with Valve for digital distribution of current and future titles. In 2002, the head of Valve Gabe Newell said he was offering mod teams a game engine license and distribution over Steam for US$995. Valve's Half-Life 2 was the first game to require installation of the Steam client to play, even for retail copies. This decision was met with concerns about software ownership, software requirements, and issues with overloaded servers demonstrated previously by the Counter-Strike rollout. During this time users faced multiple issues attempting to play the game In 2005, third-party games began to appear on Steam and Valve announced that Steam had become profitable due to some highly successful Valve games. Although digital distribution could not yet match retail volume, profit margins for Valve and developers were far larger on Steam. Large developer-publishers, including id Software, Eidos Interactive and Capcom began distributing their games on Steam in 2007. By May that year, 13 million accounts had been created on the service and 150 games were for sale on the platform

No comments:

Post a Comment