Thoughts on the Steam Client Library Update

First, what is the update and what is it not? The update covers the Steam library, listing the user’s games and the display of individual games themselves. It’s not a revamp of all the web pages and application views that form parts of the library, like achievement pages or the downloads view. Those will likely be updated in look and feel to match the new styles over time.

The biggest change is the addition of the new home section, which is a jumping-off point to other parts of the library. It adds a new events/news serial at the top, where you can see game news including media and updates to games.

The primary art for games is now in portrait format (600×900). This, alongside the addition of a large banner image at the top of each game page, are the biggest visual changes. The portrait format affords space for text and art with some separation where the old banner style (what Valve calls capsule) really require putting the two together. But the capsule format is still used in at least a few places, including for the most-recently played game and on the downloads view.

The collections system, formerly more like tags, now allows for dynamic grouping. I tend to track several properties of games, like whether I played them yet and what their style of game is, besides noting of they require a EULA or have broken features on Linux (a few games I’ve played required using Proton in order for achievements to unlock).

One downside of the collection system is that if you navigate to a game from the home screen, it will be opened from the first collection alphabetically. It might be useful to let users designate a primary collection that a game belongs to, so that it will be shown as selected from the most sensible category and not one that happens to be first in some old song that lists letters.


On the whole this is a nice update. The most notable thing is that it matches design changes that are happening across the larger digital space. While books developed a fairly consistent design schema a long time ago, the digital sphere is still trying to do so. It still has a way to go, as seen in the choice to maintain website icons as squares (which, far as I can tell, was a change driven by Apple and their iOS choices) while something like the Steam library uses portraits.

In terms of the future of Steam, a lot of this will depend on developers using the new events system and updating their artwork. As of writing, roughly 2/3 of my games have updated art for the beta, with the rest using the capsule-style art with a blur effect to fill the extra space.

As mentioned, other parts of the client experience still use the old capsules. While it takes work to create the separate representations, having the visual differentiation is useful as far as it goes. One wonders whether a compositing system wouldn’t work better, with separate images for graphical logos and backgrounds being able to be adjusted to aspect ratio requirements at display time, with some caching for frequently composited elements. Ah well.

The Steam Trade-off as a Linux User

With the excitement around Epic launching their own store and the advent of fresh competition for Valve’s Steam, here are some thoughts from a Linux gamer perspective.

First, what is the meaning of Steam or any storefront? They are a middleman, providing a marketplace for games to be bought and sold. But they are also a steward of that market, providing a common tissue for the delivery of the games, for the discussion and discovery, and all these other features. Some have more popular off-platform competitors. Others are too ingrained in the platform to be competed on without an alternative platform.

But one of the thing that Valve is doing with Steam, which it seems unlikely that Epic or any of the newcomers will do, is to spend resources in the interest of Linux-based gaming. They have supported Linux for several years now, including for their own games. They are doubling-down on this support with the SteamPlay/Proton integration that allows for Windows games to be run on Linux through an implementation of the Windows APIs.

Part of what you pay for when you pay the “Steam tax” (or the “Epic tax” or any other share of a sale that goes to an intermediary) is for the other activities a platform or marketplace delivers. Whether that’s Linux support or community forums or ARGs, the business decides what to deliver and thereby justify their fee.

The option of going to Epic’s store, or to other stores, is weaker for Linux due to lack of support. Steam deciding to make Proton such a first-class offering only makes that proposition weaker. For Linux gaming at the moment, Steam is the most attractive option, and there are no signs of that changing soon.

Steam currently supports gaming for Linux, but if they didn’t, Linux gamers would keep using WINE directly, as we did before 2013. As long as Valve is investing in Linux, though, their tax seems like a fair deal for Linux users, when the alternative is Epic’s lower tax but nothing for Linux.

Steamworks’ Announced Changes for 2019

Steam: Steamworks Development: 14 January 2019: “2018 Year in Review” announced some expected changes in 2019, including:

  • Steam Library Update—A refresh of the Steam client akin to the refresh of the Steam Chat that occurred in 2018.
  • New Events System—A way for games (and groups?) to announce non-release events to their followers.
  • Steam Chat for Mobile—Apparently a separate app that includes the upgrades to Steam Chat on the client.
  • Steam Trust—A provider-side reputation system that helps games moderate their players better.

Valve-time being a thing, we’ll see if these rollout this year (there were others, but these were the ones that interested me).

Library update

The Library refresh has been pending for several years and is long-expected and desired (though undoubtedly subject to backlash by a vocal minority). Games have changed a lot over the years, but the Steam Library view has stayed the same, so it will be interesting to see what this ends up looking like. It will also be interesting to see if there’s any visual-crossover between the refresh of the Library and Big Picture Mode.

At least some of the facilities mentioned in my recent post about instrumenting games for streaming could be useful for a future version of the Steam Library. For example, logging capabilities in games could easily populate the game-view in the library with details from your last game session.

Events system update

The events system is primarily an opportunity to let developers remind players about their game over time, in ways they largely already do on Twitter, but where many players may not see them. It’s not clear if the event system will apply to groups as well. Groups have been able to announce events for awhile, but if they’re granted the same abilities under the new system, it could be a shot in the arm for social-on-Steam, particularly when many gamers are far more reliant on Discord.

A full-featured event system could even let non-group events happen in the vein of “bowling night” among friends. If a group of friends likes to play together at a set time every week, Steam could enable that without them needing to create a full-on group. If game makers wanted to encourage that among players, they could also be empowered to do so.

Steam chat for mobile

The advent of a separate app for chat seems unwise (the language in the announcement is: “We’re going to ship a new Steam Chat mobile app…”). Hopefully they mean that they’ll ship a new version of the Steam app that includes chat upgrades. If not, oy. There’s a new contender to replace the old law that all applications expand to encompass e-mail: all providers expand to release a mobile chat application.

Steam Trust as a service

And Steam Trust will be welcome to the extent it helps reduce griefing and cheating in multiplayer games.


The Steam Client Beta for Linux added a force-Proton option on 17 January 2019, which is great news and shows that Valve is hitting the ground running this year. The option allows Linux gamers to choose to run the Windows version even when a Linux version exists, which may help in some circumstances:

  1. Bad ports—Not all Linux ports of games are up to snuff.
  2. Upstream bugs—Whether in the game’s engine or a video driver, sometimes bugs in other places break the native version, but not the Proton version.
  3. Missing features—Some ports are great, but for whatever reason miss a feature or two. Being able to use the native version for just those cases is a great option to have.

There are arguments about whether Proton diminishes the desire of developers to write Linux-native games or to invest in ports to Linux, but Valve’s strategy is two-fold:

  1. Get people playing on Linux, especially those who already love Linux but feel bound to Windows for a few games.
  2. Invest in Vulkan and other technologies that lower the cost of writing cross-platform games.

The latter is especially important, as games that aren’t written for Windows-specific APIs are much easier to port to Linux. It’s a longer-term strategy, but it should pay off both in better game performance generally and in portability.

With WINE, Buying Unsupported (?) Games on Steam

Interesting news that Valve has developed and integrated a WINE fork called Proton into the Linux version of their game launcher. The consideration now becomes whether to buy games that work through this compatibility layer but don’t otherwise support Linux.

There are always a lot of people on forums that speak of dual-booting, and that class will mostly buy games regardless of Linux support. For them, lack of Linux support was never a deal breaker, even if they would have liked to have support. Game access comes first, and they’ll be happy to keep buying the games they want, playing them in a Linux environment when they can.

There are people that have used WINE or similar layers all along from Linux, and they would buy whatever games they liked that they could verify would work via the WINE database (plus natively supported games). For this group, access via Linux, by any means, comes first. But they’ll still happily keep doing their thing.

There are also plenty who will want first-class Linux support, and that group is harder to judge now. If a game’s support is via WINE/Proton, does that count as first class? Especially if they are willing to fix bugs that arise, either by contributing to Proton or by changing their own game. One issue there is that updating games for Windows to fix bugs for Linux seems weird. It’ll be up to Valve and developers to decide whether having a “Windows-WINE” flavored repository makes sense for developers that use that approach.

But I digress. Some of the purist camp will not want to play games via compatibility, but if the developers signal they support Linux through WINE/Proton, others will consider support support.

The main long-term benefit of adding a compatibility layer may actually be bigger than Linux gaming. Due to WINE’s potential for portability, there may be places that Windows games end up working in the distant future that nobody planned on.


I installed and tried the old Katamari Damacy clone, The Wonderful End of the World (Dejoban Games). It worked just fine. There were only one or two models without rendered textures (black instead), and only one occasion where mouse-capture was partially lost (alt-tabbing out and in fixed that).

When I get a chance, I’ll try some other games I haven’t played in the years since I left Windows. I suspect most of them will mostly work.

Whether I’ll buy games that work through “Steam Play,” I haven’t decided just yet. I’ll certainly consider it, though.

Thoughts on Steam Trade Holds (Escrow)

Valve’s Steam service is set to roll out an escrow on non-two-factor-authorized trades. They are calling this a “Trade Hold.”

Alice wants Bob’s hat and Bob wants Alice’s key. They agree to trade.

Alice has Steam Guard Mobile Authenticator (SGMA), Bob does not. After the trade, they wait three days to get their items.

At this point, it’s unknown whether Alice could know at the point of trade whether she was risking the trade hold. It seems likely she will, and thus she could avoid it.

Problems with the system include:

  1. People without Android or iOS devices being unable to use SGMA.
  2. Automated trades via bots being unable to deal with escrow without major changes.
  3. People feeling that, generally, they are being disadvantaged due to a minority of users who fall for scams or install malware.

Valve has a scam/malware problem masquerading as a customer service problem. They have looked at improving customer service, but correctly realize that will not really solve the problem. They do need better customer service, but they also need to do more to address the problem of fraudulent trading. The escrow is supposed to be a pressure valve, to relieve some stress by limiting the damage that fraud traders can mete out.

Education of users is important, but simultaneously unrealistic short of Valve creating a trading simulator game that people want to play and it teaching them the hard-learned lessons of what to avoid. Users that would be helped by education either already educate themselves or will be a minority. Forcing education (e.g., through testing prior to granting trade privileges) would deter users from trading altogether.

Previously, Valve has used e-mail confirmations. This failed for hijacked accounts, because the users would simply have their e-mail accounts compromised in the hijacking. SGMA differs in that the likelihood of also compromising a mobile device is much lower.

If machine learning is mature enough, Valve may be able to leverage it to identify fraudulent trading patterns in a bulk of cases, in a manner similar to the credit card industry. It isn’t clear if it is up to this task, nor is it clear how easily Valve could implement such a filter. It seems reasonable to expect that will be a large part of their eventual strategy in fraud prevention.

What does not seem likely is Valve Customer Service becoming a peudo-law-enforcement agency. Investigating claims of fraud and trying to uncover the realities of events after the fact is just not in the cards for a video game services company. They will undoubtedly continue to seek to prevent the fraud.

It seems reasonable to say nobody wants to wait three days for a trade to go through, including Valve who will have to keep track of the trades. But Valve also does not want to have the volume of scammed items and problems sustain their current rates or grow. So they have to keep trying stuff, even if the community feels burdened.

Some minority of users may circumvent the protections of SGMA via emulators and desktop applications implementing the HMAC technology that SGMA uses. It’s a risk, and there doesn’t seem to be a easy way to avoid it, but that user count will likely stay small, sustaining the general integrity of SGMA/trade holds.