Categories
entertainment

The Valve Mod Marketplace Fiasco ARG

So I’d written a piece that painted the paid mod controversy as a new alternate-reality game by Valve. But since the whole thing is on hiatus, I guess it won’t work.

What can be said, instead?

I think Valve is right about the inevitability of paid mods and having a more fluid system for moving works online from free to paid. They just didn’t have a very successful rollout. Part of that was the 75% rake between Valve (30%) and Bethesda (45%), leaving the mod maker with the smallest share (25%). Sure, the money spends for a mod maker that would otherwise get none, but it rubs the buyer the wrong way.

There’s a lesson in that. If other semi-predatory industries like the music industry had a more prominent display of how little the artists get out of your $15 album purchase, it could shake things up a lot. And that goes for other industries like farming, clothing manufacturing, and so on. If people know that workers are getting screwed, they’ll at least make a stink. If they can just ignore it, because it’s not in their face, they’ll tend to ignore it.

There were issues with misappropriation of others’ mods. Valve will have a hard time working out a perfect model for derivatives and dependencies on the legal side of the issue. But they can at least push for better technological integration of mod dependencies in games.

And Valve is right to glimpse a future where games themselves might be seen as a greater-than-the-sum-of-their-parts assemblage of mods. Something like a patchwork quilt that you play on a computer. That future will come to pass in time. It won’t be exclusive, other non-mod-based games will exist. But it will live alongside those games, both feeding off them and feeding into them.

In the meantime, it appears that the factions I’d described in the hypothetical ARG seem to be here to stay. We will probably see mods that will license themselves only for use with free mods, for example. While others will say they’re happy to be used by paid mods.

But paid mods do give modders an incentive to work and a mechanism to buy work from others to make their own mods better. If you’re doing free mods exclusively, you might want to get some better textures or models, but have to take what’s free. If you sell the mod, however, you can afford to hire professionals to augment your abilities (e.g., if you’re writing code, you can pay other professionals can do the art) make that mod a bit better for customers.

The other thing this whole incident reminds us of is that we will undoubtedly see other monetizations come forward. You might earn gametime or rewards in future games by helping new players out (as a guide would through a dangerous environment in the real world), for example. Or you might earn real money for doing so, as some already do by streaming their gameplay.

The nature of gaming is so digital that it provides a key ground to try things that might not fly in other industries, and although Valve didn’t get it right the first time, I hope they keep working on it.

Categories
linux

Steam on Linux: Half-Life

It was the mid-to-late 1990s. Computers were becoming more popular, and computer games with them. In the early 1990s there was Myst. It was about the story, something like Zork but first-person. In 1996, there was Quake. It was about battling baddies, like its predecessors, Doom and Wolfenstein.

Around that time, Valve software must have licensed the new Quake Engine (the underlying software that created the Quake world on your computer). In 1998 they released Half-Life. It was in many ways a closer marriage of the first-person shooter with the story games and puzzle games that came before. Around a two-to-one ratio. Lots of action, but a bit more story than before. You had Non-Player Characters (NPCs), which are presences you don’t kill, either neutral or allied with you. You had movable boxes.

It’s a game that paved the way for a lot of the modern games.

Every discussion I saw prior to the announcement came to the conclusion that we probably wouldn’t see this happen. Most of those centered around Counter-Strike 1.6, which uses the same GoldSrc Engine as Half-Life. The feeling was that Valve would focus on their newest titles first, and worry about these oldest games later, if ever.

A few years back, Valve began opening up to the Apple Macintosh systems, and most of their new games made their way over. But never the old ones. With this release, those systems now have these oldest games too.

One wonders why. When the first news of Steam coming to Linux arrived, it was published that their title Left 4 Dead 2 was their vehicle of experimentation.

When the beta began, it was instead Team Fortress 2. That made enough sense, in that it’s free-to-play. It meant they didn’t have to give away a game that beta testers might have bought. It wouldn’t be costly to give the game to a few, in a small, closed beta. But when you open it up in the large, to a largely untested audience, it risks some loss.

Valve is very committed to the Linux platform, especially with the announcement of the forthcoming Steam boxes, basically set-top computers. They want to be as catalog-complete to help drive adoption. They also had the opportunity to hit two platforms at once, which wasn’t there when it was only Apple Macintosh.

Finally, with their flagship game sequels coming, they want to be able to have people play the original. There is a certain aspect to human psychology that values completeness. People want to have read every book, seen every episode. They want every achievement, to have left no stone unturned.

The question now is when we will see the rest of the Valve catalog for Linux. My guess is by summer. They probably don’t have as much work with the newer games which have all been ported to Apple Macintosh. There is some work, yes, but a lot of it will be simply replicating previous work. They are likely targeting those releases for the time when the Steam platform leaves beta.

Other tasks will take longer, including their plans to release their SDKs for Linux. That will mean porting work that hasn’t been done for the Apple Macintosh systems. These will be very welcome, as they will mean both new blood into the mod/mapping/development community and faster compilation of assets.

Categories
linux

Open Beta for Steam on Linux

A welcome, if expected surprise, Valve opened up their Linux beta of their Steam gaming platform, along with the Linux version of Team Fortress 2 in time for the end of the long count of the Mayan calendar (sorry, I know everyone’s made and heard enough Mayan calendar jokes already, and I’m even late to the apocalypse, but with it being the busy-busy holiday season I didn’t have time to get by the joke store to restock).

It takes a little administrating to install if you’re not on their preferred platform of Ubuntu. On Debian it’s mostly down to version number discrepancies between Ubuntu and Debian (eg, Ubuntu might have a specialized version number for a package that’s based on Debian’s, but different). The biggest pain is that you basically have to either rely on a private repository or disable apt-based updating (typically by commenting out the repository in /etc/apt/sources.list.d/[specific list]) to avoid complaints every time their package changes.

This is okay for the short term, but will need to be fixed if they intend to support multiple distros in the long term, possibly by looser depends specifications, or maybe by working with distros to have a steam metapackage that their package can depend upon.

So I finally played some Team Fortress 2 again. I’ve played it a bit under WINE, but had stopped some time back (I believe around the time of the release of the Pyrovision update) for various reasons. This was the first time I saw the Man v. Machine game mode (or MvM/Cooperative as it might be referred). It seemed fun except for having to return and upgrade after every wave of machines had been rendered nonfunctional.

That has to be my biggest peeve about the direction Team Fortress 2 took, or any game for that matter: don’t make me weigh so many options. Do I want to spend that much time deciding what weapons I scrap and which ones I add nametags? It just gets silly, having to manage hundreds of items, or not wanting to switch classes during MvM because I bought upgrades for a different class.

Maybe it’s just the gaming generation I came from, but it used to be you got random upgrades, and you liked them, dammit!

The Steam service runs well so far, as does Team Fortress 2. It will probably take a few months before other Source games are available, and the roadmap for non-Valve games isn’t clear yet, but the first piece of the puzzle is just about there.

No discussion of Linux gaming is complete without another look at graphics drivers. In any general thread about Steam on Linux, you’ll see them brought up, with people lamenting performance, stability, and closedness of the drivers. My experience with nVidia has been decent performance with near-satisfactory stability. That is to say, I do have some stability issues with the graphics driver, including things like my virtual terminals occasionally being rendered as artifacts in X (little 10-20 pixel squares), and sometimes my browser (Iceweasel, which is GPU-accelerated) will flicker all-black while playing games.

I’d imagine the troubles are at least this bad for AMD-based graphics, as in the past I used their cards/drivers and had problems as well.

Intel graphics and drivers are probably the smoothest except for performance. I say probably, as I don’t have any direct experience there.

It is the hope of the community that Steam will push all the graphics vendors to fix their problems, but even if that happens, that’s short of the true best outcome: completely open, performant drivers.

Categories
linux

Attack of the Undead Penguins

Steam coming to Linux, you say?

People following the Valve/Steam/Linux news already know that the awesome hackers at Valve have Left 4 Dead 2 running on Ubuntu like a champ. They know that Valve has been doing some work toward a so-called three meter display (ie, for television display), and have probably speculated that they are at least considering building a console.

This is a post about what I’m looking forward to seeing out of Valve on Linux.

Playing Games

Foremost, I’m looking to playing games without even the minor inconveniences of WINE. Often there are tweaks, there’s turning off features, or some minor thorn of just about every game I’ve played on WINE. WINE is awesome, and it’s made some money for game companies, as there are games I bought because I knew that I could play them.

But it’s not perfect, and for people that eschew yak shaving to play a game, the set of titles they might purchase and play drops (I’m not thinking about side projects like PlayOnLinux, as I’ve not tried them).

For a lot of games, if they make it to Linux, that means getting full eye candy. Full features.

Building Games

Secondly, I’m hopeful that the game creation tools will be coming to Linux. Some of these kind-of-sort-of run under WINE, but my experience with these hasn’t been nearly as good as with games. Even if the current generation tools don’t make it, maybe the next generation will.

The lower the barrier to entry for creating game content, the more that will be created, and the better games we will see. That’s true of technology in general.

I’ve made a few maps years ago under Windows, but the few times I tried to build maps under WINE it was much clunkier and fraught with peril. I’m very hopeful that in another decade or so it will be commonplace for gamers to be mappers and modelers, even if their extent of mapping and modeling is just to customize existing maps and models.

Building Bridges

But, like others, my biggest hope is that this work will result in greater support from the four corners of the earth for Open Source and Linux. That it will widen the market for gaming, while making governments and businesses evaluate Linux as a greater possibility for their employees.

Just like Android has pushed a device with Linux to far more hands than ever before, a Valve console could do it again. But so can Steam for Linux. There’s plenty of people that keep a second computer or dual booting just for games. There also a general perception that Windows is the king because of gaming. Linux getting more gaming means that even Apple may end up supporting iTunes for Linux one day.

A side bet is, assuming the success of Steam for Linux, could that competition bring Microsoft back from the brink? For years Microsoft has had the capacity to push the computing world far beyond its current state. But it’s had no reason. That’s harmed its server market, which hasn’t been very competitive.

Conclusion

In any case, as a long-term fan of Valve’s games, I look forward to playing Half-Life 3 on Linux (just like I played Half-Life 2 here), and with any luck the Black Mesa modification can be playable on Linux too.