• The secret of Steam's success

    From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Fri Apr 3 11:23:51 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    There's a variety of articles* on the gaming websites discussing
    GameStop's failed attempts to create an online competitor to Steam,
    and why it failed when Valve's attempt didn't. The common theme seems
    to be that Steam won out because of 'it created community' whereas its competitors didn't. But it got me wondering, is that really so? Was
    that the sole reason that Steam monopolized the PC gaming market while
    others struggled? What is the reason for Steam's success?

    Certainly we shouldn't discount the community features of Steam.
    Obviously having chat (in-game and out), and discussion forums, and
    groups and all the rest were important. But were they alone the secret
    sauce that made Steam what it is today?

    Because there are other things too. Steam's openness to allowing
    others onto the platform --and for relatively low cost-- helped a lot, especially in the beginning. Even as other companies noted (and tried
    to imitate) Steam's success, still many of them limited their
    marketplace to their own games. EA/Origin was just for Electronic Arts
    games. UPlay was just for Ubisoft games. Battlenet was just for
    Blizzard games. But Steam wasn't just for Valve games; it was for all
    games.

    And --unlike brick-n-mortar stores-- it wasn't only for big-name games
    either, that had major publishers behind it. Steam was one of the
    first to open its storefront up to Indie developers (which was an
    opportunity of mixed blessings, as evidenced by the amount of slop
    flooding the marketplace). Still, at least at the start it was an edge
    Valve held over its competitors. People bitch about the 30% cut Valve
    takes to list games on Steam, but compared to brick-n-mortar stores,
    that was fairly low and it opened the market to a wide variety of new
    games.

    Then, of course, you got things like the built-in voice-chat, and
    native screenshots, and the workshop and all the other stuff Steam
    offers that many of its competitors don't. Or the sheer amount of
    games people have accumulated on Steam that makes it difficult to
    migrate elsewhere. There's a lot of little parts that help Steam
    maintain its position in the market. What made Steam a success? What
    is it that keeps it in its #1 position? I don't know for sure.

    But I know that there is one thing that often goes unmentioned about
    Steam that keeps me coming back.

    Trust.

    I trust Steam. I trust Valve.

    And I know, you should never trust a corporation really. They're
    psychopathic entities that don't care about their customers and will
    do whatever is in their best interest. That's as true about Valve as
    it is about any of its competitors. But Valve seems to be just a
    little better than the others, perhaps because it is more reliant on
    the goodwill of its customers than Electronic Arts or the rest.

    But it helps that Steam has survived this long, and doesn't seem to be
    in any danger of disappearing. You can't say that of many of its
    competitors. Origin is gone (albeit replaced by EA App). Same with the
    original UPlay (now replaced by Ubisoft Connect). Other services have disappeared entirely (e.g., the GameStop digital client). Valve isn't disappearing games from your library like Ubisoft does. Valve isn't
    using third-party exclusives to drag you to their marketplace. Valve
    isn't resting on its laurels and never adding new features. They're
    constantly tinkering and changing and trying to improve the overall
    experience. It doesn't always work... but when it doesn't, Valve also
    takes responsibility for those mistakes.

    Whether you want to or not, Valve comes across as a company you can
    trust. So when it comes to asking, 'where should I spend my money' and
    'which company do I trust to maintain my library of licensed games',
    the easy answer is Valve. I can't even say the same for GOG. As much
    as I prefer their no-DRM and fully-downloadable installers, I just
    don't have the same confidence in the company. They're tiny, their
    marketing team is a mess, they've fewer games and I've no idea if GOG
    will be around in ten years. Certainly none of the rest inspire any
    confidence. But Steam? Gabe willing, Steam will be there.

    And that's a secret to success I wish a lot more companies would
    understand.








    * here's one https://www.pcgamer.com/gaming-industry/an-architect-of-gamestops-long-forgotten-steam-competitor-explains-why-he-thinks-valve-came-out-on-top-what-steam-did-better-than-anybody-else-was-to-create-a-community/

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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sun Apr 5 14:50:30 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    [replying to my own post; how gauche!]

    Speaking of which, according to a post on Reddit, online gaming
    service "RobotCache" just reported that it's shutting down and --once
    it does-- any games that were purchased through that service will
    become unplayable.*

    Now, if you're like me, you probably never heard of RobotCache
    before... which is probably one of the reasons its shutting down. It
    was a digital marketplace for video-games similar to Steam founded by
    Brian Fargo (of "Fallout" fame). While small, it wasn't /entirely/
    limited to weird never-heard-of-em games (for instance, titles such as "Torment: Tide of Numenera", "Bards Tale IV" and "Shadow Tactics" were featured; not HUGE games certainly, but they had some success).

    The platform's gimmick was that --through the power of blockchain technology!!!!!-- you could not only buy games but also resell them to
    other RobotCache users. "You own your games" was a big part of its
    marketing. Which makes its shutdown (and the subsequent loss of all
    purchased games for its users) all the more ironic...**

    But it does go back to the thesis of my previous post about how
    people's trust in Steam is a major --if unspoken-- reason for its
    success. No, there's nothing to stop the same thing from happening to
    Steam users: if Valve were to fold up shop tomorrow, we'd all lose
    access to our games there. But Steam has been around long enough that
    seems unlikely, and Valve has operated in a way that makes people
    believe --rightly or wrongly-- that if they WERE to shut-down, that
    the company would do its best to ensure that people would continue to
    have access to their games.

    It's a trust that other services haven't earned yet, and shut-downs
    like RobotCache are another example why.






    ----
    * The Reddit post https://www.reddit.com/r/pcgaming/comments/1sc6r5r/robotcache_closes_and_gamers_lose_all_their_games/

    ** It also shows how pointless all the blockchain nonsense was to its operation. There was nothing RobotCache did that couldn't have been
    done without traditional databases, and the inclusion of blockchain
    didn't do anything to give the end-users any more control over their
    purchases. But that's another rant entirely ;-)



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  • From phoenix@j63840576@gmail.com to comp.sys.ibm.pc.games.action on Sun Apr 5 12:57:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson wrote:

    [replying to my own post; how gauche!]

    Speaking of which, according to a post on Reddit, online gaming
    service "RobotCache" just reported that it's shutting down and --once
    it does-- any games that were purchased through that service will
    become unplayable.*

    Now, if you're like me, you probably never heard of RobotCache
    before... which is probably one of the reasons its shutting down. It
    was a digital marketplace for video-games similar to Steam founded by
    Brian Fargo (of "Fallout" fame). While small, it wasn't /entirely/
    limited to weird never-heard-of-em games (for instance, titles such as "Torment: Tide of Numenera", "Bards Tale IV" and "Shadow Tactics" were featured; not HUGE games certainly, but they had some success).

    The platform's gimmick was that --through the power of blockchain technology!!!!!-- you could not only buy games but also resell them to
    other RobotCache users. "You own your games" was a big part of its
    marketing. Which makes its shutdown (and the subsequent loss of all
    purchased games for its users) all the more ironic...**

    But it does go back to the thesis of my previous post about how
    people's trust in Steam is a major --if unspoken-- reason for its
    success. No, there's nothing to stop the same thing from happening to
    Steam users: if Valve were to fold up shop tomorrow, we'd all lose
    access to our games there. But Steam has been around long enough that
    seems unlikely, and Valve has operated in a way that makes people
    believe --rightly or wrongly-- that if they WERE to shut-down, that
    the company would do its best to ensure that people would continue to
    have access to their games.

    It's a trust that other services haven't earned yet, and shut-downs
    like RobotCache are another example why.






    ----
    * The Reddit post https://www.reddit.com/r/pcgaming/comments/1sc6r5r/robotcache_closes_and_gamers_lose_all_their_games/

    ** It also shows how pointless all the blockchain nonsense was to its operation. There was nothing RobotCache did that couldn't have been
    done without traditional databases, and the inclusion of blockchain
    didn't do anything to give the end-users any more control over their purchases. But that's another rant entirely ;-)



    How come Spalls never mentioned the FBI investigating Steam games for
    malware inclusion? That was a pretty big news item and he conveniently overlooked it. Spalls a Steam shill? Probably so! How many Steam games
    contain malware? Quite a lot!
    --
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    sister of his own wife, Queen Tahpenes, in marriage.
    The sister of Tahpenes bore him a son named Genubath,
    whom Tahpenes brought up in the royal palace. There
    Genubath lived with Pharaoh’s own children.
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  • From bill_wilson@bill_w@aol.com to comp.sys.ibm.pc.games.action on Sun Apr 5 17:18:22 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 4/5/2026 2:57 PM, phoenix wrote:
    Spalls Hurgenson wrote:

           [replying to my own post; how gauche!]

    Speaking of which, according to a post on Reddit, online gaming
    service "RobotCache" just reported that it's shutting down and --once
    it does-- any games that were purchased through that service will
    become unplayable.*

    Now, if you're like me, you probably never heard of RobotCache
    before... which is probably one of the reasons its shutting down. It
    was a digital marketplace for video-games similar to Steam founded by
    Brian Fargo (of "Fallout" fame). While small, it wasn't /entirely/
    limited to weird never-heard-of-em games (for instance, titles such as
    "Torment: Tide of Numenera", "Bards Tale IV" and "Shadow Tactics" were
    featured; not HUGE games certainly, but they had some success).

    The platform's gimmick was that --through the power of blockchain
    technology!!!!!-- you could not only buy games but also resell them to
    other RobotCache users. "You own your games" was a big part of its
    marketing. Which makes its shutdown (and the subsequent loss of all
    purchased games for its users) all the more ironic...**

    But it does go back to the thesis of my previous post about how
    people's trust in Steam is a major --if unspoken-- reason for its
    success. No, there's nothing to stop the same thing from happening to
    Steam users: if Valve were to fold up shop tomorrow, we'd all lose
    access to our games there. But Steam has been around long enough that
    seems unlikely, and Valve has operated in a way that makes people
    believe --rightly or wrongly-- that if they WERE to shut-down, that
    the company would do its best to ensure that people would continue to
    have access to their games.

    It's a trust that other services haven't earned yet, and shut-downs
    like RobotCache are another example why.






         ----
    * The Reddit post
    https://www.reddit.com/r/pcgaming/comments/1sc6r5r/
    robotcache_closes_and_gamers_lose_all_their_games/

    ** It also shows how pointless all the blockchain nonsense was to its
    operation. There was nothing RobotCache did that couldn't have been
    done without traditional databases,  and the inclusion of blockchain
    didn't do anything to give the end-users any more control over their
    purchases. But that's another rant entirely ;-)



    How come Spalls never mentioned the FBI investigating Steam games for malware inclusion? That was a pretty big news item and he conveniently overlooked it. Spalls a Steam shill? Probably so! How many Steam games contain malware? Quite a lot!

    Mr. On the spectrum Retardo strikes again!!!
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