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Steam Play thoughts: A Valve game streaming service

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With the talk of some big players moving into cloud gaming, along with a number of people thinking Valve will also be doing it, here’s a few thoughts from me.

Firstly, for those that didn’t know already, Google are testing the waters with their own cloud gaming service called Project Stream. For this, they teamed up with Ubisoft to offer Assassin’s Creed Odyssey on the service. I actually had numerous emails about this, from a bunch of Linux gamers who managed to try it out and apparently it worked quite well on Linux.

EA are pushing pretty heavily with this too with what they’re calling Project Atlas, as their Chief Technology Officer talked about in a Medium post on how they’ve got one thousand EA employees now working on it. That sounds incredibly serious to me!

There’s more cloud services offering hardware for a subscription all the time, although a lot of them are quite expensive and use Windows.

So this does beg the question: What is Valve going to do? Cloud gaming services, that will allow people with lower-end devices to play a bunch of AAA games relatively easily could end up cutting into Valve’s wallet.

Enter Valve’s Cloud Gaming Service

Pure speculation of course, but with the amount of big players now moving into the market, I’m sure Valve will be researching it themselves. Perhaps this is what Steam Play is actually progressing towards? With Steam Play, Valve will be able to give users access to a large library of games running on Linux where they don’t have to pay extra fees for any sort of Windows licensing fee from Microsoft and obviously being Linux it would allow them to heavily customise it to their liking.

On top of that, what about the improvements this could further bring for native desktop Linux gaming? Stop and think about it for a moment, how can Valve tell developers they will get the best experience on this cloud gaming platform? Have a native Linux version they support with updates and fixes. Valve are already suggesting developers to use Vulkan, it’s not such a stretch I think.

Think about how many games, even single-player games are connected to the net now in some way with various features. Looking to the future, having it so your games can be accessed from any device with the content stored in the cloud somewhere does seem like the way things are heading. As much as some (including me) aren’t sold on the idea, clearly this is where a lot of major players are heading and Valve won’t want to be left behind.

For Valve, it might not even need to be a subscription service, since they already host the data for the developers. Perhaps, you buy a game and get access to both a desktop and cloud copy? That would be a very interesting and tempting idea. Might not be feasible of course, since the upkeep on the cloud machines might require a subscription if Valve wanted to keep healthy profits, but it’s another way they could possibly trump the already heavy competition.

Think the whole idea is incredibly farfetched? Fair enough, I do a little too. However, they might already have a good amount of the legwork done on this, thanks to their efforts with the Steam Link. Did anyone think a year or two ago you would be able to stream Steam games to your phone and tablet?

Valve also offer movies, TV series and more on Steam so they have quite a lot to offer.

It might not happen at all of course, these are just some basic thoughts of mine on what Valve’s moves might be in future. It's likely not going to happen for VR titles, since they need so much power and any upset with latency could make people quite sick. Highly competitive games would also be difficult, but as always once it gets going the technology behind it will constantly improve like everything. There’s got to be some sort of end game for all their Linux gaming work and not just to help us, they are a business and they will keep moving along with all the other major players.

Article taken from GamingOnLinux.com.
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beniwtv Nov 1, 2018
My thoughts on DRM/Cloud gaming/Always-Online games is that personally, I have mixed feelings for those things.

I am myself not the type of gamer that goes and re-plays games once I've played the story once. Even with "recurring" games like Rocket League, there comes a time when I leave them for good, when there's no more interest in playing the same game over and over. So on that side, I don't see myself affected by DRM/Cloud/Always-Online in the sense that I do not care if games are taken away from me once I've played them; I have no interest in them anymore anyway.

HOWEVER, on the other side, I am very much against DRM/Cloud gaming/Always-Online - the reason is that I believe games should be preserved for future generations, or players that have never played them. We can not preserve these games if we're actively being hindered by it.

Worst thing is, the industry does not care about preserving games - they actively go against it even years after the game is no longer being sold. I hope for a world where DRM is stripped from games after it's no longer necessary (or not even put in to begin with!), or small server back-ends/offline patches released for Always-Online games, or cloud streamed games getting a downloadable package once it's no longer offered on the streaming services.

It wouldn't be hard for devs to do these tings, and let the gamer community worry about game preservation.
Julius Nov 1, 2018
Quoting: dvdCloud gaming will never become a thing. It's just like VR. When people have thousands of dollars worth of computers, people won't tolerate latency, and fiber is not really a reality even in the oh-so advanced North America and Europe.

It's actually the exact opposite to the VR and general situation you describe above. You and those people are not the market for cloud gaming. You might become the collateral if it moves in a direction that makes it less profitable to support existing gaming platforms, but I think with Valve this risk is the lowest (and the highest with Google as they have 0 interest in the existing PC ecosystem).

Cloud gaming is mainly a drive to expand the market to the millions of people out there who either can't effort a gaming PC, or decided since they don't play very often that it is not worth it to buy a fast enough PC. For both groups a cheap streaming flatrate for games that works "good enough" is definitely interesting.

But looking at Valve's previous moves and having had some experience with their less than stellar server infrastructure, I would say that they just don't have nor want to run the needed infrastructure (and even if they wanted, they would probably fail at it badly).

So that leaves them only the choice of looking for a partner with the server clusters. But there isn't much choice there, which would not put them at risk of being dependent of a direct competitor. Microsoft would certainly a bad move as it would make them double dependent. Google is running their own experiments and traditionally doesn't do this kind of business. Amazon is a direct competitor in the sales area and unless this would be a long play to sell the Valve to Amazon, they would be an incredibly bad choice. Then there are some smaller players, all of which probably don't have the needed infrastructure. Last but not least there is IBM and with their recent acquisition of RedHat they would be the only and most likely candidate I think.

So if Valve strikes a deal with IBM/RedHat, then yes there will be a Steam streaming service... otherwise I strongly doubt it.
dvd Nov 1, 2018
I don't think it's the exact opposite. VR hasn't flown (not in the nintendo days and not now). Sure with the new powerful technology there are probably some niches it can fit into. I think considering how annoyed people get by buffering on youtube/twitch, just imagime that in a new shiny game. And again, the infrastucture is most widespread in the areas (EU, NA), where people are richer and can afford a personal computer. Some firms will definetly try it, i just don't see people putting up with the latency.
Nevertheless Nov 1, 2018
I always thought one reason Valve invests in VR technology is to protect their busyness against such streaming services. You'd need a really great internet connection to be able to stream VR. Impossible with current tech.
Purple Library Guy Nov 1, 2018
On one hand, I find Liam's speculation plausible. Valve might indeed have some ideas in this direction.

On the other, like many here, for reasons they have described, I am not personally wild about the idea of playing games that are "in the cloud" instead of on my computer.

On the gripping hand, I don't think streaming games is the future, at least not the very near future. People have pointed out that in many places broadband is not so broad--and frankly, the big provider companies mostly don't seem interested in investing a bunch of money to improve this. They're all just extracting profits from networks (phone, cable TV) that pre-existed the internet. Even where it's good, hardcore gamers are paranoid about latency. Some people do have concerns about the privacy and "ownership" aspects of the cloud. But above all, people are cheap; we've seen over and over and over again how software companies are just creaming their pants at the ideas of software as a service so they can charge ongoing subscription fees, and we've seen over and over and over again their dreams of endless gravy trains die as they find out people just aren't willing to pay.
Purple Library Guy Nov 1, 2018
Quoting: beniwtv
Quoting: NanobangI'm no fan of "the" cloud in general as it continues the trend of further eroding control of what otherwise would be one's personal property.

Just quickly want to chime in here: Games/software are not your personal property. You may own a physical medium the game/software is on though, which is your property. But you still need a license to use that copy.

So, games and software are licensed. Even FOSS software. Otherwise, you would own the right to them, which you do not.

I get what you wanted to say here, though. And I agree, when owning a physical copy without DRM probably nobody is gonna bother you in the future, to take it away or prevent you from playing it.
I disagree. What you don't own is the copyright. What FOSS software licenses license, set conditions on (or rather, mainly explicitly remove default conditions from), is the copyright. When you buy a game, a copy of the game IS your personal property. You do not hold the copyright so you don't have a right to copy it.
It's true that software companies have been trying hard to make the situation ambiguous and fuzz the law with their EULAs and so forth, but in most countries if it came down to a court case it would turn out that the purchaser of a thing owns it, even if it's a digital thing.
Purple Library Guy Nov 1, 2018
Quoting: Julius
Quoting: dvdCloud gaming will never become a thing. It's just like VR. When people have thousands of dollars worth of computers, people won't tolerate latency, and fiber is not really a reality even in the oh-so advanced North America and Europe.

Cloud gaming is mainly a drive to expand the market to the millions of people out there who either can't effort a gaming PC, or decided since they don't play very often that it is not worth it to buy a fast enough PC. For both groups a cheap streaming flatrate for games that works "good enough" is definitely interesting.
First, a cheap streaming flat rate for all games does not seem to be on offer. Rather, what we're discussing is you buy a game, and then you access it via the "cloud" instead of actually downloading it, and presumably you pay a subscription fee for that because hosting costs money. Second, those millions of people you are pointing to are precisely the people who are likely to have either lousy internet because they're in countries where the internet infrastructure is lousy, or lousy internet because their internet providers are predatory and they can't afford a good plan and so they have usage caps which would be crippling for such a service.

A cheap streaming flat rate for all games might be attractive to many consumers, but how do the game companies make money? What's their incentive to hand the rights to do this over for what would have to be a pittance? I don't think it would be practical.
beniwtv Nov 1, 2018
Quoting: Purple Library GuyI disagree. What you don't own is the copyright. What FOSS software licenses license, set conditions on (or rather, mainly explicitly remove default conditions from), is the copyright. When you buy a game, a copy of the game IS your personal property. You do not hold the copyright so you don't have a right to copy it.
It's true that software companies have been trying hard to make the situation ambiguous and fuzz the law with their EULAs and so forth, but in most countries if it came down to a court case it would turn out that the purchaser of a thing owns it, even if it's a digital thing.

But that's exactly what is said! :)

You don't own the copyright, you don't own the work. You may own the physical copy the work is on though, but that still does not make you own the work. You own a license to use the work (described in the license / EULA).

And FOSS licenses do not remove copyright. They just make some exemptions to it, see:
https://www.gnu.org/licenses/gpl-howto.en.html

Copyright isn't just about "copying" the work.
Purple Library Guy Nov 1, 2018
Quoting: beniwtv
Quoting: Purple Library GuyI disagree. What you don't own is the copyright. What FOSS software licenses license, set conditions on (or rather, mainly explicitly remove default conditions from), is the copyright. When you buy a game, a copy of the game IS your personal property. You do not hold the copyright so you don't have a right to copy it.
It's true that software companies have been trying hard to make the situation ambiguous and fuzz the law with their EULAs and so forth, but in most countries if it came down to a court case it would turn out that the purchaser of a thing owns it, even if it's a digital thing.

But that's exactly what is said! :)

You don't own the copyright, you don't own the work. You may own the physical copy the work is on though, but that still does not make you own the work. You own a license to use the work (described in the license / EULA).

And FOSS licenses do not remove copyright. They just make some exemptions to it, see:
https://www.gnu.org/licenses/gpl-howto.en.html

Copyright isn't just about "copying" the work.
I think you are having a fundamental misunderstanding, based perhaps on the currency of the deliberately misleading term "intellectual property". Let's take it away from digital for a second, because the lack of a physical thing tends to confuse people. If I buy a book, like go into a bookstore, pick up a paperback, give a store clerk some money in return for the book and leave the store with the book, I own the book. I can do almost anything I want with the book; I can shred it, I can lend it to a friend and so on. I cannot legally bludgeon someone to death with it, but that isn't illegal because I don't own the book, it is illegal because it's murder. Another thing I can't do is publish it. That is not because I don't own that book, the one I paid money for, it is because just as murdering someone violates criminal law, violating an author's copyright violates copyright law. You could say the author in some sense "owns" "the work", but the author does not own the copy I bought. If the author showed up on my doorstep and wanted my copy, I could say no. If they took it, that would be theft, theft of my property. Note that if I published the book that would not be theft, it would be violation of copyright.

If I buy a game, I also own a copy. I paid money for that copy and the situation was framed as "buying" it, so it is mine. The fact that the copy is digital does not in itself change this. It does make certain legal uses impractical, or their legality difficult to verify, since it can be hard to distinguish between moving a file and copying it, and it does make it possible for the seller to include some practical barriers (such as DRM) to actually treating it as your property. But none of this makes a thing you bought not a thing you legally own.
Doc Angelo Nov 1, 2018
I'm interested in the experience of playing a game. I'm not interested in owning either a physical box with a DVD or a digital license in a digital library. I want to experience the game itself.

It's pretty much the same with music. I'm not interested in owning the physical media. I want to listen to the music. With all the music streaming services I can do that. I can listen to everything. I don't have to choose or sample a bit before buying an album. I just listen to it. When I like it, I listen to it more, or more of the same artist, or more of the same genre... regarding music, it's just awesome that these borders are not there anymore. You don't have to think about which album to buy - you can just listen to and experience ever more and new music.

I'd honestly love that for games. Of course, I wouldn't want for games to appear and disappear from being playable. Video game conservation is also an important topic. For titles with tight controls, the technology needs to be stepped up quite a bit. Counter Strike over streaming for example isn't possible - at least right now. But when game streaming becomes more common, I think it might be possible that the dedicated hardware gets more evenly distributed and will therefor be nearer to the gamer, and the latency will decrease. I've used Playstation Now for a bit, and for some games the latency right now is OK. Not impressive, but usable.

I don't need beefy hardware with costly cooling equipment directly beneath my desk. Most of what I do with my PC can be done with a way worse computer. The only thing I need a big computer for is gaming (and video compression a little bit... and Boinc...) But... honestly? I think it would a good thing if you don't need to replace your system every few years. Saves money and resources.

If the problems above are fixed, I' welcome a well made game streaming system. Absolutely.
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