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Remember back in the day when we just downloaded skin packs from some random Geocities website with obnoxious red text on black background and after going through the install.txt written in broken English/Italian, lo and behold your AK47 now had a proper arctic camo skin and it was so much cooler?

What was wrong with that? Doesn’t gaben have enough money for his super yachts and sword collections?



> Doesn’t gaben have enough money for his super yachts and sword collections?

Steam is still a business, but of all the gaming industry, Gaben is one of the highlights, steam try hard to be extremely pro consumer. Refunds with no questions asked if you've played less than 2 hours of the game, requiring publisher and developers to explicitly state the AI generated content thats in the game to name just 2.


> Refunds with no questions asked if you've played less than 2 hours of the game,

Weaker than standard physical store consumer protections (no playtime restriction on returns, obviously), and (much) weaker than GOGs refund: 1 month after purchase, no playtime restriction.

I believe they explicitly called out the equivalent for physical stores and european consumer protection in general when they announced the policy and lack of restrictions. Which is an indirect call out at Steam, which hasn't cared in the slightest and continues to have a worse policy.


I don't know if this has changed since the last time I bought shrink-wrapped software at a retail store, but the return policy on games and software was always that they couldn't be returned once opened, at least at the bigbox retailers in the US. I'm sure stores occasionally made exceptions, but I very clearly remember buying a copy of Oblivion and not being able to install it due to minimum specs and the store not accepting a return. I just had to hang onto the copy until I built a new PC.

This is probably a US vs Europe difference in consumer protections though.


Standard policy is I think mostly the same, but in Europe there's been arguments that those policies don't follow the actual consumer protection laws, which is a whole thing that I don't think really resolved one way or another.

It varies with country but I believe a number of protection laws specify normal use/testing a product is allowed, so you can open boxes and test functionality (norwegian law does this for sure). Excepting videogames from this is arbitrary, the argument from consumer protection agencies goes.

I believe in practice a number of games did get refunded when threatened with formal complaints along these lines, but that's far from a guaranteed thing.

Anyway, GOG decided to go with the generous interpretation (and the one all kinds of electronic goods except games and CDs/DVDs have), which is nicer for everyone, really


That would be illegal in the UK I think, since you have 1 year mandatory warranty against any faulty goods.


"I misread the minimum specifications" does not a faulty ware make.


Neither does "my PC runs a thousand different games but this one crashes" a faulty computer make.

Battlefield 6 won't run on your PC unless it has SecureBoot enabled. It's not included in "minimum specifications."


I don't see how that is relevant to Oblivion, nor how you'd buy Battlefield 6 plastic wrapped in a store.


Warrantyis thę same as return. If there is nothing wrong with goods, warranty does not apply. Return means return for any reason.


> Weaker than standard physical store consumer protections (no playtime restriction on returns, obviously)

Depends on the jurisdiction. In Germany you have no right to returns on things bought in a physical store.


> Weaker than standard physical store consumer protections (no playtime restriction on returns, obviously)

Huh, we have different laws and physical stores. Here, no store will take your game back if you opened the box. Maybe that changed, but in the past any game opened couldn't be returned because you could have either copied the disk, or copied to key and activated it.


Key activation is actually a good point.

I believe there were some pushes to get rid of opened box = no refund policies as being against standard 14-day returns in Norway, because the law explicitly says the consumer may (paraphrase) "reasonably test the use of a product" which allows you to open the box on other goods. But keys being consumable puts them in another category of goods (like food, which obviously can't be returned after "use"), so that doesn't apply.


2 hour return policy can already be a problem for a very short indie game. There was one which you could beat in 2 hours and refund and people did that.

GOG gets away with their policy because only people who believe in GOG ideallogy go there, and they won't refund a good game. If steam did that, abuse would skyrocket.

And in my country, unless explicitly stated otherwise, most physical goods can't be returned if they are used.


In some sense, GOGs entire existence is testing the hypothesis that it's impossible to run a consumer friendly digital store due to abuse.

If you took the common sense publisher view then no DRM = everything you make is instantly pirated and the whole store fails instantly. But GOG is a viable storefront, so that's demonstrably wrong.

The evidence is no better for Steam's refund policy than it was for DRM being necessary.


> But GOG is a viable storefront, so that's demonstrably wrong.

How many developers can make a living based off of GOG revenue alone vs Steam revenue alone?


GOGs refund is 1 month? Man I can clear DMC5 twice in one week then do a refund in that case.


It’s far easier to just pirate (nearly all?) GOG games. Like there are torrents with big chunks of their entire store on them, and I’ve seen allusions to an unofficial “store” that just has all(?) their games on it for free. I doubt many people are abusing the refund system because going through those steps is more work than piracy.


You can also share games you purchased at GoG with all your friends. They do give you a lot of freedom.

It’s maybe the only really “good” actor in that industry left so I try to support them as much as possible


sadly they don't do regional pricing at all, so steam price is almost half the GoG and maybe even lower. But yeah if you can buy GoG, it's better due to no DRM


Sure steam is cheaper but that’s how they get you. We shouldn’t always go for the cheapest alternative and then whine when things go to shit


While those statements are true, it is much easier to be pro-consumer when you are running a few morally dubious casinos and marketplaces to keep the bottom line healthy. Would Steam have grown into a position where it can comfortably act like this without the cash cows in the background? We'll never know.

The general market is so distorted that being seen as anti-large corporate behaviours on some policies is seen as enough to be considered pro-consumer.


The refund policy was only implemented after Australian courts told Valve they had to implement a refund policy to follow default consumer rights law

They made it available to everyone because they were going to lose that case everywhere but the USA (where you have no rights)

Before that, Valve did not allow any refunds.

I like Valve for being slightly not outright evil and providing a service that is not trying to scam me, but that's such a low bar.


That's sad if that's your bad. They were fined $3m only a few years ago for failing to comply with Australian consumer law and illegally witholding refunds. They didn't even bother getting legal advice.

I'm not anti-valve, but "complying with consumer laws in a country you make sales in" should be a minimum standard at least.


The first one was because the Australian Competition and Consumer Commission (ACCC) took them to court, but yes, they're both very good features.


[flagged]


The game is rated as 'Mature 17+', and Steam has an age confirmation page before accessing the store page of the game. Are you expecting Valve to add ages verification based on ID like the new UK law to block all the kids?

I thought we had parents for you know, parenting. It shouldn't fall into a company to manage what a kid is doing when the product is not for kids.


It's not that simple. The real problem is that Valve allows items to be sold in markets outside of Valve's control which allows third party gambling websites to operate. And you guessed right, they basically don't care about your age. Valve of course knows this but won't do anything, because they make profits off all transactions happening in third party markets. Plus the whole professional CS tournament scene is sponsored by these predatory casinos. Coffeezilla did an in-depth piece on this: https://youtu.be/q58dLWjRTBE


> Plus the whole professional CS tournament scene is sponsored by these predatory casinos

I once had a glimpse behind the scenes of the online sports gambling industry (only for a few months—turns out that was my limit of how utterly disgusting an industry I could participate in and still, literally, sleep at night!) and it answered a question for me.

The question was: “How did professional gaming get so incredibly big so very fast?” Its quick rise seemed to me to have started well before the broad normalization and rise of gaming in mainstream pop culture, so had always seemed to me like the cart coming before the horse, and I’d never been able to figure out how or why it’d happened that way.

The answer was gambling. Professional video gaming is all but completely a gambling industry. That’s where the money and promotion came from. Sponsorships, sure, but that’s secondary and would drop off to a large degree without the boost from gambling. And I mean gambling on the matches, not just sponsorship by gambling sites. It’s a betting industry.

(Online gambling’s also all wrapped up in right wing political money and funding right wing media[!] in, at least, the US, was another thing I learned that I hadn’t expected)


I think gambling came in more in later waves. The first wave of popularity (mostly StarCraft, LoL and fighting games) tended more towards funding from sponsors, and not gambling ones (red bull, monster energy, gaming peripheral makers, the game devs themselves, mobile games).


I don’t know much about lol or fighting games but the starcraft pro scene exploded after a gambling/match fixing scandal back in 2010! The first wave absolutely had this problem


They also pay insanely mor money than traditional companies like intel. Much of eSports is also Saudi owned now which have no qualms about gambling.


> I once had a glimpse behind the scenes of the online sports gambling industry (only for a few months—turns out that was my limit of how utterly disgusting an industry I could participate in and still, literally, sleep at night!) and it answered a question for me.

I worked in online gambling for about 10 years in the UK. I found how charities and local/national government worked far worse and I was far more frustrated with their attitudes.

e.g. I found an SQL Injection vulnerability with dynamic SQL in a large UK charity (I won't say which one). I reported this to my boss. He kinda just shrugged his shoulders. Similar attitudes were present in local government. The gambling industry was the complete opposite and took security very seriously.

What bothered me the most about charities and government was that on the outside they were giving the impression of having a virtuous purpose. Whereas the gambling sites didn't, it was simply "Try to win some cash".

As a former addict (alcohol), I don't have much sympathy for people that blame the companies for the problems of addicts. The problem ultimately lies with the individual. I was the one that choose to drink. The brewary, the bar, or the off-license never forced the drink down my throat. People choose to go to the casino, in the same way they choose to go to the bar.

> The question was: “How did professional gaming get so incredibly big so very fast?” Its quick rise seemed to me to have started well before the broad normalization and rise of gaming in mainstream pop culture, so had always seemed to me like the cart coming before the horse, and I’d never been able to figure out how or why it’d happened that way.

Many of the classic videos games were made to relieve you of change in Arcades. Nearby to where I live there are still classic seaside arcade. They still have machines similar to Sega Rally and Time Crisis there. Video gaming and quasi-gambling have been intertwined since the birth of the industry.

> The answer was gambling. Professional video gaming is all but completely a gambling industry. That’s where the money and promotion came from. Sponsorships, sure, but that’s secondary and would drop off to a large degree without the boost from gambling. And I mean gambling on the matches, not just sponsorship by gambling sites. It’s a betting industry.

This is all professional sports (even going back to long ago as the Roman Empire). There is nothing special about professional video gaming.

The industry saw that people were interested in watching matches between highly skilled people. Any form of entertainment/news/sports is bankrolled by advertising and/or gambling.

Many of these large events came out of more grass roots events like large lan parties. These were pretty big in the late 90s to early 2000s.

> (Online gambling’s also all wrapped up in right wing political money and funding right wing media[!] in, at least, the US, was another thing I learned that I hadn’t expected)

Gambling tends to attract the more profit orientated which roughly aligns with what is considered "right wing" (at least in the US). I found the industry to be pretty apolitical as a whole. Many of the C-suite and above seemed to be actually relatively left-wing at least in some view points. It was odd when the top executives were far at least on somethings far more to the left than I was.


> age confirmation page

You know this is meaningless.

> Are you expecting Valve to add ages verification based on ID like the new UK law to block all the kids?

An alternative would be not to run a gambling business. If that's too much to ask, then yeah, they probably should be required to exclude children.

> I thought we had parents for you know, parenting. It shouldn't fall into a company to manage what a kid is doing when the product is not for kids.

This implies that casinos (and liquor stores, and tobacconists, and so on) should be allowed to serve children.


Should 17-year-olds be gambling? They're still in high school, the high-tech excuse of blaming the parents while pocketing billions of dollars is odious and convincing a jury to slap these companies with tobacco industry levels of damage remains feasible.


Nope, just no. When you make billions you have another kind of responsibility, you can't just brush that off as a problem with parenting.

I'm willing to bet a lot of the young people struggling with gambing addictions started with loot boxes like the ones valve make a ton of money on.


Loot boxes in itself are the problem.

You can’t make a non-toxic free2play game.

People need to buy from stores like GoG and stop supporting f2p games at all.

Of course that’s never going to happen; an entire generation was raised on f2p


Free to play doesn't imply loot box or exploitative consumables. Any game with a fixed set of purchases is probably fine. Lots of season passes too.


You can make a non-toxic, high quality free to play game, e.g. Beyond All Reason. Of course there will be no marketing budget for that game so most people won't know it's there.


Ideally kids wouldn't be participating in real world transactions at all, and I'd love to see the numbers of how many were actually kids who directly went to gamble I stead of being pushed into it by streamers which is where I see it constantly.

> Now, thanks to a recent update from Valve, the latter is in a downward spiral, having lost 25% of its value — or $1.75 billion — overnight

The fact that they made this change to make these items far easier to simply earn should say a lot about the ethos of the company though.


The thing is Valve is clearly aware of the fact that it’s getting kids addicted to gambling. They have the data. It’s extremely ubiquitous. This has been an ongoing issue for a while and Valve has rightly been criticized for willfully getting kids addicted.

Yes the parents have a responsibility to look after their kids. But that doesn’t give Valve a free pass, particularly when they used dark patterns to appeal to children.


> Yes the parents have a responsibility to look after their kids.

How? Individual parents can't fight off predatory corporations entrenched in mainstream culture going after their kids. They need to make a go at Valve.

edit: Rereading, I guess that was kinda the point you were making?


I agree we should go after companies clearly engaging in profit-above-all, making societies and future generations worse from the start. Make them hurt, make them bleed bad, take tens % of their global revenue (not profit, thats easy to game).

But - parents are responsible too, more than anybody else. Gaming is generally bad for kids, physically and mentally. Come on, everybody who cares knows that for past 2 decades. Screens generally fuck up kids properly, the younger and more interactive the worse the result. Kids need tons of physical fun and tons of continuous social interaction in larger groups, doesnt matter what some echo chambers claim, 'digital skills' are not something your kid can anyhow miss on.

Its supremely easier to fuck off kids, leave me alone, my adult life is oh so hard already, here play some more, give me some break. Adults being glued to phones hard themselves. Results are what they are. Its called universally bad parenting, by psychologists and various experts for a reason. No sympathies for parents there, but I feel sorry for all those kids whose potential is squished into various anxieties and abysmal social behavior.

Talking all this and much more as parent of 2 small ones, luckily for them environment we are in is firmly agreeing with all above.


When you say easier to simply earn, I understand it as you think they do this to benefit their playerbase / users.

Yes, it says that they want a bigger cut of the sales when those items are sold. Not sad this hits the trading sites as that will also likely mean fewer will get scammed as they will stay in valves market, but saying valve is doing this for the users is crap, they do it for the profits, and maybe to stay under the radar of additional lawsuits regarding gambling laws around the world.


> The fact that they made this change to make these items far easier to simply earn should say a lot about the ethos of the company though.

Them letting it happen for literal decades while being highly aware of what they're doing says more about the ethos than this, in the grand scheme, tiny move. Don't get me wrong, me as a person who does not participate in any kind of this gray-area gambling has basically a lot of net positives from Steam and Valve. But this doesn't make them a pro-consumer company.

They're still greedy capitalists, and it shows in many different perspectives. They may be "better" to consumers than the average, but still.


Its about showing off to other players. You can still do local game mods just fine but that's not what people are after.


> You can still do local game mods just fine

'sv_pure' exists and says no for the official servers, sorry

Community servers are a thing, so is a worse experience. The well-maintained community days passed. We wanted curation and we got it: matchmaking and even our customization/spending.


Which is an easy technical problem to solve, but the liability of abuse when sharing user content with other users is not palatable.

It is also not impressive to others, not a status symbol, and that's actually the purpose of skins in the modern day. No one grinds 1000hrs of warframe for a skin just because they think it looks cool, they think it makes THEM look cool. They want people to be impressed that they had $2000 to spend on a knife, not that the knife skin was neat. The skin is an auxiliary component to the task.


This is what turned me off of Global Offensive, and CS2 I guess but it doesnt look like much(if anything) has changed between GO and CS2 compared to the changes made from 1.6 -> Source -> GO.

Looking back to ~2012/2013 and its seeming to be clear now that the introduction of weapon crates, the steam marketplace, and all of the other MTX in all of their(proprietary) competitve games may have been a good indication that these would be the last games Valve would develop in-house.

To be fair though and just to give a counter-example, the "clout chasers" with the $1000 knife skins is essentially the same as the bragging rights of a 4/5/6 digit steamID during 1.6 and CS:Source. Although flexing SteamID length was something I only really saw in the competitive scene and of course had a much smaller(unofficial) market.

Oh well, RIP Steam games, long live Steam software(their platform/Proton, etc) and hardware...minus the steam controller.


Huh, I wonder what my steamID length was. I would have signed up very early. I will have to check!


> Which is an easy technical problem to solve

Where do people get this impression? It's not trivial to build user comments on a web page let alone a proper chat app but people think it's easy to share game assets for some reason.


It's really not that crazy. You log onto a server, the server communicates your skins to the other clients. Counter strike itself literally did this in the 2000s, it was removed. Modders for other games working for free figured it out. Games used to automatically download maps and skins in a bunch of Valve games as well as other games.

I would also consider building comments into a webpage pretty trivial, it was like the second thing I did when teaching myself web applications years ago.

I bet it's harder in modern frameworks than it used to be, but that doesn't make it a hard problem, we just surrounded an easy problem with more difficult but unrelated problems.


And making it cheaper wouldn't fix anything, I guess?


Making status symbols cheaper means they're no longer exclusive or grant status. So people go looking for other exclusive status symbols.


Making it cheaper reduces the status symbol aspect, since that's mostly about signalling wealth. But maybe not the rarity/exclusivity signals for items made artificially rare or hard to get.


So-called skin changers (which modify what skins you yourself see in-game) are actually considered bannable cheats.


That's sad. I remember a time before sv_pure. Sure, people installed transparent wall textures, but there was also a lot of cool customization to be done. And it was just your game, before streaming.


> Sure, people installed transparent wall textures, but there was also a lot of cool customization to be done

This undersells how bad it was to play a game with people who can see through walls and hear your footsteps from a mile away. No skin is worth that.


sv_pure specifically actually allows the server admin to allow selective model/material swaps.


I was thinking of your description of the situation before sv_pure. What you wrote sounded like "sure some people completely destroyed the game but you got to see some cool skins". Skins can't make up for wallhacks, and wallhacks won't let you enjoy the skins. It wasn't a tenable situation.


Well, both. I wish less servers had enabled sv_pure in extra strict mode, but it was a solution to the wallhacking and extra loud footsteps. It was also the start of the decline of being able to run your own mods.


A lot of people buy CS2 community servers to use a WeaponPaints addon which allows anyone in the server to use any skin.

I’d say 90% of ours have it enabled.

They used to ban accounts but I don’t think they have (on community servers) since it went F2P.


I see people doing this a lot in Deadlock, Valve's next game that's in pre-release stage now. There are all sorts weird and fun skins people play with through mods, some of them definitely not copyright-friendly.

I wonder how Valve will handle this once the game is ready to be released - will they just blanket ban the mods? (seems likely, and the community is even probably ready for it so will not be too pissed off at the move.) Or will their monetization route be something else this time, not "hats" like usual? (I'm hoping so, although I can't imagine what else it could be without being pay2win.)


All Source games, not just Deadlock, did and still somewhat do have a strong modding scene. The way it's handled now is that official Valve-hosted servers have a config option called sv_pure set that prevents most mod .vpk files from loading on connecting clients (though some things like custom HuDs are whitelisted by this system). Once Deadlock gets paid cosmetics you can expect sv_pure to be turned on for Valve servers, which 99% of the playerbase will exclusively play on.


What's the other 1%? For eg., in Dota 2, if I create a private lobby, would that allow the mod vpk files? Or only for local bot matches? Or some other more involved scenario?


Not sure about Dota specifically but for e.g. TF2 any non-Valve-server game had pure off by default. That does mean bot matches or private lobbies. You could hop into a community server and run your mods fine right now if you wanted.


This provides a continuous revenue stream that allows maintenance and improvement of the game without affecting gameplay. It's entirely cosmetic. Don't participate in it if you don't want to. I played with stock skins majority of the time till a friend gifted me an AWP Redline after staying at my place. It was cool but to someone who just wants to enjoy the game it hardly matters. Besides you can go to various private servers and play with whatever skins.


Still doable. Here's modded Morrowind in 2025 running on the FOSS OpenMW engine[0]. Enemy Territory is also still going with ET: Legacy.

[0] https://www.youtube.com/watch?v=9Hv-46CCd9I


That doesn't get shown publicly for everyone else watching you.


It really depends on playing the games for fun or to replace social interaction.

Most lootbox gambling apps are targeted towards the latter use.


> Doesn’t gaben have enough money for his super yachts and sword collections?

Isn't most of this trading done on 3rd party services though? I mean sure, Valve is indirectly responsible for allowing trading of rewards like this, but they don't control the market values themselves and only profit indirectly from it.

Which does make me wonder about their other popular collectible game, TF2 - they don't update it, like, ever, but it's still popular and they can potentially make huge amounts of money from it. But they can from the Half-Life franchise too.

TL;DR I don't really understand Valve, but it doesn't really matter because they're swimming in money regardless.


That era was nice but it has a different problem. People will pearl clutch about kids getting exposed to someone's custom skin making their character nude, or putting curse words on the side of a gun or whatever.




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