Steam defined the modern video game industry

Collect ’spherical, kids, and let me let you know a narrative in regards to the outdated bugaboo we used to name DRM.

Digital Rights Administration was the beast below each gamer’s mattress within the mid-2000s, an invisible little bit of software program baked into recreation discs that dictated and tracked participant conduct below the guise of stopping piracy. DRM software program, like SecuROM, restricted the occasions a recreation could possibly be downloaded and compelled gamers to frequently connect with the web for authentication checks, at a time when lower than half of American adults had dependable broadband connections. DRM options soured the releases of BioShock, Mass Impact and Spore, and by 2010, anti-piracy software program had rendered Murderer’s Creed 2 and Splinter-Cell: Conviction unplayable. When Microsoft tried to launch the Xbox One with always-on DRM options in 2013, intense vitriol from followers compelled the corporate to reverse its plans on the eleventh hour. There have been lawsuits. DRM was a curse phrase.

In the meantime, Valve was constructing out Steam. When it landed in 2003, the digital PC storefront was designed to streamline the patch course of for video games like Counter-Strike and make it simpler for Valve to implement anti-piracy and anti-cheat measures. Steam was made to be a DRM machine. In 2004, with the discharge of Half-Life 2, Valve made Steam a requirement for each participant, and even those that’d bought new, bodily copies of the sport needed to boot up the launcher first. There was some low-level grumbling, however PC gamers have been used to being lab rats, and Half-Life 2 was adequate to drown out the dissent. Steam adoption skyrocketed. So, naturally, Valve turned it right into a retailer for third-party video games.

Whereas different publishers have been combating with gamers over DRM options in particular person titles and consoles, Steam quietly added dozens, then tons of, then hundreds of video games annually. Right this moment, Steam has 132 million month-to-month lively customers and an estimated 103,000 video games, greater than every other mainstream distribution service. Almost all of those titles are playable solely whereas related to Steam — even after paying full worth, even after downloading, even in offline mode. This has accomplished nothing to cease Steam from turning into extra important to extra gamers annually.

“Competitors is nice, however the PC market has no competitors,” Tremendous Meat Boy co-creator Tommy Refenes informed Engadget in 2018. “There’s solely Steam.”

The widespread adoption of anti-piracy software program marked an period in video video games the place gamers felt like they didn’t actually personal the merchandise they have been shopping for. After which, this follow turned regular. Broadband saturation continued to climb, the marketplace for bodily media dissolved into pixelated mud and streaming leisure media discovered its foothold. Right this moment, Xbox, PlayStation, Nintendo, Epic Video games and most main publishers have their very own digital shops with proprietary DRM options. Nevertheless, Steam is entrenched because the business’s largest DRM machine as a result of it’s the preferred digital video games storefront, interval. And if the final 20 years are any indication, that’s not going to vary any time quickly.

Did you hear that? That was the sound of our collective Steam libraries, representing trillions of {dollars} in bought video games, expelling a dusty sigh of reduction. As a result of if Steam disappears, all of our video games do too.

It’s a chilling thought — Steam’s demise would enact rapid, catastrophic chaos throughout the online game business, gutting gamers’ libraries and chopping off one of the direct factors of sale for builders of all sizes. Steam feels too massive to fail, and Valve operates it as such. Valve is a non-public firm valued at $6.5 billion in 2021, and CEO Gabe Newell, himself, is a billionaire. The studio is much like Nintendo in that it’s in a position to ignore gaming tendencies and keep it up doing no matter it desires at any given time, whereas Steam prints cash and its most ardent followers cheer the studio on with pleasant memes. Hail, Gaben!

Steam popularized the 70/30 income break up, giving builders on the platform 70 p.c of the cash their video games generate and pocketing the remaining. Apple and Google copied this system with their cell app shops. When it debuted in 2018, the Epic Video games Retailer formed its whole advertising and marketing marketing campaign round taking over Steam and dismantling its rev-share ratio, claiming it was exploitative and unfair, particularly to indies. Epic provided each developer an aggressive break up of 88/12, and CEO Tim Sweeney actually dared Valve to match it.

Valve barely blinked. The studio shifted its Steam payout schedule barely, providing a 75 p.c reduce on video games that made greater than $10 million, and 80 p.c on something that introduced in additional than $50 million. Epic finally shifted its consideration away from Valve and moved to a extra susceptible goal within the rev-share area: Apple.

“When you have been working a retailer with out competitors and also you have been making billions of {dollars} a yr, how a lot time and vitality would you dedicate to creating it higher?” Refenes requested in 2018, in the course of the launch of the Epic Video games Retailer. “How a lot cash would you spend to enhance the expertise for everybody that makes use of it, if the tip result’s you’d make the identical or probably much less cash? My reply is, The minimal period of time, effort and cash required.”

Valve has change into extra hands-off with Steam because it’s aged. Within the platform’s early days, builders would pitch their video games to precise individuals at Valve, who would launch a handful of tasks on the storefront each week, making certain loads of consideration for every title. For small studios, getting a recreation on Steam was like hitting the jackpot. This modified in 2012, when Valve carried out Greenlight, a course of that allowed gamers to decide on which video games would make it to Steam (after builders submitted a $100 entry payment). Greenlight finally developed into Early Entry — a system nonetheless round immediately and the usual on different platforms too — and the variety of video games on Steam rose astronomically in only a few years.

In 2013, Steam added 435 new video games, in line with Steamdb. In 2017, it added 6,947 video games. This was a tumultuous interval for builders, particularly those that began manufacturing when Steam was a curated area, however ended up releasing their video games into an unregulated and oversaturated market.

Indie builders Ben Ruiz and Matthew Wegner started constructing the trendy brawler Aztez in 2010, and it acquired a ton of pre-release hype. Aztez lastly went live on Steam on August 1, 2017, however was instantly misplaced within the crowd.

“There have been 40 different video games that launched on August 1,” Wegner informed Engadget in October 2017.

Ruiz added, “If I used to be taking note of Steam, possibly I wouldn’t be so blindsided by what occurred, however I’m additionally not essentially certain what I’d’ve accomplished otherwise. If I’d have recognized like, oh, it’s a saturated market now — what the fuck do you do? …There’s a billion indie video games that come out on Steam each single day.”

Right this moment, Steam is a self-sustained game-distributing machine with greater than 100,000 titles and counting. Getting on Steam not equates instantaneous success for any developer, but it surely’s a crucial side of most launch plans. There are different choices: GOG, operated by The Witcher and Cyberpunk 2077 writer CD Projekt, is one in every of only a few digital distributors dedicated to DRM-free recreation purchases; giant publishers like Ubisoft, EA and Microsoft all have Steam-like storefronts and the Epic Video games Retailer has a superior income break up for builders. Nonetheless, giants like Microsoft and EA discover it essential to concurrently launch their video games on Steam, handing Valve a reduce of every buy within the course of.

As a non-public firm raking in limitless piles of Steam money, Valve has the liberty to function by itself timeline. The corporate famously has a flat hierarchy with no strict administration construction, and builders are inspired to work on pet tasks or simply usually observe their hearts.

In consequence, Valve is an extremely wealthy firm that doesn’t produce a lot. Its video games are legendary, however there’s a working joke within the business that Valve can’t rely to 3: Half-Life 2: Episode Two and Workforce Fortress 2 got here out in 2007. Left 4 Useless 2 got here out in 2009. Portal 2 got here out in 2011. In 2020, the VR recreation Half-Life: Alyx landed as an entrée into Valve’s Index headset, which got here out the earlier yr and price $1,000. The studio remains to be ignoring an especially disruptive bot invasion that started consuming TF2 in 2020, regardless of constant pleas for help from devoted gamers. In December 2023, Valve changed Counter-Strike: World Offensive with Counter-Strike 2, interrupting an ESL Pro League tournament within the course of.

In the meantime, most of the writers who helped create Valve’s most iconic franchises left the studio round 2017, after years of inactivity. In 2018, Valve employed all 12 builders at Firewatch studio Campo Santo, who have been on the time engaged on a very-rad-looking new recreation, Within the Valley of Gods. There have been no updates from that staff since.

Steam’s unwavering success has helped flip Valve right into a senior resort neighborhood for pc science nerds, the place recreation builders go to dwell out their closing years surrounded by unbelievable facilities, tinkering and unsupervised. It’s a stunning state of affairs, actually. It’s simply not significantly productive.

Matt T. Wooden labored at Valve for 17 years, serving to to construct Left 4 Useless, Left 4 Useless 2, Portal 2, CS:GO and each episodes of Half-Life 2. He left in 2019 and is now getting ready to launch his first unbiased recreation, Little Kitty, Massive Metropolis.

“Valve talks rather a lot about, like, you are able to do something you need,” Wooden informed Engadget in 2023. “And it’s like, nicely — that’s by no means true. Valve has a course, they usually have a trajectory. And so, for me, it was realizing that the course that Valve was getting into was not a spot that I wished to be long-term. …They have been sitting on their laurels a bit of bit, and it’s like they weren’t actually difficult themselves, taking dangers or doing something. Steam’s making some huge cash so that they don’t actually must.”

Little Kitty, Massive Metropolis is coming to Steam, after all.

Valve is supremely expert at getting cash off of different individuals’s work, and Steam epitomizes this trait. The corporate did the identical factor with Steam Machines again in 2014 too: Valve created a Steam Controller, but it surely by no means really constructed a Steam Machine. As an alternative, Valve licensed its title to PC producers, and these firms constructed containers to beam Steam into individuals’s dwelling rooms. Valve offloaded manufacturing prices whereas accumulating market information about precise demand for quasi-PC, quasi-console {hardware}. Valve by no means ended up making its personal field (except you view the Steam Deck as a Frankenstein hybrid of the Steam Controller and Steam Machines, which I do).

The Steam Deck is probably the most thrilling factor to return out of Valve in many years, and that’s largely as a result of the corporate really appears devoted to bettering and supporting it. Valve seemingly gave up on VR {hardware} after the Index, however lower than two years after the discharge of the Steam Deck, Valve dropped an OLED model that includes a stunning display screen and different enhancements.

The Steam Deck is, after all, all about Steam. Similar to Half-Life 2 was a intelligent ruse to get extra individuals registered on Steam again in 2004, the Steam Deck is positioned to dominate the hand-held PC market in 2024, and it comes with Steam put in.

Right this moment, digital distribution is the spine of the business (which I suppose makes DRM the spinal fluid), and Steam is the undisputed chief on this area.

Steam’s legacy is an unlimited and diverse panorama of video games serving tens of millions of particular person libraries, some hundreds of titles deep — all of which may disappear with a snap if Valve decides to cease, promote or pivot. It’s a storefront that set the usual and refused to cease rising. It’s whole studios of artists and writers devoured, and beloved franchises left to rot. It’s a stranglehold that permits Valve to disregard market strain from customers, creators and rivals.

Behind the scenes of the online game business, there’s Steam, continually churning, powering the whole lot.


To rejoice Engadget’s twentieth anniversary, we’re having a look again on the services which have modified the business since March 2, 2004.