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mywittyname a day ago

Counter-argument: I have a Steam account associated with a day 1 purchase of Half Life 2 (so, 25 years or so). Every game I've ever purchased is still available for me to download, while I lost probably 50% or more of my physical games collection.

If I'm renting those games, it sure seems like a good deal.

I do appreciate that console online market places have not historically been as well managed as Steam.

But also, GoG exists: you can buy a PC game and get a DRM-free download that you can play offline and store forever.

carra a day ago | parent | next [-]

People have got too used to Steam doing things well, but don't forget that: 1) that's not the norm, and 2) there's no telling when it will change. Gabe Newell will retire not too long from now. Will the next one in charge be so lenient? Don't forget what happened with Unity, for instance.

quacker a day ago | parent | prev | next [-]

Right. License pulls happen extremely rarely for digital video games[1]

And delisting a game from a store isn't a license pull. Delisting prevents new purchases of the game, but owners of a game prior to delisting can still download and play[2]

For example, even though Sony is closing the PS3 store to new purchases after 20 years, existing owners of digital games can still download their digital copies. So my entire PSN digital library for the past 20 years is still downloadable and playable. Same for Steam.

I love GOG, and prefer a DRM-free digital copy for PC that I can backup redundantly, as it is the most future-proof option, IMO. Physical media can get damaged or lost and digital storefronts won't last forever (even Steam could shut down one day). Even my hard drives can fail and lose data. But even so, when I purchase a digital license for a game, I have good confidence it will be playable for years and years to come.

---

1. Of course, many online multiplayer games have had their servers shut down, after which the game becomes effectively unplayable. But this is a separate problem that isn't solved by choosing physical over digital media.

2. As long as the digital storefront exists and as long the console hardware still works, if I purchased it for a console.

a day ago | parent [-]
[deleted]
saghm 18 hours ago | parent | prev | next [-]

The other reason that a PC is a bit different for this is that the backwards compatibility for console generations is almost always going to be worse than the ability to run games (even if they came out on previous versions of Windows) on whatever the current OS you have installed. Plus, even when stuff doesn't work by default, you'll still likely have a much easier time modding it to get things working than on a console. For years before they re-released the older Sims games on Steam, there was forum post where someone had meticulously documented a process for working around various issues that would crop up when trying to install the Sims 3 on a modern version of Windows, and even though it was error prone and the game crashed a lot, it still worked (and tbh the game apparently just crashed a lot back in the day too, so it was arguably just being true to the original behavior).

NoPicklez 21 hours ago | parent | prev | next [-]

I agree with this as a PC gamer.

Every game I have purchased on Steam still exists to be played, apart from those where multiplayer servers may have diminished naturally.

If I had these games as physical copies I'd need to have lugged around multiple boxes of games of which I'd probably have lost or damaged the disks.

kjkjadksj a day ago | parent | prev [-]

Your library on steam is tied to you. When you die, it is gone. Your children or family using it is against terms of use.

throw2ih020 a day ago | parent [-]

This is partially false, Steam has an official system for children and families to share purchased games: https://help.steampowered.com/en/faqs/view/054C-3167-DD7F-49...

In practice, Steam is likely not going to know or care if the owner of a Steam account has died and someone else is using the account credentials.

rmunn 17 hours ago | parent [-]

Reading through Steam's list of what's allowed or not, it all seems very reasonable:

* Up to 6 people can share games in a family account

* Each account can join as an adult or a child

* No age verification done, the person who created the account simply marks each invitation as "join as an adult" or "join as a child"

* Adult members have parental controls over child members and can control which games they have access to

* Child members must get purchases approved by an adult member

* No requirement for any particular family structure, like limiting it to two adults. Six roommates sharing a large house can form a Steam family if they want.

The only thing that is even slightly restrictive is the one-year cooldown on joining a new Steam family group if you leave the old one, and even that is pretty reasonable. (Without that, people would abuse the system by saying "Hey, join my family group real quick and I'll share my copy of Portal 2 with you, then leave the group when you're done). Plus, if you're rejoining the family group you just left then there's no cooldown, so "Oops, I clicked the Leave button by mistake" doesn't penalize you.

fileoffset 16 hours ago | parent [-]

One thing Steam doesn't advertise is that all family members MUST be all using the same IP address or it refuses to link the accounts.

If you use a VPN then gl

throw2ih020 16 hours ago | parent [-]

I think that's the VPN rather than the IP. I've had a family set up with someone I don't live with for years and it's never been an issue. The initial account enrollment has to be in the physically same location but after that you can roam.