Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
haha, to add to the previous answers,
gamespy wasn't the only one, but it was widely adopted due to its ease of use.
there were other hosts available, and some were pretty strict about competition, too.
gamespy was convenient, and may have, at one point, had the most traffic, but others were not far behind. i had about 5 that i would use in those days, and all of them were high quality.
i think most of these hosts just naturally fell by the wayside as their services were no longer needed.
it became more and more cheap for people to host their own servers, or run a data center, so server hosting was taken over by the game companies themselves.
the only one that i know of that has stood the test of time was battle dot net from blizzard. its the same now as it was in 1998.
But not cheap enough for Ubisoft to just leave their servers on....
This is spot on. I have my complaints about how the internet functions today, especially in online gaming, but honestly gaming in the 90s, and early 2000s really sucked.
https://www.youtube.com/watch?v=RvsIAZC0C8k
Before that I used Mplayer. Warzone 2100. Good times.
https://www.youtube.com/watch?v=t8kYl_u-TM4
Steam is not a store
Steam is a MIDDLEWARE company that happens to sell games
Steam's primary business model is the Steamworks Middleware platform.
Before steam if you wanted to integrate things like Achievements, multiplayer match making, chat, user profile persistence, etc. You could
1) Make all this stuff on your own
2) Pay Gamespy
3) Integrate GFWL if you were a Microsoft Studio
And thus because you know most people don't want to build from the ground up the entire infrastructure to do all this stuff, it was just easier to pay Gamespy to handle all the hard lifting for you. Or if Microsoft was your publisher you got GFWL instead.
Steamworks did the same thing Gamespy/GFWL did, but was FREE. And thus most developers simply went to Steam because you got, FOR FREE, a robust middleware platform that did basically everything Gamespy did. You sort of have to remember that giving away a middleware platform, for free, at this time was basically unheard of. Most games had a metric ton of middleware. Even HalfLife had the Havok physics engine middleware which was also part of its Source licensing cost. So for steam to give away a robust middelware platform was a game changer
So unsuprisingly developers moved away from Gamespy. This had a snowball effect as more devs went to Steam, they inevitably left Gamespy. As games left Gamespy, Gamespy lost revenue from new games integrating into their services and paying them monthly fees. It was a never ending downward spiral for Gamespy. Steam could use its revenue from teh store as well as its HalfLife sales to keep improving Steamworks. Gamespy went into a negative feedback loop as it lost revenue, it slowed improvements, which drove away revenue, which slowed improvements more, etc etc.