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And as others have piointed out that's exactly the reason Valve ain't doing that. networking random computers of random strangers together in a lan setting. Sure, what security risk could their be?
You know the thing about games that only supported lan play. They are also built around certain latency thresholds.. as others have said. Now in a real lan, latency ios virtually non existant. But spoofing a lan over the internet. Yeah that's another story.
If you lack the technical skills to get Hamachi running, you probably lack the technical skills to secure and optimize your network.
Youi're also not likely to be interested in older games since even getting them to run optimally takes some tweaking.
There's no reason that a VPN service would need to forward data for every port, so it wouldn't be a case of baring all ports to complete strangers.
It could for example be tunneling the necessary game-only traffic over HTTPS.
This hasn't prevented other companies from providing the same service, nor has it been a problem in my experience of running LAN games over a reasonably-good-latency internet connection.
This would be the point of the feature - easy-to-use virtual-LAN gaming without the necessity for technical skill.
Many older games are being curated for longevity on newer platforms, see, eg. what GoG are doing with their titles, or various re-releases of classics on Steam recently.
Other companies that have no stake in that actual game it's being applied to. See the difference?. Also you are a very small usecase. We're talkuing about millions of steam users here who will as reflex blame any issues on crappy steam as opposed to their glitchy internet connection.
Somethings should not be easy. If you can't fread and follow five steps. Then there is no reason to condense it to 3 steps.
Not saying there isn't a demand. But those who knew what the heck the games were are likely to have the ability to follow instructions. Just saying. if the developers did not think it worth their time, if the publishers did not think it worth their time then it probably isn't worth Valve's time.
I think you've misunderstood - if the connection only tunnels the necessary ports for the game, there's no place for the 'who knows what' to go. Sure I guess somebody could attempt to DoS the game, if the Steam client side allowed something other than the game binary to control the connection, but if they did do that, just don't invite them next time ;)
Agreed that this would be a call for Valve to make - supporting the service would definitely be a commitment of some size even if the feature was provided as an 'as-is' free extra, and could be a bit of a can of worms if not managed well.
I guess to some extent it comes down to confidence in the robustness of the service. I'm no expert on Valve, but my guess is that they're probably well-positioned to pull this kind of thing off.
Have to disagree on this - tech industry success comes from making things easier and therefore more accessible to a wider audience, and thereby gaining their custom / loyalty.
And I think we both know that setting up Hamachi and getting everyone into a game on it usually involves a few more than 5 steps. ;)
Publishers/developers do seem to think it's worth generating revenue from older titles, hence the re-releases etc. If they can put their game on Steam and get multi-player support without re-development as part of the deal, that would seem to be a win-win. Multi-player is a huge asset for any title in terms of player base and longevity.
If you want to get it to work and such, well have at it, but don't expect people to get headaches on your behalf.
Yep that's what I'm saying - for games that already have LAN code there'd be no additional development cost to use them over a virtual-LAN.
Games without LAN-code are going to be a lost cause in that respect, but fair enough.
No headaches intended ;)
You know, the funnything is games that were designed for modem play typically stand a better chance of this incase you haven't noticed.. As said. You want to download hamachi and get it to work. Great. You have friends willing to do the same. or can get a group together on the game's forum. double great. Go for iit. But it's not wiorth the time and money of steam to patch something like that in.
Indeed - we've already discussed that there'd be cost and support in the feature on Valve's side, but also that those could potentially be offset by the commercial advantages. Whether or not that, on balance, constitutes a 'headache' in implementation would be for Valve to decide.
This is, after all, a suggestions forum!
Commercial advantages? How. Sremember Valve's cut is only 33%.That's it abnd most of us wait until sales to buy ontop of that. So consider that and factor in that they'd need a small team to deal with keeping the feature uptodate, secure, compatible and troubkle shooting the issues for every game that has it... Nope. If it's not worth the trouble for the one making 66% then it's worth even less the trouble for the person Making 33%. Especially when the consumer has several free solutions available if tjhey're willing to let 3 braincels touch for a minute.
As interesting a discussion as this has been, I think it's starting to get a little circular, so perhaps best at this point that we just agree to disagree. ;)
I still think it's a great suggestion, and could be a nice USP for Steam, so +1 to the OP's post!
The proper way to facilitate this within the Steam ecosystem would be for a third party to release a VPN solution as an application on Steam.