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http://steampowered.com/v/?area=tourney_limited_signup
Thanks for the info. That might be helpful to people who are doing serious tournaments. Though it seems like that's specific to a small number of games with a lot of restrictions and hoops to jump through. I like older games like the original Unreal Tournament and other games that still have local network play outside of multiplayer that requires Internet.
One person suggested to me that I have a few Steam accounts I fill with games and then just login each one into the given computers without the password saved. That seems like the best workaround assuming Valve doesn't care about a single person owning multiple accounts (no idea on that). Though, it's still a bothersome workaround.
Valve Steam is really close to being the platform for PC gaming. So I expect a lot from them and would want something like I described before going all-in with my cash. haha
Pretty much, though I would be the one who buys multiple copies of the game that my friends could temporarly use. Similar to the 4-packs that a lot of games the store has as an option when buying The difference would be that I could link all of them to my account instead of gifting them. Then at the lan party I could let my steam library offer them up to people on the local lan for the night or whatever
Over all I do think will be awesome but Devs will need to be able to opt-in for it, and not just have it set up by default
Also for now at least try talking to the owners of the games abut it, maybe they can help or even push from there side
I would also suggest that LAN licenses be only available for the games with local multiplayer, so people can't someone play through an entire single player game.
I know this would be a lot harder to implement, but have single player mode disabled during the LAN mode. This would make it so soneone couldn't go a LAN party and just play through the whole game.
I think the single player games thing could be handled by the existing system for the most part. I'd see only games flagged as having multiplayer in the store would be available to buy multiple licenses for. I don't see it as much of an issue if they have a single player mode because someone paid for the license of every instance. I don't think developers would want to re-write their game to disable single player in this case, though I guess there could be a new steam integration flag passed when someone in lan party client mode gets a license to use the game (thereby disabling whatever they want for the temp user). I'd see this entire thing working no different in practice than buying 4 copies of a CD game back in the day that required the CD to be in the drive for the game to play. They could install the game on 10 computers, but only 4 would be able to play the game at once whether they are doing multiplayer or single player because they need the physical CD in that case. In the Steam case they would need to connect to the library computer and reserve a license temporarly.
A timer shouldn't be needed, but it could be a secondary safeguard. The client computers would only be able to play the game for as long as they are connected to the computer/steam account that's in library mode. As with normal LAN games there would be a simple server/client setup going on. The clients would likely have to input the library computer's local IP or there could potentially be automatic discovery (ah, I think some applications use local lan UDP broadcasts to find eachother before connecting).
PS: The way i see it Familly Sharing is to boost the sale of small games because there is bigger chance for you to buy them if you know that by sharing them others may play them as well (One Big Library). It's not meant for Multiplayer Exploit.
PS2: You can use Familly Sharing by creating X number accounts and stacking them with games for LAN, then Sharing them individualy to every account your friends will use for safety (so you can stop them from using the games outside of LAN) or just using the first acounts if you know your friends well.