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Αναφορά προβλήματος μετάφρασης
there is only one option for playing online theres no competition
Between peer-to-peer, Steamworks, Battlenet, Origin, community dedicated servers, etc., the newtorking load for PC gaming is spread rather thin and most of the companies that own their own servers there usually keep almost every cent of game purchases (such as EA or Bethesda with their launchers) or in Steam's case just makes an absolute killing to the point where they can run the servers for free.
Damn! It's been a long time since I last saw you here
I mean, I've actually worked with and spoken to people in the games industry as well as Information Technology majors and professors. It's not some greedy conspiracy, maintaining and upgrading hardware to keep people connected is stupid expensive and it's become more and more difficult as more and more games use online features and require them to be more and more advanced. With the early days of the PS2 and up to about the Wii/PS3, a great deal of games were offline or offered rudimentary online play (Smash Bros. Brawl's infamously laggy Wi-Fi battle mode or the simple gameplay of Animal Crossing Wild World are the two big examples from the dawn of Nintendo WFC). As the games became more complex and faster servers were needed, and as more and more games were coming online, the number of servers required and the transfer speeds had to increase, and Microsoft jumped ahead and started XBox Live's premium membership as a means to cover those costs. Sony did the same sometime during/after the PS4 launch, and Nintendo is doing the same in September as the likes of Smash Bros. and Fortnite launch on the console and as more and more of them are being sold.
Can this be seen as unfriendly against the consumer? Absolutely, but almost entirely online subscriptions ensure that the companies have room in the budget to maintain and upgrade online functionalities instead of slashing budgets for first-party games or royalties on third-parties. In the long run, maintaining positive connections with your third parties and developers is what keeps a console going and maintains its success, and faltering third-party support has killed multiple consoles before (the Wii U and Vita come to mind). In a best-case scenario, they wouldn't have to, but putting some of the costs on comsumers keeps their relations with their developers up.
this is false , how come steam is growing yet the whole online and community stuff is almost free ( almost since you need to spend money on steam to get full access to community features , but thats one time and can be spend on games
Obvious point the console clients produce and sell console hardware at a loss. Valve don't sell gaming PC's at a loss.
https://store.steampowered.com/sale/steam_machines
Are Value funding those builds of a tiny % of PC hardware?
Do Valve make a hardware loss on every PC built that runs games on the Steam client?
The statement you made lacks equivalency between my point and the point you made.
valve doesnt sell pcs at a loss since they dont really make pcs ,arent steam machines from other companies like dell or something ?
and even if all steam machines were made by valve , most pc gamers build their own rigs