

Buying a new copy of every games I play regularly (say 2-10 hours every 6 months) would be nearly a months rent for me.
Even if you only have like 2 games your play regularly, you shouldn’t have to pay for them again. You already payed for them.


Buying a new copy of every games I play regularly (say 2-10 hours every 6 months) would be nearly a months rent for me.
Even if you only have like 2 games your play regularly, you shouldn’t have to pay for them again. You already payed for them.


When you “add a game” to the steam library, you’re just creating a link to another file on your system, not really shifting the management of it over to steam (so no updates or the like), and if you logged in on another machine you wouldn’t be able to download the game through steam.
more importantly you can’t take a steam game and move over your license to use it, or ability to install/update it to some other platform. If you decided you never wanted to use steam again, that you liked some other platform better, you would still have to use steam to access any games you purchased there.
Edit: just an after thought to clarify my thinking on this. You payed to accesses that code. That series of instructions to be run on your computer. Everyone who worked to make it has been payed. If they don’t have money to keep maintaining it, they should stop doing that, or ask for further money to keep doing so. But if you want to just run the code you paid for already, it is absurd that someone restrict in what way you run a series of commands on your computer. It is indefensible, and corrosive to society.


What maintains Steam’s dominant market position is user lock in, not any policy they enforce or any monopoly laws they violate. The only thing that would break user lock in would be allowing migration of licenses for games between platforms, and making friend/multiplayer/mod-management systems interoperable across platforms.
Valve has made no effort to implement these kinds of systems. BUT NETHER HAS ANYONE ELSE. (Well except gog and DRM free games, but that’s only part of the issue.)
The fact that one privately owned company has such huge control of the industry is a huge risk, undeniably. But breaking up valve wouldn’t solve the problem, it would just let someone else take their place.


They don’t mandate price parity on other platforms. They mandate that people selling steam keys on different storefronts match price with the steam store. Which is to say, they allow people to distribute through steam’s infrastructure, without paying steam’s vendor fee, but not for a lower price.
Publishers can absolutely choose to sell for cheaper on EGS(or any other distribution platform for that matter), that they generally don’t is not due to some valve policy.


It’s not so much that the distro is bad, but the leadership of the project, according to a lot of the community working on it, is very unresponsive, bad at administration, doesn’t make decisions that need to be made in a timely manner and not really doing their job. The community basically wants to cut them out and move on.


Honestly, I’m just surprised this is the first time someone has dared to put a phone SOC in a laptop chassis.
It seemed kind of obvious to me that a laptop experience on phone hardware (but like… with a bigger screen, keyboard and mouse/trackpad) was sort of perfect for most use cases. I just assumed that it would come in the form of a phone docked in to a hollowed out laptop. The core issue was just that the software was awful with such a set up. Apple just kind of bypassed that by having their whole OS and everything on it switch over to ARM and just running a non-mobile OS on a phone SOC.
It seems like Google is kind of edging that way by merging chrome OS in to android. And windows was maybe flailing that direction with windows on arm… but… I think that was mostly just them trying to copy Apple without really thinking to hard about it.


The reason we can’t build the same thing as before is because the tooling is all gone, the set up of tools used to make those parts no longer exists. Half of designing a large complex thing is setting up all the machinery to actually produce what you want, testing and checking and dialing everything in, verifying that what you’re getting out is with in tolerances and will fit together properly. Building test segments and measuring how the behave and then going back and readjusting all the tools to account for differences and altering the design to match what you can actually make. Also all the people who knew the ins and outs of the old designs and manufacturing processes to make them are retired (and probably have forgotten some stuff) or dead. Recreating those production lines, manufacturing methods, retesting and dialing it all in, it would be expensive and time consuming, more so than just building something new based on modern manufacturing techniques and using already produced parts.
And we have been doing that… but it’s not getting nearly the same level of funding the Apollo program had, nor the same level of political commitment. Between 1963 and 1971, nasa’s budget was on average double what it is today (accounting for inflation) and they were allowed to focus most of that on a single project for that whole 8 year period. Compare that to today where nasa has hundreds of different projects ( ISS, near earth science satellites, mars rovers, probes to asteroids and outer planets, Artemis) and their goals and plans get whiplashed about every 4 years each time the administration changes. Not to mention Boeing routinely running over budget and over time and forcing nasa to foot the bill for their fuck ups. Blue origin and space X are also behind schedule on their lander projects as well.
So why were we able to do it back then and can’t now? NASA got the funding they needed, got to focus most of it on a single project and got to make a long term plan and stick with it, and private companies were much less willing to screw them over for a quick buck.


Gee, maybe there might be some practical, social and legal problems with always recording camera glasses…
Microsoft was not declared a monopolist because of their dominant market position in operating system space.
They were declared a monopolist because they used that market position to actively disincentive the use of competitor’s browsers, beyond “just including a browser”, but actively doing things to make other browsers difficult to download and use on their operating system.
Apple is not declared a monopolist because they do not own and control chrome, the really dominant market player derived from WebKit, and apple are not using some dominant market position to enforce that.
If you see things differently and think the same logic as these cases could be applied to steam, go ahead and contact epic’s legal department.