Valve for Windows
I wrote this article for the latest edition of CPU Magazine. CPU has not posted it on their site yet, and there may be a few edits - however I felt I should post it before my meeting with Microsoft at GDC. I'll likely write an updated article once we get some more perspective on the latest and greatest news from the Games for Windows initiative.
I'd like to start with an interesting (and valid) quote from Anita Frazier from NPD Group.
"The PC games market is greatly impacted by digital downloads and subscriptions, so there is an undetermined amount of PC games industry revenue that isn't reflected in retail sales. As we've seen from a number of our studies, the PC continues to be a top platform in terms of total game playing time, so I don't think this slight decline in retail sales is anything more than a reflection of a shifting of distribution channels..."
A little over a year ago, Microsoft was making all sorts of noise about its renewed Games for Windows initiative, touting it as the savior of PC gaming and acting like it was the most revolutionary thing since the invention of the joystick.
The Games for Windows vision was compelling; imagine walking into a game retailer and seeing a section of games dedicated to Games for Windows, all of which would support any approved gaming controller out of the box, and some of which would support “Tray and Play.”
Many industry players were interested in the concept of making the PC gaming experience easier, but some of us were a bit skeptical due to the fact that Microsoft was driving the initiative. Trouble is, Microsoft is notorious for starting major initiatives that barely get halfway through development before the company decides either to kill them or launch them. It’s sometimes hard to tell whether there is wide internal buy-in on such initiatives.
I have to admit, I was intrigued with the potential of Games for Windows, and I got caught up in the hype—until, that is, I saw Halo 2 with the Games for Windows moniker on it. Just when I thought things couldn’t get worse than an original Xbox port, I tried Shadowrun, which was equally bad. The lack of cross-platform gaming support really buried the program for me.
It was like fool’s gold, and I was one of many who were played by the biggest player in the industry. Perhaps GfW was not as compelling as we once hoped. Shortly after these fiascos, Peter Moore, corporate vice president of Microsoft's Interactive Entertainment Business division, decided to jump ship for EA. In the process, the director of Games for Windows stepped away from his role and was apparently replaced by someone else who I have yet to hear from.
So, where does that leave the initiative? Apparently it leaves a bunch of branded boxes on the shelves with an unknown future and some interesting marketing messages that have successfully generated more confusion over what “Games for Windows” actually means to the end user. On top of that, I’m starting to question whether Microsoft is capable of driving its commitment to PC gaming.
Now, before you start interpreting this as a funeral dirge for PC gaming in general, let me just say that we’ve all heard the rumors of PC gaming’s death over and over again, and like many, I’m tired of hearing them. PC gaming is not dying, so get over it. Valve is arguably the best PC game developer out there. Gabe Newell and his team make some of the best games ever, including the Half-Life series and Counter-Strike.
Over the years, Valve has done almost everything right, and while they’re quiet about it, the success of Steam is undeniable. Recently, Valve announced that Steamworks, a complete suite of publishing and development tools including such things as copy protection, social networking services, and server browsing, is now available free of charge to developers and publishers worldwide. In a nutshell, this system could significantly cut down on PC game piracy, which could in turn begin wooing developers and publishers back into the fold. And, of course, it will drive Steam into even more homes.
In implementing Steamworks, developers will gain access to real-time stat tracking, encryption and anti-piracy measures, voice chat, multiplayer matchmaking, and social networking. The buzz on the Internet seems to characterize this as “Games for Windows done right” and hails Valve as the saviors of PC gaming. If you haven’t tried Steam yet, I recommend you take a look. It’s the best game-distribution system on the planet, even remembering your purchases so that when you get a new PC, you can redownload them with no issue. In the meantime, don’t worry about PC gaming—it’s not going anywhere. It continues to grow, and there are new models of monetization coming into play, as well.
As for Games for Windows, well, if anyone at Microsoft would like to discuss this, please feel free to contact me and we’ll set up an interview for another column.








