Murphy's Law: Gaming? Open? Ha!
Everyone wants a piece of the direct-download pie. With apologies to Mr. Grayson for inching onto his beat just a tad, I think that some intrepid gamer - or, better, an intrepid gamer-businessman - needs to put his finger in the swelling dike of direct download services before it bursts all over the Web and ruins us all.
Dramatic? Perhaps. The description is no less dramatic than my growing frustration at the inability to manage my downloads, multiplayer experience, and cash across the many platforms that exist on the modern-day "Gamer's Internet." In a perfect world, the various game publishers would band together and come up with a common solution-a universal iTunes, if you will-by which all could contribute core content, extras, add-ons, and share the costs of bandwidth, UI development, and communal matchmaking.
This dream of an open framework is made of pipes because everyone, in a word, is greedy. Or lazy. Some companies are worse than others, some companies are better. But when I ask, "Why must it be this way," I don't say that expecting any kind of change in the way this evolution is progressing. The gaming companies just aren't doing enough to talk to each other. And with every company seemingly having its own independent distribution platform, the question becomes all too clear: Why would I optimize my product for that guy's service?
The Download
It's nice to see publishers, for the most part, sticking to Valve's Steam as the service-of-choice for digital distribution of gaming titles. And to Valve's credit, Steam isn't just a run-of-the-mill download manager. When you purchase a game, you purchase the full rights to install that game on as many platforms as you see fit.
The problem therein is that Valve might be the Tyrannosaurus Rex, but that doesn't mean that it's the only dinosaur in the theme park. Suppose I like downloading games from Good Old Games because I appreciate being able to play classic titles on a modern machine sans problems (if you're reading this, Gog, I will pay you 30 hamburgers to bring TIE Fighter to your service). If I pick up Unreal Tournament because it's on sale, that's great and all... but I'm locked into using that service (or in the case of GoG, the lack thereof).
You can replace Good Old Games with any gaming platform on the Web - the EA store, Gamersgate, Direct2Drive, Stardock's Impulse, et cetera. Purchasing a game on one doesn't extend you the right to activate the game on others. Nor can you often take a box copy of a game from a retail store and unlock a direct-download version of the game on an accompanying service of your choosing.
Keeping the idea of open architectures in mind, why can't there be a way to unlock a game universally using a manner akin to an API key? So long as a manufacturer has your product key tied to a particular account, it can pass along authorization for any direct download platform. Said platform can either than serve as a gateway between you and the full game hosted on the manufacturer's site, let you download the title for free off the service, or charge you a nominal (< $5) fee for the bandwidth you eat up.
The Matchmaking
I thought this one was a done deal, as I don't often run across Steam-based games that supply their own matchmaking functionality in place of the Steam client's built-in services. In the case of the recently released PC title Borderlands, I'm not sure who to blame: Valve or Gearbox Software. Here's the deal. When you purchase Borderlands on Steam, you would think that it would be as easy to join up with your friends as any other Steam title-see your buddy playing the game in your friend window, click "join game," and there you have it.
Wrong!
Not only is Steam's matchmaking not built into Borderlands in the slightest, but you actually have to register the game with GameSpy, create a new account, develop a new online persona, and then invite your Steam friends-who have all done the same tedious process-to be your new friends via GameSpy, via Borderlands, via Steam. Ugh.
If Steam is at fault for making its matchmaking too difficult to integrate into games, then boo. If Gearbox Software is at fault for not taking advantage of the Steamworks SDK, then double-boo. There's no reason why gamers should have to suffer through multiple platforms on a single title if a better, free-to-use alternative exists. And boy would it be nice to deliver some kind of high-level login platform for multiplayer matchmaking a la a Facebook Connect for gaming: one universal login, one universal friend list, and an easy-to-access method for joining games across a variety of platforms.
The Money
This one's easy: Anyone who offers up a crude money-for-points system for downloading games or add-ons should be scorned and boycotted by the community. Microsoft points, Bioware points, Cryptic points... these are all horrible microtransaction services that force gamers to keep strange balances of alternate currency in accounts scattered across the Internet. Stop it. Just stop.
The companies won't stop, of course, as it's a perfect way to force Joe Gamer and his 285-point balance to pick up the next $15 allotment of 1,000 MurphPoints in order to buy a 300-point add-on. And, thus, with a balance of MurphPoints remaining, Joe is inspired to keep on coming back to the service to spend more money, and refill more points, and spend more money, et cetera.
Here's a hint: There's already a perfect, open platform for exchanging one's worth for services or products. It's called the dollar bill. Too bad the joy of this single, universal architecture seems to be what's stalling the adoption of better systems for gamers of all shapes, sizes, and downloading services.