Steam: Savior or Slayer of PC Gaming?
Is Valve's dominant digital platform the future? Or does it herald the end of PC gaming as we know it?
Steam. Publishers and rival digital distributors want to be it. Gamers and developers want to be with it. And animals lacking opposable thumbs want to learn how to use computers just to use it... or so Valve would have you believe. But all isn't as rosy in the land of PC gaming as all that, and as Valve's digital gaming platform has picked up more and more, well, steam, it's garnered its fair share of backlash as well. With Valve's recent tiffs with EA over their upstart Origin distribution platform, never before has the community been so polarized by Steam. Will Steam continue to dominate the PC gaming landscape? And if so, what does this mean for gamers?
First off, let's dispel the myth that Origin is a rival to Steam. Perhaps it will be in time, but as it stands now, EA's digital marketplace is just that - a digital store front for EA published titles. For the moment EA is content in simply bypassing Steam, in order to sell their products directly without losing revenue to a rival distributor.
So, no, Origin is NOT in direct competition with Steam, but neither are any of the other PC digital distributors. And I don't mean 'no competition' in the 'we're kicking your ass in marketshare' kind of way. No, I mean they're literally not selling competing products—they simply lack the depth and breadth of what Steam has to offer. Whereas Origin, Impulse, Direct2Drive, GoG, GamersGate and others are all perfectly valid online stores and distributors, they aren't what Steam is: a unified, managed gaming platform for the PC. And therein lies the true heart of the Steam debate: is the establishment of this type of system beneficial to the PC market?
The Birth of Steam

And on the 12th day of September, in the year of 2003, the Steam client was released. And it was good. And, lo, on that day Steam reached out its pipey appendage to the huddled masses of PC gamers and delivered them from suffering and into salvation. So goeth the gospel of Steam.
But Steam's origins are more humble than that. While Valve may or may not have had more grandiose plans in mind for Steam from the beginning, the original client (beta clients were available as early as mid-2002) was intended merely as a patch delivery system and anti-cheating measure for its popular online shooters like Counter-Strike. Valve quickly recognized the platform's value as a content delivery system and started pushing mods such as Day of Defeat down the Steam pipeline.
It wasn't until late 2004, and the release of Half-Life 2 that Steam started seeing widespread adoption. Half-Life 2 was the first game that required online authentication, and hence Steam, to play. While backlash was initially strong against a required client and online connection for authentication, the auto-patching and ability to download levels, mods, and mod tools quickly endeared the fans toward Steam.
Fastforward seven years and Steam now dominates the PC gaming landscape, with over 30 million users, over 3.5 million concurrent users online at peak times, and a whopping 50-70% (or more) of marketshare in the digital distribution realm. Valve is obviously doing something right.
Steam the Savior

Doomsayers have been decrying the death of PC gaming for practically as long as PC gaming has been around. But it's really been the last decade where the PC has been fighting for its life in the gaming sphere. Despite the proliferance of personal computers of all shapes and sizes, rising piracy issues and increased developer focus on the consoles has pushed the PC from the dominant platform to an almost forgotten afterthought. In the malaise of the mid aughts, with the PS2 and X-Box dominating the scene and the 360 and PS3 looming large on the horizon, PC gaming looked to be headed toward extinction. Enter Steam.
While correlation should not be confused with causation, the rise of Steam and the coinciding resucitation of the PC gaming scene can't be overlooked. Since the beginning, the PC has been seen as an enthusiast's platform, with a high barrier to entry, in both time and money. But Steam has gone a long way to addressing many of the issues that have plagued PC gaming from time immemorial.
Click Play to Play
Let's not forget the original purpose of Steam: to quickly and easily deliver and install content. In the past, searching for patches was the bane of many PC gamers. Patches were often missing from the developers' website, could have slow download times, or long download queues. Applying them could be equally arduous. They wouldn't properly detect installed games, they'd be incompatible with previous saves, they'd have driver conflicts, and many other equally irksome issues.
While Steam doesn't entirely mitigate all of these issues, it has vastly simplified and improved the patching process. Valve verifies the stability of patches, serves them up themselves, and delivers and installs the patch content automatically. Also, Steam's initial install process is typically way simpler than the myriad of bloated and annoying Windows installers - plus the lion's share of game data is stored within the Steam folder instead of separated in various folders across your hard drive. Sure the constant DirectX and C++ Redistributable Library installs for each new Steam install are annoying, but you'll get that installing games off Steam as well (blame Microsoft).
Cheapskate Paradise

Perhaps the greatest draw of Steam is its huge library of ridiculously cheap games. Despite Valve being in a position to control and inflate prices, they've done the exact opposite; they've made gaming more affordable than ever.
Log on during one of Steam's much anticipated summer or Holiday sales and prepare to be amazed by the availabilty of games discounted as much as 75-90%. Steam also tends to be - at worst - on par with retail and online shops for new releases and pre-orders, and at best far cheaper—often featuring game specific sales and significant price drops well before the usual six month "clearance" model that drives retail pricing. Of course this is from my perspective as an American gamer. Unfortunately pricing isn't quite as competitive in Europe and other territories.
Steam also provides one of the first legitimate methods of buying older games. Due to the nigh non-existence of used PC game sales, snagging old games in the past meant either trusting in shady eBay auctions, or worse, turning to piracy. Since Steam is digital, it makes it possible to buy new old games, and as a bonus, the developers still get to see some of that money. Though still far from perfect, Steam's patching system and focus on compatibility also means there's a better chance the game will run on a modern system than a copy ran "out of the box."
Manage my Management

And now for the elephant in the room: DRM. While gamers are almost universally united in their hatred of DRM, it's more about the implementation than its mere existence. Handled poorly DRM is a pair of digital handcuffs, a set of rules imposed by the powers that be that tell you how, when, why, and where you can enjoy the content that you paid for and supposedly own. The more obnoxious DRMs on the market restrict the number of installs, require a constant internet connection, and may just destroy your computer.
In a perfect world DRM wouldn't exist at all, but let's face it, some amount of online security is inevitable, and given the current strategies of many publishers, DRM isn't going anywhere any time soon. Perhaps it's the lesser of many evils, but Steam DRM is DRM done right.
For games that use Steam as their DRM method, a one-time validation is required after purchase, keys are automatically applied to the game and its DLC, and the game can be installed and uninstalled as many times as you want, and on any computing device that runs your Steam account. After that validation, games are available to play in offline mode. It's all pretty painless, really, and is no more restrictive than the requirement of needing a physical disc to play a physical copy.
Of course many Steam games require Steam validation in addition to other forms of proprietary DRM used by the publisher, which may impose more limitations, but you can hardly blame Valve for that. In fact, the stark contrast between Steam's lightweight DRM and that of its competitors simply bolsters the case for Steam as the DRMM, or digital rights manager manager, of choice.
You Got Server'd
Of course, to play a game online, a connection to a server is required. Well, games that choose to use Steam as their prime distribution method connect and authenticate through Steam servers, which pose a significant advantage over many other hosts: stringent anti-cheating measures (in games that support it), a proven track record of stability, and an as-yet-unbroken promise from Valve that the servers will stay online and supported and never be shut down.