PC Gaming

sony-removes-playstation-account-requirement-from-4-single-player-steam-games

Sony removes PlayStation account requirement from 4 single-player Steam games

Sony’s game publishing arm has done a 180-degree turn on a controversial policy of requiring PC players to sign in with PlayStation accounts for some games, according to a blog post by the company.

A PlayStation account will “become optional” for Marvel’s Spider-Man 2, God of War Ragnarok, The Last of Us Part II Remastered, and Horizon Zero Dawn Remastered. Sony hasn’t lost hope that players will still go ahead and use a PlayStation account, though, as it’s tying several benefits to signing in.

Logging in with PlayStation will be required to access trophies, the PlayStation equivalent of achievements. (Steam achievements appear to be supported regardless.) It will also allow friend management, provided you have social contacts on the PlayStation Network.

Additionally, Sony is providing some small in-game rewards to each title that are available if you log in with its account system. You’ll get early unlocks of the Spider-Man 2099 Black Suit and the Miles Morales 2099 Suit in Spider-Man 2, for example—or the Nora Valiant outfit in Horizon: Zero Dawn.

Some of these rewards are available via other means within the games, such as the Armor of the Black Bear set for Kratos in Ragnarok.

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Way more game makers are working on PC titles than ever, survey says

Four out of five game developers are currently working on a project for the PC, a sizable increase from 66 percent of developers a year ago. That’s according to Informa’s latest State of the Game Industry survey, which partnered with Omdia to ask over 3,000 game industry professionals about their work in advance of March’s Game Developers Conference.

The 80 percent of developers working on PC projects in this year’s survey is by far the highest mark for any platform dating back to at least 2018, when 60 percent of surveyed developers were working on a PC game. In the years since, the ratio of game developers working on the PC has hovered between 56 and 66 percent before this year’s unexpected jump. The number of game developers saying they were interested in the PC as a platform also increased substantially, from 62 percent last year to 74 percent this year.

While the PC has long been the most popular platform in this survey, the sudden jump in the last year was rather large.

Credit: Kyle Orland / Informa

While the PC has long been the most popular platform in this survey, the sudden jump in the last year was rather large. Credit: Kyle Orland / Informa

The PC has long been the most popular platform for developers to work on in the annual State of the Game Industry survey, easily outpacing consoles and mobile platforms that generally see active work from anywhere between 12 to 36 percent of developer respondents, depending on the year. In its report, Informa notes this surge as a “passion for PC development explod[ing]” among developers, and mentions that while “PC has consistently been the platform of choice… this year saw its dominance increase even more.”

The increasing popularity of PC gaming among developers is also reflected in the number of individual game releases on Steam, which topped out at a record of 18,974 individual titles for 2024, according to SteamDB. That record number was up over 32 percent from 2023, which was up from just under 16 percent from 2022 (though many Steam games each year were “Limited Games” that failed to meet Valve’s minimum engagement metrics for Badges and Trading Cards).

The number of annual Steam releases also points to increasing interest in the platform.

The number of annual Steam releases also points to increasing interest in the platform. Credit: SteamDB

The Steam Deck effect?

While it’s hard to pinpoint a single reason for the sudden surge in the popularity of PC game development, Informa speculates that it’s “connected to the rising popularity of Valve’s Steam Deck.” While Valve has only officially acknowledged “multiple millions” in sales for the portable hardware, GameDiscoverCo analyst Simon Carless estimated that between 3 million and 4 million Steam Deck units had been sold by October 2023, up significantly from reports of 1 million Deck shipments in October 2022.

Way more game makers are working on PC titles than ever, survey says Read More »

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The new Riven remake is even better than Myst

A bridge to a mysterious island

Enlarge / The same gorgeous vistas return in the Riven remake.

Samuel Axon

A remake of Riven: The Sequel to Myst launched this week, made by the original game’s developers. It strikes a fascinating balance between re-creation and reinvention, and based on a couple of hours of playing it, it’s a resounding success.

Myst was the classic most people remembered fondly from the early CD-ROM era, but for me, its sequel, Riven, was the highlight. After that, the sequels declined in quality. The sophomore effort was the apex.

It was certainly more ambitious than Myst. Instead of a handful of tightly packed theme park worlds, it offered a singular, cohesive one that felt lived in and steeped in history in a way that Myst couldn’t quite match.

A worthy presentation

That was thanks to outstanding art direction but also to its iconic musical score.

For the most part, the remake nails both of those things. While the original game resembled the first Myst in that you had to click to scroll between static images to explore the game’s world, the new one follows the 2020 Myst remake (and 2000’s oft-forgotten realMyst) in giving the player full movement, akin to contemporary first-person puzzle games like Portal, The Witness, or The Talos Principle. Since it’s easy to re-create a lot of the original camera angles this way, it might have been cool if there had been an option to control the game as you did originally, but I can see why that wasn’t a priority.

The environments are just as atmospheric and detailed as they used to be.

Enlarge / The environments are just as atmospheric and detailed as they used to be.

Samuel Axon

It just so happens that today’s graphics hardware does an outstanding job of replicating previously static visuals in full 3D. (There’s even VR support, though I haven’t tried it yet.) And the music is just as good as it used to be.

There are only two downsides on the presentation front. First, I’ve heard that folks running on older machines may struggle to achieve satisfactory fidelity and performance. I played it on both an M1 Max MacBook Pro and a Windows 11 desktop with an AMD Ryzen 9 5900X and an Nvidia GeForce RTX 3080. The MacBook Pro ran the game at maxed-out settings at the laptop’s native resolution at around 30 frames per second. The desktop did the same at 4K at 120 fps. But those are both high-end, recent-ish machines, so your mileage may vary.

Second, the full-motion video performances in the original game have been replaced with full 3D, video game-looking characters. It’s a necessary concession, but I feel some of the character was lost. They did a pretty good job matching the motions of the original videos, though.

  • The original’s FMV performances have been replaced by respectable but still video game-ish 3D models.

    Samuel Axon

  • The fictional animals fare a bit better visually.

    Samuel Axon

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The math on unplayed Steam “shame” is way off—and no cause for guilt

Steam Backlog Simulator 2024 —

It’s fun to speculate, but sales and library quirks make it impossible to know.

Person holding a Steam Deck and playing PowerWash Simulator

Enlarge / Blast away all the guilt you want in PowerWash Simulator, but there’s no need to feel dirty in the real world about your backlog.

Getty Images

Gaming news site PCGamesN has a web tool, SteamIDFinder, that can do a neat trick. If you buy PC games on Steam and have your user profile set to make your gaming details public, you can enter your numeric user ID into it and see a bunch of stats. One set of stats is dedicated to the total value of the games listed as unplayed; you can share this page as an image linking to your “Pile of Shame,” which includes the total “Value” of your Steam collection and unplayed games.

Example findings from SteamIDFinder, from someone who likely has hundreds of games from Humble Bundles and other deals in their library.

Example findings from SteamIDFinder, from someone who likely has hundreds of games from Humble Bundles and other deals in their library.

SteamIDFinder

Using data from what it claims are the roughly 10 percent of 73 million Steam accounts in its database set to Public, PCGamesN extrapolates $1.9 billion in unplayed games, multiplies it by 10, and casually suggests that there are $19 billion in unplayed games hanging around. That is “more than the gross national product of Nicaragua, Niger, Chad, or Mauritius,” the site notes.

That is a very loose “$19 billion”

“Multiply by 10” is already a pretty soft science, but the numbers are worth digging into further. For starters, SteamIDFinder is using the current sale price of every game in your unplayed library, as confirmed by looking at a half-dozen “Pile of Shame” profiles. An informal poll of Ars Technica co-workers and friends with notable Steam libraries suggests that games purchased at full price make up a tiny fraction of the games in our backlogs. Games acquired through package deals, like the Humble Bundle, or during one of Steam’s annual or one-time sales, are a big part of most people’s Steam catalogs, I’d reckon.

  • Step 1 to seeing your unplayed collection: Click the three-vertical-bar icon next to your Steam library to filter, choose “Games,” then “Group by Collection” …

    Andrew Cunningham

  • … And pick “Unplayed” as a Play State filter.

    Andrew Cunningham

Then there’s what counts as “Unplayed.” Clicking on the filtering tool next to my Steam library and choosing “Unplayed” suggests that I have 54 titles out of 173 total that I have never cracked open. My own manual count of my library is closer to 45. Steam and I disagree on whether I’ve launched and played Baldur’s Gate II: Enhanced Edition (I definitely did and was definitely overwhelmed), Mountain, and SteamWorld Dig. And Steam is definitely not counting games that you buy through Steam, mod in some way, and then launch directly through a Windows executable. I’m certain I’ve played some TIE Fighter: Total Conversion, just not through Valve’s channels. One Ars editor played Half-Life 2 multiple times from 2004–2007, but Steam says they’ve never played it, because it didn’t start counting gameplay hours until March 2009.

Even if they’re not dedicated tools, Steam libraries sometimes end up with little bits of game that you didn’t ask for and might never play, like Half-Life Deathmatch: Source. I have quite a few Star Wars games that I never intend to launch, because they were part of a bundle that got me Jedi Knight and Jedi Outcast for cheaper than either game cost on its own.

What “shame” really looks like

Curious as to what people’s backlogs look like, I asked friends and co-workers to run their own numbers after checking them for errors and oddities. Here’s the Ars list:

  • Kevin Purdy: 173 games, 45 unplayed (26 percent)
  • Lee Hutchinson: 361 games, 109 unplayed (30 percent)
  • Benj Edwards: 404 games, 148 unplayed (36.6 percent)
  • Andrew Cunningham: 172 games, 79 unplayed (46 percent)

Friends who did a check ended up at 25 percent, 40 percent, and 52 percent. So nobody I could easily poll had fewer than 25 percent of their games unplayed, and those with higher numbers tended to have bought into bundles, sales, add-ons, and other entry generators. And nobody thought their dollar value total made any sense at all, given the full-price math.

Back in 2014, Kyle Orland went deep on Steam statistics. Among games released since Steam started tracking hour counts in March 2009, 26 percent had never been played at that point, while another 19 percent had only been played for an hour or less. That’s roughly 45 percent of games having been played for an essentially token amount of time.

There is a much larger point to argue here, too: You do not have to feel “shame” about giving too much money to people making games, especially smaller games, if you do not want to. This applies to even broader understandings of “Unplayed,” like checking out an intro level or two. Sometimes playing a game for a little bit and deciding it’s not something you want to put dozens more hours into is worth it, whether or not you go for the refund.

If you’ve looked up your own stats and feel surprised, you can keep your unplayed games as a dedicated collection in Steam, and it might inspire you to check out the most intriguing left-behinds. Or, like me, filter that list further by the games that are Steam Deck Verified and bring them on your next trip.

You can usually make additional money more easily than additional life. Nobody is going to inherit your Steam library (probably), so it’s not really worth anything anyway. Play what interests you when you have the time, and if your unplayed count helps you stave off your worst sale impulse buys or rediscover lost gems, so be it. There are neat tricks, but there is no real math—and no real shame.

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No more refunds after 100 hours: Steam closes Early Access playtime loophole

Steam refund policy —

It’s largely a win against scammers, but a simple policy doesn’t fit all games.

Steam logo on a computer

Getty Images

Early Access” was once a novel, quirky thing, giving a select set of Steam PC games a way to involve enthusiastic fans in pre-alpha-level play-testing and feedback. Now loads of games launch in various forms of Early Access, in a wide variety of readiness. It’s been a boon for games like Baldur’s Gate 3, which came a long way across years of Early Access.

Early Access, and the “Advanced Access” provided for complete games by major publishers for “Deluxe Editions” and the like, has also been a boon to freeloaders. Craven types could play a game for hours and hours, then demand a refund within the standard two hours of play, 14 days after the purchase window of the game’s “official” release. Steam-maker Valve has noticed and, as of Tuesday night, updated its refund policy.

“Playtime acquired during the Advanced Access period will now count towards the Steam refund period,” reads the update. In other words: Playtime is playtime now, so if you’ve played more than two hours of a game in any state, you don’t get a refund. That closes at least one way that people could, with time-crunched effort, play and enjoy games for free in either Early or Advanced access.

Not that it’s a complete win for either developers or cautious buyers. Steam refunds are a tricky matter for developers, especially those smaller in size. The two-hour playtime window can give people a decent idea of how a game runs, what it’s like, and whether it’s clicking with a certain player. But some games enter Early Access in very rough shape or have features that later get dropped. Some games pack their most appealing elements into the early game. And some indie games are intended to provide an experience that’s much closer to two hours than 40 or 80, still giving players a faceless way to grab back some cash.

Steam’s approach to refunds remains an imperfect science, full of quirky stories and examples of why it exists. But it has moved toward a more unified and at least understandable policy now.

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10-games-we-can’t-wait-to-play-in-2023

10 Games We Can’t Wait to Play in 2023

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Is Asynchronous Reprojection the Future of Gaming?

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why-8k-resolution-is-unnecessary-for-gaming-in-2023

Why 8K Resolution Is Unnecessary for Gaming in 2023

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