Agreed, games that make you replay the entire game to see the 10% of content that were exclusive to a certain decision are not great at all. They are essentially just games with 10% less content for all practical purposes unless we are talking about something where restarting is part of the game play like Rogue-likes.
I don’t need to make world changing decisions when I’m playing “hero.”
This is something so many story tellers in gaming and movies don’t get. The story doesn’t have to be about saving the world, the universe, the multiverse or the entire nature of reality. In fact, I would prefer it if the stakes are low enough that the protagonist has actual choices instead of being pushed heavily into the “of course I am going to save the world” option of each “choice”.
Nobody at Valve is preventing anyone from making a good alternative. Network effects are what makes one platform better than multiple platforms in this space, especially in the multiplayer match-making and other features where players are interacting.
You are forced to pay either way or do you think hosting (both installers/updates and some sort of multiplayer matchmaking), marketing, payment providers,… all work for free? Without something like Steam you would just likely be forced to pay someone just to manage all of that for you as an extra employee (or multiple part time employees or outsourced services).
Considering their only major competitor has enough money to keep trying to lure players to their significantly worse store system with free games for years now instead of going the route of actually providing a decent product I think Valve making money off their good product strategy is a good thing.
Well, I am not even talking about the resources used but literally about the fact that you can’t make that many graphics because of the number of combinations of different properties you would have to model somehow.
Plus there are some things you can describe in text that you can never portray graphically, e.g. concepts like “the most beautiful woman he had ever seen”
The main problem with pretty graphics is that you actually lose out on the kind of variety a more abstract graphics style would allow, e.g. by distinguishing objects in a textual description you can have millions of distinct objects (e.g. in something like Dwarf Fortress with its item and character descriptions), much more than you could if you had to represent everything graphically.
In my experience cranking one aspect (like graphics) up to 11 in terms of realism just makes all the other things that aren’t realistic even more glaringly obvious in an effect sort of similar to the uncanny valley or to the way suspension of disbelief is harder to achieve in a movie that takes itself too seriously.
Virtual worlds are affected by similar problems. If you look at e.g. Second Life, a relatively established one you will quickly realize it has all kinds of users with relatively minimal spec systems and use it in all kinds of contexts where they also do other stuff (e.g. work, watching kids,…). But people who try to build new ones tend to try to build them as VR which is completely useless to that entire user base because they can’t afford a system that runs VR and also won’t work in situations where you need to do other stuff at the same time.
Maybe what we need is more analysis and fewer visionaries.
Self-regulation can work for safety but only if the measures needed to make things safer are cheap and pretty much don’t require quality control (e.g. do not install a slippery type of floor in front of your butcher counter) and the consequences are severe even without regulation (bad press, significantly fewer customers, medical bills to pay for the customer who does slip,…).
You might want to check for software support if there are any programmable features.