introduction of a game ownership system and portability
(Translate from french)
Hello,

I wonder if it's possible that when a game is purchased, blockchain technology could be used to link it to the buyer (via their Steam account and payment method) using an encryption certificate. This certificate would allow us to own the game we just purchased and therefore resell it.
To prevent piracy, this certificate contains an encryption key used to encrypt the game, which would guarantee the uniqueness of the game copy. It would therefore be the encryption (and decryption) key that would be linked to the blockchain and act as a certificate.
We could then resell the game (via its unique key on Steam) + certificate, managed by Steam, which would take a commission. This would encourage the purchase of games and allow people on a limited budget to play more games.

I see several problems with this:

- Studios would see a significant drop in revenue. To counter this, either the studio would have to take a commission when a game is resold, or Steam would have to lower its commission, as it receives another commission elsewhere, meaning that one game could earn it money several times over.

- How much would Steam and the studio's commission be (if any)?

- Which currency would be used, an internal currency, or the currency of Steam's internal wallet?

- The prices at which the games would be sold. Since it is not a perishable item, what is its value? 50% of the original price, 30%? Furthermore, if the game was purchased on sale, can it be sold for more than the original price paid?

- Games purchased via a Steam key on another platform. Will purchasing a game via another site by buying a Steam key prevent it from being resold?

- Is using Blockchain really relevant since we are staying on Steam?
The ultimate goal is to be able to own it, so I think so, because it may allow other platforms to appear and use other game launchers.

- Create a standard so that all launchers use the same system to ensure compatibility, otherwise the impact will be less significant.



(original in french)
Bonjour,

Je me demande s'il possible que lorsque qu'un jeu est acheté, on utilise la blockchain pour le lier à l'acheteur (via son compte Steam, son moyen de paiement) grâce à un certificat de chiffrement. Ce certificat nous permet donc de posséder le jeu que nous venons d'acheter et donc de le revendre.
Pour éviter le piratage, ce certificat contient une clé de chiffrement utilisé pour chiffrer le jeu, ce qui garantirait l'unicité de l'exemplaire jeu. Ce serait donc la clé de chiffrement (et de déchiffrement) qui serait lié? à la blockchain et qui ferait office de certificat.
On pourra donc revendre le couple jeu (via sa clef unique sur Steam) + certificat, gérer par Steam où il prendrait une commission. Cela encouragerait l'achat de jeux et permettrait aux personnes à budget limité de pouvoir jouer à plus de jeux.

J'y vois plusieurs problèmes :

- Les studios verraient leur chiffre d'affaires nettement diminuer.
Pour contrer cela, il faudrait soit faire en sorte que lors de la revente d'un jeu une commission soit pris par le studio. Ou alors que Steam baisse sa commission, car elle en touche une autre ailleurs, 1 jeu pouvant lui rapporter plusieurs fois de l'argent.

- De combien sera la commission de Steam et du studio (s'il y en a) ?

- Quelle devise utiliser, une monnaie interne, celle du porte-monnaie interne à Steam ?

- Les prix auxquels les jeux seront vendus. Comme ce n'est pas un objet qui s'abîme, quelle est sa valeur ? 50 % du prix original, 30 %. De plus, si on a acheté le jeu en promotion peut ont le vendre plus cher que le prix initialement déboursé.

- Les jeux achetés via une clé Steam sur une autre plateforme. Est-ce que le fait d'acheter son jeu via un autre site en y achetant une clé Steam empêchera de le revendre ?

- Est ce qu'utiliser la Blockchain est vraiment pertinent comme nous restons sur Steam.
Le but final étant de pouvoir le posséder, je pense que oui, car cela permettra peut-être de voir d'autre plateforme apparaître et utiliser d'autres lanceurs de jeu.

- Faire une norme pour que tout les luncher utilise le même système afin que ce soit compatible sinon l'impacte est moindre.
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正在显示第 1 - 15 条,共 27 条留言
Not going to happen. You don't own "games" but licenses.
The problems far outweigh the benefits
Answer me one question. What do Valve and the Devs/Pubs get from this?

They wont get more money cause instead of getting 70-80% of a 60€ Game (for dev/pub) it would be a split 30€ (50%) or 18 (30%) between Valve, Dev/Pub and you. So how would it benefit anyone?
Oh and forget sales especially the the good ones above 50%.
最后由 Faedrill 编辑于; 9 小时以前
The games are NOT yours to sell.

Also, not up to Valve / Steam to make this choice as they also do NOT own the Games or Software...
最后由 pckirk 编辑于; 9 小时以前
Valve can't do what you're asking because they don't own games they didn't develop, which is 99.99% of games on Steam. They can't dictate the license terms, or ownership as you imagine it. Besides Valve has zero interest in entertaining the perpetual ignorance of users who don't seem to understand what ownership means. Or why licenses exist.

And people who are incapable of distinguishing between the medium of delivery and the content contained within are always going to make these stupid demands and be gobsmacked that people who know better ain't gonna play along with some know-nothings weak grasp of language and laws.

Frankly everyone who's obsessed with "ownership", needs to stick to classic consoles and physical media. Not because you own the content on those systems and media, but because product owners simply had no way to enforce license terms back then. Product owners being able to enforce their rights isn't a problem that needs to be solved.
最后由 nullable 编辑于; 9 小时以前
Grease up the block chain and insert it somewhere...sideways.
最后由 AmsterdamHeavy 编辑于; 8 小时以前
There's a big elephant in the room about not just game ownership, but in general user agency in their digital purchases. But it's not a Steam issue. It's a whole media, business and legal gordian knot that's going to take decades to untangle if anything.

As things are now it's not a possibility. As digital services as Steam is the solution to solve the problem of digital licenses being items in infinite supply and zero generationa and transfer friction. Online services anchoring your digital purchases are the way to not open the Pandora box... for now.

引用自 AmsterdamHeavy
Grease up the block chain and insert it somewhere...sideways.
I'm kind of amazed to see people still trying to sell that old and battered car...
引用自 Tito Shivan
There's a big elephant in the room about not just game ownership, but in general user agency in their digital purchases. But it's not a Steam issue. It's a whole media, business and legal gordian knot that's going to take decades to untangle if anything.

As things are now it's not a possibility. As digital services as Steam is the solution to solve the problem of digital licenses being items in infinite supply and zero generationa and transfer friction. Online services anchoring your digital purchases are the way to not open the Pandora box... for now.

引用自 AmsterdamHeavy
Grease up the block chain and insert it somewhere...sideways.
I'm kind of amazed to see people still trying to sell that old and battered car...

*Slaps the side of the block chain* This baby can fit so many broken promises in it
引用自 Tito Shivan
There's a big elephant in the room about not just game ownership, but in general user agency in their digital purchases. But it's not a Steam issue. It's a whole media, business and legal gordian knot that's going to take decades to untangle if anything.

As things are now it's not a possibility. As digital services as Steam is the solution to solve the problem of digital licenses being items in infinite supply and zero generationa and transfer friction. Online services anchoring your digital purchases are the way to not open the Pandora box... for now.
A lot of this setup has had the immense benefit of there being no legal need to seriously examine it but, as I have said, you cannot own a series of numbers on a computer and neither can the developer who wrote it, at least without explicitly defining what you mean and don't mean by own, which everyone gains immense benefit by NOT doing.
最后由 William Shakesman 编辑于; 7 小时以前
You also miss numerous other problems.

Why would any other platforms want to allow Valve's blockchain to determine what licenses are being handed out on their platform, using Epic's bandwith to serve games or w/e?

What about regional pricing? Its very common to have some regions with lower prices than the US due to differences in economic strength. This creates an immediate market of buying in impoverished regions and selling to wealthier at a discount - with third parties pocketing the difference. Valve and devs lose a ton of money by creating this.

What about regional restrictions? If Germany bans a game, does this blockchain idea bypass it? What happens when Germany bans reselling games on blockchains in response?

Blockchains and smart contracts fail all the time. Malicious smart contracts exist on many chains that cause problems regularly or are used to scam people. What happens when that hits this system?

What you're proposing is expensive, complicated, will lead to decreases in revenue for people making and selling games while also increasing scams. There is no upside to building this system, it just sounds good on paper if you've never had to deal with any of the complexities of building or running a marketplace.
Sounds like a good way to alienate developers
Rather not involve blockchain.
引用自 William Shakesman
引用自 Tito Shivan
There's a big elephant in the room about not just game ownership, but in general user agency in their digital purchases. But it's not a Steam issue. It's a whole media, business and legal gordian knot that's going to take decades to untangle if anything.

As things are now it's not a possibility. As digital services as Steam is the solution to solve the problem of digital licenses being items in infinite supply and zero generationa and transfer friction. Online services anchoring your digital purchases are the way to not open the Pandora box... for now.
A lot of this setup has had the immense benefit of there being no legal need to seriously examine it but, as I have said, you cannot own a series of numbers on a computer and neither can the developer who wrote it, at least without explicitly defining what you mean and don't mean by own, which everyone gains immense benefit by NOT doing.

That’s not how licensing works, William. As has been explained, devs very much can own the specific code and intellectual property involved in the product they have made. While you may not AGREE with it, it doesn’t make it any less true that this is how licensing works. You can’t just deny facts because they are inconvenient to you.
引用自 mldb88
引用自 William Shakesman
A lot of this setup has had the immense benefit of there being no legal need to seriously examine it but, as I have said, you cannot own a series of numbers on a computer and neither can the developer who wrote it, at least without explicitly defining what you mean and don't mean by own, which everyone gains immense benefit by NOT doing.

That’s not how licensing works, William. As has been explained, devs very much can own the specific code and intellectual property involved in the product they have made. While you may not AGREE with it, it doesn’t make it any less true that this is how licensing works. You can’t just deny facts because they are inconvenient to you.
You're holding then far too highly since haven't had any facts ever in their posts in this regard.
引用自 Komarimaru
引用自 mldb88

That’s not how licensing works, William. As has been explained, devs very much can own the specific code and intellectual property involved in the product they have made. While you may not AGREE with it, it doesn’t make it any less true that this is how licensing works. You can’t just deny facts because they are inconvenient to you.
You're holding then far too highly since haven't had any facts ever in their posts in this regard.
I mean that’s nothing new, but considering their favorite pastime I prefer keeping things relevant to a single post at a time.
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