2005 UK Sales Review
Part Three: PC, Xbox 360, and the year ahead.
Concluding our coverage of Chart-Track's annual report, today Kristan picks his way through the PC market, the burgeoning Xbox 360 market, and any other markets he can find. He was round here the other day admiring fish and everything. Multi-Market Reed we used to call him. I'm not saying he's promiscuous though. He is, but I'm not saying that. All data (and trout) from Chart-Track's annual report. Used with permission. And in Fisherman's Pies.
Personally concerned
The steady decline of the PC software market was in evidence once again in 2005, with the total market share (by value) of all PC software (including non-games packages from the likes of Norton) representing just 24.6 per cent. By contrast, back in 1999, this figure was a whopping 41 per cent, although the actual money spent by consumers has remained roughly unchanged since that time (£299.188m in 2005, versus £290.316m in 1999, when you were clearly a bit stingier). Compared to last year, sales are down from their all-time value peak of £310.856m, which is a curious statistic when you consider that the actual installed base of PCs across the country has never been higher, broadband penetration has been soaring and prices of PCs are at rock bottom.

World of Warcraft: If games were sold on the basis of gameplay hours alone, this would be top of the charts.
On the other hand, the number of high profile game releases has continued to drop off. Just 13 game titles sold over the magic 100,000 mark (compared to the 70 or so console games), three of which were Sims 2 titles, with another three based on the noble art of football management, and the usual suspects from the world of RTS, FPS and MMO genres. Just one new brand - Guild Wars - made any real impression at all (selling just over 100k), which tells you a lot, with big PC exclusive games like F.E.A.R (almost 60k), Black & White 2 (over 55k) and The Movies (over 50k) having a relatively minor impact on the PC hardcore audience. Meanwhile, Blizzard's MMO phenomenon World of Warcraft shifted a shade over 160k - by far the best selling massively multiplayer game in the UK to date, making it the 4th biggest seller on PC of the year.
It's impossible to prove without the benefit of official research, but the ease of Internet piracy may have played a significant part in this decline. With this in mind, it's hardly a surprise that developers like Valve have decided to go down the digital distribution route, with even the retail boxed copies requiring online authorisation. Against this backdrop, can you blame them? Another factor, however, may have been the rise to prevalence of a wide variety MMORPGs, each of which commands a monthly subscription fee. It's entirely possible, then, that while sales have remained consistent, the money being pumped into games has continued to grow - just in areas beyond the reach of traditional research.
And now here's the Sim's-dominated PC all-time best seller list in the UK:
- The Sims
- The Sims 2
- Theme Hospital
- The Sims: Unleashed
- Who Wants to be a Millionaire?
- Command & Conquer: Tiberian Sun
- Theme Park World
- Championship Manager: Season 01/02
- The Sims: Hot Date
- Tomb Raider 2
360 degrees... hot

Perfect Dark: Rare's long-awaited sequel was a disappointment, but that didn't stop it topping the best-sellers list.
Microsoft's early entry into the next generation market barely made a dent in overall picture thanks to the well-documented supply issues, but the machine still arrived in time to account for 0.7 per cent of the total unit market share, with almost 400k games sold in the four weeks to the end of 2005. The higher price of the system's games helped boost the value market share to 1.4 per cent, with £17.351m worth of software sold.
By comparison, the PS2 launch figures back in late 2000 saw the Sony machine sell 0.32m games over a similar period of time - albeit to a smaller market. Back then, these similarly high-priced games netted £13.496m, accounting for 1.9 per cent of the market, back in the days when online discounting wasn't as significant as it obviously is now. Taking into account that the overall UK market is now worth 69 per cent more than it was back in 2000, statistics will tell you that the PS2 launch - in terms of software sales - was comparatively more successful than the 360. The true test, however, will be how the Microsoft system fares in 2006 overall.
Game wise, Perfect Dark Zero took top honours in the race for Christmas sales with almost 70k. The other major exclusive, Project Gotham Racing 3, clocked in just behind with 65k, while Call of Duty 2 claimed almost 60k (though was by far the best seller in the US by a gigantic margin, with figures around the half-million mark, incredibly). Outside of the top three, there's a significant drop-off, with several multi-format entrants selling around 30k, such as Need For Speed Underground, FIFA 06 and King Kong, while Quake 4 nudged 20k, leaving Tiger Woods, Gun, and Tony Hawk American Wasteland trailing some distance behind.
Some of the other big-name exclusives failed to make a big impression as well, with Condemned shifting less than 30k, Kameo a few thousand further behind and Amped 3 struggling to reach 5k. All have subsequently sold way more copies since, especially now the console's in free supply, but at the beginning of the machine's life cycle Chart-Track's figures certainly paint an interesting picture of how polarised the buying patterns are in the early days. It's very much a case of the big names and the rest, showing just how important having a big name is when a machine launches. Interestingly, the lack of an obvious knockout killer app like Halo meant that sales were much more evenly spread around than when the Xbox launched back in March 2002. Back then, end of year figures revealed that Halo was outselling most of its closest competitors by between three and ten to one.
Publisher power
Moving away from individual formats, yet again Electronic Arts completely dominates the UK charts, selling an incredible 10.01m units during the year, and claiming 18.2 per cent of the units in the process. In value terms, the figures are even more telling, with £244.08m generated at retail, representing some 20.1 per cent of the market, or over 20 pence in every pound spent on software - and that's including utilities, remember, so if Chart-Track stripped out all the non-games software, that figure would be a few per cent higher.
Activision leapfrogged Take Two to claim the number two by value with 7.5 per cent share (number three by units, 3.9m), with Sony jumping two places to number three to claim seven per cent share by value (number five by units, 3.4m). THQ had its best year ever in the UK, leaping three places to number four with 6.4 per cent of the value (number two by units with 7.2 per cent, 3.9m sales), and Ubisoft entered the big league, up three place to five with 6.3 per cent (number four by units, 7 per cent, 3.8m sales).
A quiet year by Microsoft's standards on PC and Xbox was only partially rescued by the 360 launch, and it's no surprise therefore to see the US giant drop two places to sixth overall, with 5.4 per cent share of the value pie (13th by units, 1.55m sales). Take Two's standing dropped five places to seventh by value, showing its reliance on a home console version of GTA - the share this time was 4.9 per cent (also seventh by units, 2.5m sales).

The Sims 2: The bandwagon rolled on in 2005, with no sign of slowing down on PC despite the various console successes.
Konami, meanwhile, jumped four places into the number eight spot, with 4.2 per cent (ninth by units, 1.9m sales), but Vivendi-Universal Games slipped three places to ninth, with 4.2 per cent by value (sixth by units, 2.6m sales).
LucasArts made the biggest jump of anyone, leaping seven places to number ten on the back of a Star Wars-fuelled year, claiming 4.0 per cent by value (11th by units, 1.7m sales). Sega's gradual revival continued in 2005, up to number 11 with 3.6 per cent by value (eighth by units, 2.1m sales), but Nintendo's overall standing continues to slide, down to number 12 with 3.5 per cent by value (and 12th by units also, 1.6m sales).
Beyond that, Atari slipped to 13th (discounting Symantec, since they're obviouslynot a games publisher), meaning 2.4 per cent by value, number ten by units with 3.2 per cent, or 1.7m sales. Codemasters remained at number 14 (1.8 per cent by value, 2.0 per cent by units, 1.1m sales), Eidos moved up to 15 (1.4 per cent by value, 2.0 per cent by units, 1.1m sales), Capcom moved up to 16 (1.4 per cent by value, 20th by units, 0.73m units), while Midway hover on the fringes just inside the top 20 (0.9 per cent by value, 1 per cent by units, 0.54m sales). Interestingly, NCsoft (0.3 per cent by value and units, 0.1m sales) marked its arrival for the first time just inside the top 30 and looks set to improve in the coming years, particularly given that a lot of its revenues are direct from the consumer rather than funnelled through retailers.
Can Nintendo and Microsoft challenge the PlayStation?

PS3: We suppose it's logical to follow up a toaster with a breadbin.
The most evident thing about the 2005 Chart-Track report is the extent of the dominance of the PS2 (and now the PSP) in the UK market, and how long Sony has been the clear leader in terms of the formats it produces. Even a cursory glance of the figures illustrates that Sony has completely dominated ever since the PlayStation launched back in September 1995 - and its grip on the UK market has become stronger every year.
But how did this happen? How did such seemingly mighty competitors as Sega and Nintendo get blown away so dramatically in the UK, and how did Sony do what no other platform holder had done before and dominate two successive console generations - both here and overseas?
Mere months after its September 1995 UK launch, the £299 machine outstripped software and hardware sales of the ageing Megadrive and SNES, but it was the effortless ease with which it brushed aside Sega's £399 Saturn that was more impressive, selling more than three times as many games in 1996 when the machines were competing head to head. While Sony managed to scoop 20 per cent of the market in 1996, the Saturn trailed in with just 5.7 per cent. The lure of PlayStation exclusive titles such as Formula 1 (amazingly the best-selling console title by far of '96), Resident Evil, Tekken, Ridge Racer, and vastly superior versions of Tomb Raider and Die Hard Trilogy made it unstoppable.
The following year in 1997, Nintendo put up a better fight, with N64 game sales carving 10 per cent of the value of the market (spearheaded by huge demand for Super Mario 64), but by then Sony was already commanding 31.7 per cent of the market value and getting stronger, thanks to key console exclusives such as Tomb Raider 2 and Final Fantasy VII, which were worldwide phenomena. After that Sony left the competition for dust with unprecedented third party support. Nintendo inched up to 12 per cent in 1998 (boosted by some fantastic exclusives like GoldenEye and Zelda: Ocarina of Time), but that was as good as it has been for the Big N ever since.

Wii: We prefer to mis-pronounce it "why" as in Nintendo: Why? Actually, sod it, let's rebel and continue to call it the Revolution. Everyone liked that name.
Sega's Dreamcast launched in a blaze of publicity in 1999, but despite the lure of arcade perfect ports such as The House of the Dead II, Virtua Tennis and exclusives like Shenmue, MSR and Sonic Adventure, not to mention online gaming, a cheaper price point (£199) and by far the best visuals ever seen on a home system, the console still only managed to command 5.3 per cent of the software market value at its peak in 2000, with many loyal users holding back for the PS2 instead. Many of the 600,000 or so that bought the Dreamcast in the UK still insist it's a better machine than the PS2, but that's all rather academic now, sadly, and many will point to the system's poor marketing and the failure to command key third party partners such as Electronic Arts as the real reason for its failure.
The even-cheaper GameCube (launched at the astonishing price of £129) couldn't break the Sony stranglehold, either, and thanks to late arrival of the machine (some seven months after the US launch) numerous delays for PAL releases (Metroid Prime being a classic example, and Animal Crossing an even more jarring one), the timing of key software was badly managed and the console's best software sales performance was six per cent (by value) in 2003. On that basis, the Xbox has been by far the PlayStation's strongest challenger, and the head start enjoyed by the 360 appears to be Microsoft's best chance of overturning this vice-like grip on the market.
Whether the 360 can capitalise on its strong start remains to be seen. Certainly, the format got off to a good start in the US and Europe, but many would argue that it needs true next generation titles in the realm of Oblivion to really convince people to buy it, rather than wait for the new Sony and Nintendo formats later in the year. Microsoft's continuing problems with Japan is also a cause for concern for the company, and with E3 just around the corner, the picture should start to become clearer as to whether the machine really has the software lined-up to make it an irresistible purchase. For now, the games industry stands at a rather intriguing crossroads that could determine the future direction of the medium.
All data was provided with the kind permission of ELSPA. The 2005 Annual report is produced for ELSPA by Chart-Track and the figures stated in the report and this article represent an estimated 90 per cent of the total software sold in the UK. Around 6000 UK retailers are surveyed via the EPos system, thought to be one of the most accurate means of generating chart data anywhere in the world.
This report, and many others are available via subscription only, and any enquiries should be directed to James Mulgrue at ELSPA - james.mulgrue@elspa.com 020 7534 0580.
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Comments (50) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I mean, you can buy a 2nd hand 360 for the price of the GFX card you need to play most of the new games well.
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Now that's just unprofessional. Its name is Wii.
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And many will point to piracy and homebrew.
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The only stores I found a bit more PC Games in was Comp USA and Circuit City. But even there the consoles were much more displayed.
Of course people can get their games over the net but it certainly makes it harder to get the average joe to buy your new shiny game when you hardly get any exposure in the dedicated gaming stores.
Here in Sweden it's better although I've seen the consoles gotten lot more space than before.
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In some quarters, its believed one of the reasons the PS1 sold by the bucket load was that it was the first console that had easily accessable pirate games. Same with the Xbox.
But, yeah, on the DC it almost insultingly easy to play copied games.
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At the end of the day it doesn't matter anyhow, but I certainly would be curious.
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What a vast shame.
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You have a wii sense of humour.... Revolutionise your thinking ; )
Great articles EG!
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Dreamfall managed to do this. Everything can be controlled via an Xbox 360 gamepad which I'm using, and it works fantastic. Even saving and messing around with the settings can be used from the controller. And an otherwise excellent game like Beyond Good and Evil doesn't even supprot controllers, and that's a typical console game!
Oh, and Dreamfall rocks, btw. I love it and captures the feel of The Longest Journey perfectly. The fighting was pretty bad, but the rest is way above decent. Makes me proud to be norwegian.
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Same in Germany - shelf space for console games has grown, and it's about 40% PC to 60% consoles (all console formats including handhelds however) in most shops, unless it's an indie specialised in one or the other, so it looks as if PC game sales are still going strong.
I'd love to see sales figures for Germany.
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I've practically given up on PC gaming due to it being stucck in a rut for some time now. There's only so many FPS or RTS one man can take. Smaller shareware titles interest me more these days. That and Starforce killing one of my DVD drives has left me with rather a bitter taste in the mouth regarding PC games.
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So the gap is closing.
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Edit: and stop whining about the Deadcast
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Those who thought they were enjoying playing FPS's on consoles were merely deluded.
And playing games isn't about having FUN either.
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(And that's not the same as saying it didn't have any GOOD games.)
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And many will point to piracy and homebrew.
It took them about 18 months from the Japanese launch to get past the copy protection. Its fate was sealed by then, even though the likes of VT, Shenmue and MSR hadn't been released.
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Still suck though... o_0
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"I wish they'd make a follow up to Theme Hospital"
EA destroyed Bullfrog and sits on the licence like it does with other non mainstream IP. No chance of that ever happening. Even if they did, it will just be unimproved shit.
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EG just a note House of the Dead III(Xbox) is not a Dreamcast title, I think you meant House of the Dead II.
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I don't know, but I think it's a real shame if the PC dies as a gaming platform. I certainly would play fewer games if that happened.
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The problem with the PC market is that it needs one organisation to whip the PC gaming world into shape, somehow standardising gamepad support and incorporating some kind of quality control testing in order to ensure games work straight out of the box. And that said organisation could then use some...I don't know - let's call it an 'extender' device...in order to pipe these games into the living room...let me see...which company could possibly bring that about? MS.
IMHO the PC gaming world can never break out of the rut that it finds itself in because quite simply MS doesn't have the inclination to bring this about. Not that I've got any problems with MS's gaming alternative. The consoles have always benefitted from having one particular coordinating organisation behind them, ensuring their well being. The PC world can never hope to match this without a similarly coordinated approach and will always be a little shambolic, the way it is today.
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What gets my goat is when you have people claiming that you cannot, cannot play an FPS on a console. Or if you do, you're probably a bit shlt and a PC Gamer is still vastly superior to you, because you clearly don't take gaming seriously.
Screw all of that.
Valid points are still to be made about how MMO's and RTS's are still better suited to PCs, but the gap is closing...... and you could argue that far more genre's can be played on a console.
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As for the keyboard+mouse argument, it's simply a case of one control method being easier than another. I'm quite fond of the controller+mouse combo (oblivion on pc works well with it), it's all about how much action each hand can do within human ergonomics. And before anyone preaches about a 'level playing field', you get joysticks for flight sims, steering wheels for racing games, light guns and all manner of different control devices.
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Spot on. I dont know about other people, but im an IT consultant, so the last thing that I want to do when i get home is spend another god knows how many hours staring at a monitor in a back spasm inducing IKEA hell chair.
I dunno....PCs just arent a novelty any more. Sure everyone has them and a lot of people have broadband, which has opened them up to a world of possibility that doesnt include games. I mean, years ago before dial-up and while dial up was a penny a minute, all you could really do on a PC was work or play games. Now I can spend just as much time farting around on the internet as I ever did playing Quake or Command and Conquer.
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"The problem with the PC market is that it needs one organisation to whip the PC gaming world into shape, somehow standardising gamepad support"
Well that will be Microsoft then with Windows, Direct X and all sorts of other plug and play support. Given the huge variety of hardware out there it amazing anyting works and I think think they do a pretty good job.
"and incorporating some kind of quality control testing in order to ensure games work straight out of the box"
That will never happen on any open platform. What you talking about there is licensing the compiler so that only officially licensed products can be released on Windows. It simply won't happen, which is good and bad. Bad for the reason you gave, but good insofar as it allows the homebrew and mod scene to exist on the PC platform. Which is a string to its bow that no current console can match and one of the reasons it stays alive as a gaming platform. I honestly believe that licensed delivery would kill the PC as a games machine.
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Most definitely yes, asking for internet authorisation for a singleplayer game (at release) must have been the most silly decision ever, it's very unpractical for consumers also. I think Valve just got scared of Gabe's 'little' leak and they wanted to push Steam way too soon.
About PC: keyboard/mouse is fine and still the best way to fully enjoy an FPS and an RTS if you ask me, even other genres like RPG's, Turnbased Strategy games are still very suitable for this platform. There is simply so much more you can easily do with keyboard/mouse. And there is always an option to add a good(!) gamepad, steering wheel or joystick. RTS's on consoles have never been worthy of mentioning actually so I definitely don't see a 'closing gap', even in the area of console FPS's there hasn't been much progression since Goldeneye. There are the patch issues for PC titles and such but I guess it has been proven already that that isn't a PC-only problem anymore. I am willing to accept those problems any day just for the advantages and more possibilities of this platform. The price might be steep at times but with enough patience and the right time to buy your hardware I find it not that much of a problem.
Still, if you truly need a big company to promote your gamesmachine, to hold your hand and to ask for more money per game, then be my guest. It's your loss. Each platform has its own strengths of course but someone saying that PC gaming in general is dead right now simply because of lesser sales and about specific platform problems that are known since decades, just proves he/she knows nothing about the PC's worthwile gamesportfolio at all.
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Then suddenly I realized... why do I do this? Why not just use a console? Only two things came to mind... pc games cost less, and they are quicker to load and save - mostly. I don't know how Dreamfall is for the Xbox or PS2, but I'm pretty sure the PC has faster loading.
So the fact is, I turned my PC into a console for me to thoroughly enjoy a game. What does that say about PC gaming?
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As for teh Xbox 360, its got the potential. But it needs the games. And it needs them in numbers before the hype train starts for the PS3. But with Halo 3, Gears Of War, Lost Odessey and Lost Planet (to name a few) on the horisen not to mention the surprises obviously waiting at E3 I think Microsoft can put up a healthy challenge. But thats only if these titles live up to expectations and they come soon. The 360 needs an extremely strong 2006 and more importantly it needs to dominate E3. It could happen...but time will tell.
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"asking for internet authorisation for a singleplayer game (at release) must have been the most silly decision ever"
I guess your definition of silly includes making a sack load of money. I'll have a piece of that silliness, no question.
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Learn how to take a joke.
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Example oblivion (which i have bought). Whilst others rave about it I just find the world to be strangely dead. I even kinda miss the beggers.
MMOs are not for everyone, but my 2 cent is that I think (as the article suggests) that they are begining to distort the market for the pc.
And as for the price of a gaming pc - It is cheaper then ever. (Really - put a 7600 gts in a standard beige box and you can play pretty much anything up to 1280x1024 which is the res of most LCDs)
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Would it have been that much of a difference if they didn't do the authorisation just to be able to play the game? HL2 got cracked anyway you know and in the end an online key is temptive enough just for the updates. And it's not like they never had a big commercial success prior to HL2, Valve ain't Ritual or so. The whole digital distribution-, boxes without goodies-, too short episodical content-things are just ways to squeeze more money out of us. Worst thing of all is that they, as a big company even, get praise for it while EA gets the slack. In the end, it's all an evolution for the worse.
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Well I agree it was a bit of a pain when you had the install disc in your hand, but its all part of a longer term plan that involves delivering content direct rather than on physical media. I know that HL2 got cracked eventually, but most people didn't want to wait so the longer the security holds the more sales are made. Valve might have a bit of spare cash these days, but they got it through hard work producing quality products, so I don't begrudge them their profits. EA I view slightly differently in that respect...
"boxes without goodies-, too short episodical content-things are just ways to squeeze more money out of us"
We don't have to buy stuff, we always have the choice. Again I agree that in some cases episoidal content is not priced competetively when compared to full packages (Oblivion add-ons being the current and prime example), but again I say that we hold the power. If we don't like the deal we don't have to take it and if bad pricing affects sales the prices we be adjusted in the future.
All businesses follow the same basic principle. You charge the very maximum you can without impacting profititability. You have to charge AT LEAST your costs or you go out of business, but that is known as breaking even and no business wants to operate on that line. If you charge too much people stop buying your stuff and your profits fall. Its a balancing act that eveyone follows, games are no different.
I do agree with you that the new delivery models don't always give us the best deal. But if we just keep buying whilst grumbling quietly then we get what we deserve. Lots of people slated Steam, but they bought HL2 all the same.
I actually think Steam is a good idea, but its first version had a few issues. Name me a technology that hasn't had some problems first time around.
"In the end, it's all an evolution for the worse"
It will only be that way if we let it be. As customers, we are the dangerous world that newly evolved products have to face. Just like species evolution, if the new product can't survive us (by making us buy it) it will die. Valve know that and they will want to respond to customer concerns as Steam evolves, 'cos they know they rsk losing our cash if they don't.
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