Like Steamworks and Games for Windows Live, Impulse Reactor is offered free to developers -- but unlike those services, it doesn't require users to maintain accounts on those systems. So what's in it for Stardock?
"The requirement is that the developer has to put their title on Impulse, non-exclusively, and the benefit to us is that they're not using Steamworks," Wardell said. "When someone uses Steamworks, that leads to everything being on Steam, and that's a non-ideal situation for us."
"If they spend $10 million making a PC game, they don't want an SDK to come in and steal their experience," he went on. "This is something we heard loud and clear about Games for Windows Live in particular -- 'I have my game, and all of a sudden here's this bubbly interface.' Hey, Games for Windows: you didn't spend the money to make the game; don't hijack the experience as if it's somehow your game. And that applies to anyone who tries to inject their experience into the user's face."
I've Got The News Blues wrote on Mar 17, 2010, 01:29:How is Steam restrictive at all? Also, what is Brad talking about exclusive? I just bought the new Dawn of War exp pack at Target, and it uses steamworks. The first one was for sale on Direct2drive as well.Like Steamworks and Games for Windows Live, Impulse Reactor is offered free to developers -- but unlike those services, it doesn't require users to maintain accounts on those systems....When someone uses Steamworks, that leads to everything being on SteamAmen, Brad, now make it work reliably.
Small game developers really need a free, open multiplayer infrastructure like this. Rolling their own solution is too complicated and unreliable, Gamespy is too expensive, and Steam is too restrictive, selective, and excluding. If Stardock can pull this off without dropping the ball or restricting developers who use it, more power to it.