Sounds like it's time you modded a different engine then, doesn't it?I don't mod or edit games which require Steam because of the very reasons I listed. It's a shame Valve had to ruin modding for its games in the name of greed and control.
You will be safe from Valve's mind control then...I said nothing about mind control. However, Steam does give Valve unprecedented control over and greatly limits how its customers play and otherwise use its games. That's not paranoia. Any rational person who has studied how Steam works and has read the Steam EULA would come to the same conclusion.
I don't understand why people cry about Steam either. As far as being a "huge waste of resources," it doesn't even register on my CPU utilization, and takes up a whopping 2% of my RAM. BIIIIIG waste of resources. :-/Steam does waste RAM. How much of an impact it has depends on your PC's resources. To see how much of an impact it can have, run the last version of Half-Life 1 without Steam on an old PC, and then try the Steam version. Steam is also extremely wasteful of hard drive space especially if you install all of the various Steam games and mods. That GCF file system is a big redundant and protected mess which makes game updates impossible to track since Valve provides no tools to create or access the GCF files and it makes modding and editing existing game content impossible.*
My advice is that if you don't like it, don't buy it.I have never purchased a Valve product which required Steam from its onset. However, Valve foisted Steam upon users of all of its products by requiring it for online play of its past titles.
I find it unobtrusive, easy to use, and I'd buy another game via Steam in a heartbeat.A fool and his money are soon parted.
Remember back in the 90s when games were fun because of the gameplay? I'm amazed at how much detail can go into art/tech in games these days, but so rarely do we get that same amount of fucking detail in important areas such as gameplay, innovation, creativity, style (and no, not rehashing the same sci-fi/cyberpunk/rpg look every year slightly different doesn't count).
I don't understand why people cry about Steam either.
I don't understand what is confusing about steam. I use it, seems simple enough to me. It's "different" than what we are use to, but that's all I can really say about it. Doesn't bother me one way or another, and I haven't had any problems with it.Ignorance is bliss.
Because the WON master server is long dead?Actually it isn't. WON master servers are still running since I know of a few games which still use them. However, the WON servers used for Half-Life 1 and its mods have been gone since last fall.
Why do I need steam to play HL1 now when I didn't 5 years ago?
you only have to open steam when you play a gameOh that's the only time you have to worry about it, eh? What a relief! I only have to put up with Steam's huge waste of resources and hard drive space and its authentication and mandatory updating (which can take a long time to download or is unavailable) when I want to actually play one of games which requires it. LOL!
It shouldn't have been designed as a tray applicationIt shouldn't have been designed at all, or at least not made mandatory to use just to play a game especially Valve's past titles.
I'm still always surprised less games are licensing technology. Building technology takes a long, long time.I'm not because your second statement is wrong. As DirectX has evolved, the ability to build a game around it has gotten much, much easier than the early days. XNA should make it even easier. The DirectX 9 SDK is basically an engine right now. Add a third-party physics engine, and you got everything you need for building the game from rendering with scripted shaders, audio, music, networking with text chat and lobby support, input device support with force-feedback, voice chat, and model format support built-in. With C# as the new language of preference by Microsoft, building a game using it and DirectX has substantially simplified the process. That is why there are so many games in development and even released which are built around home-grown DirectX 9 engines. With XNA, that trend should really accelerate.