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Giant Bomb @ E3 2016 | WEED3

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There's more to it than that. Steam never tied the entire store to a completely new executable standard.

And Steam didnt have a disaster of a precursor in GFWL lingering over it. That's the hard sell for many, you know. It's uphill to prove its value and make folks believe it won't run into the same pitfalls as GFWL.
 
So, I work on the Store, but Phil is completely right - if we never released first-party games exclusively on the Store, then we wouldn't have learned nearly as much as we have. Steam releases would have meant much lower volume on the Store. Lower volume on the Store would've meant much less traction with customers, and much less ability for us to debug issues and improve things.

Our success with Forza Apex and Killer Instinct has in particular proven this - they were successful for customers, and successful for us in terms of volume and our ability to find and fix issues more quickly.

Even though we already had a massive amount of improvements in the works for the Anniversary Update coming this Summary, those improvements would've been much less effective without what we learned about releasing the games we did release on the Store so far.


In the meantime, absolutely no one is oblivious to the issues we have with the current iteration in the Store. Especially Phil - he's just as genuine and knowledgeable in person as he is in interviews.

The KI launch on the store was a bit clunky, but the game itself is absolutely fantastic. I'm so happy that I can use my 360 fight stick. That literally was the only reason I didn't dive into the XB1 version. I wasn't about to go out and buy a new stick for the XB1.

I think you guys and gals over there still have a hill to climb. At least around here, when Durante is convinced is when I'm going to be convinced.
 
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