From 97e0bd003e3527ef13dca6622ae978b94f92268b Mon Sep 17 00:00:00 2001 From: J L Date: Mon, 11 Sep 2017 18:16:28 -0500 Subject: [PATCH] =?UTF-8?q?=E5=AE=8C=E6=88=90=E7=BF=BB=E8=AF=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 20161110 User Editorial Steam Machines & SteamOS after a year in the wild --- ...ines & SteamOS after a year in the wild.md | 116 ------------------ ...ines & SteamOS after a year in the wild.md | 113 +++++++++++++++++ 2 files changed, 113 insertions(+), 116 deletions(-) delete mode 100644 sources/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md create mode 100644 translated/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md diff --git a/sources/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md b/sources/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md deleted file mode 100644 index a6b8ac926d..0000000000 --- a/sources/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md +++ /dev/null @@ -1,116 +0,0 @@ -[Moelf](https://github.com/Moelf) 翻译中---- - -User Editorial: Steam Machines & SteamOS after a year in the wild -==== - - -On this day, last year, [Valve released Steam Machines onto the world][2], after the typical Valve delays. While the state of the Linux desktop regarding gaming has improved, Steam Machines have not taken off as a platform, and SteamOS remains stagnant. What happened with these projects from Valve? Why were they created, why did they fail, and what could have been done to make them succeed? - -**Context** - -In 2012, when Windows 8 released, it included an app store, much like iOS and Android. With the new touch-friendly user interface Microsoft debuted, there was a new set of APIs available called “WinRT,” for creating these immersive touch-friendly applications in the UI language called “Metro.” Applications created with this new API, however, could only be distributed via the Windows Store, with Microsoft taking out a 30% cut, just like the other stores. To Gabe Newell, CEO of Valve, this was unacceptable, and he saw the risks of Microsoft using its position to push the Windows Store and Metro applications to crush Valve, like what they had done to Netscape using Internet Explorer. - -To Valve, the strength of the PC running Windows was it that was an open platform, where anyone could run whatever they want without control over the operating system or hardware vendor. The alternative to these proprietary platforms closing in on third-party application stores like Steam was to push a truly open platform that grants freedoms to change, to everyone – Linux. Linux is just a kernel, but you can easily create an operating system with it and other software like the GNU core utilities and Gnome, such as Ubuntu. While pushing Ubuntu and other Linux distributions would allow Valve a sanctuary platform in case Microsoft or Apple turned hostile, Linux gave them possibilities to create a new platform. - -**Conception** - -Valve seemed to have found an opportunity in the console space, if we can call Steam Machines consoles. To achieve the user interface expectations of a console, being used on a large screen television from afar, Big Picture Mode was created. A core principle of the machines was openness; the software was able to be swapped out for Windows, as an example, and the CAD designs for the controller are available for people’s projects. - -Originally, Valve had planned to create their own box as a “flagship” machine. However, these only shipped as prototypes to testers in 2013\. They would also let other OEMs like Dell create their own Steam Machines as well, and allow a variety of pricing and specification options. A company called “Xi3” showed their small box, small enough to fit into a palm, as a possible candidate to become a premiere Steam Machine, which created more hype around Steam Machines. Ultimately, Valve decided to only go with OEM partners to make and advertise Steam Machines, rather than doing it themselves. - -More “out there” ideas were considered. Biometrics, gaze tracking, and motion controllers were considered for the controller. Of them, the released Steam Controller had a gyroscope, and the HTC Vive controllers had various tracking and motion features that may have been originally intended for the original controller concepts. The controller was also originally intended to be more radical in its approach, with a touchscreen in the middle that had customizable, context-sensitive actions. Ultimately, the launch controller was more conservative, but still had features like the dual trackpads and advanced software that gave it flexibility. Valve had also considered making a version of Steam Machines and SteamOS for smaller hardware like laptops. This ultimately never bore any fruit, though the “Smach Z” handheld could be compared to this. - -In [September 2013][3], Valve had announced Steam Machines and SteamOS, with an expected release in the middle of 2014\. The aforementioned 300 prototype machines were released to testers in December, and in January, 2000 more machines were provided to developers. SteamOS was released for testers experienced with Linux to try out. With the feedback given, Valve had decided to delay the release until November 2015. - -The late launch caused problems with partners; Dell’s Steam Machine was launched a year early running Windows as the Alienware Alpha, with extra software to improve usability with a controller. - -**Launch** - -With the launch, Valve and their OEM partners released their machines, and Valve also released the Steam Controller and the Steam Link. A retail presence was established with GameStop and other brick and mortar stores providing space. Before release, some OEMs pulled out of the launch; Origin PC and Falcon Northwest, two high-end boutique builders. They had claimed performance issues and limitations had made them decide not to ship SteamOS. - -The machines had launched to mixed reviews. The Steam Link was praised and many had considered buying one for their existing PC instead of buying a Steam Machine for the living room. The Steam Controller reception was muddled, due to its rich feature set but high learning curve. The Steam Machines themselves ultimately launched to the muddiest reception, however. Reviewers like LinusTechTips noticed glaring defects with the SteamOS software, including performance issues. Many of the machines were criticized for their high price point and poor value, especially when compared to the option of building a PC from the perspective of a PC gamer, or the price in comparison to other consoles. The use of SteamOS was criticized over compatibility, bugs, and lower performance than Windows. Of the available options, the Alienware Steam Machine was considered to be the most interesting option due to its value relative to other machines and small form factor. - -By using Debian Linux as the base, Valve had many “launch titles” for the platform, as they had a library of pre-existing Linux titles. The initial availability of games was seen as favourable over other consoles. However, many titles originally announced for the platform never came out, or came out much later. Rocket League and Mad Max only came out only recently after the initial announcements a year ago, and titles like The Witcher 3 and Batman: Arkham Knight never came for the platform, despite initial promises from Valve or publishers. In the case of The Witcher 3, the developer, CD Projekt Red, had denied they ever announced a port, despite their game appearing in a list of titles on sale that had or were announced to have Linux and SteamOS support. In addition, many “AAA” titles have not been ported; though this situation continues to improve over time. - -**Neglect** - -With the Steam Machines launched, developers at Valve had moved on to other projects. Of the projects being worked on, virtual reality was seen as the most important, with about a third of employees working on it as of June. Valve had seen virtual reality as something to develop, and Steam as the prime ecosystem for delivering VR. Using HTC to manufacture, they had designed their own virtual reality headset and controllers, and would continue to develop new revisions. However, Linux and Steam Machines had fallen to the wayside with this focus. SteamVR, until recently, did not support Linux (it's still not public yet, but it was shown off at SteamDevDays on Linux), which put into question Valve’s commitments to Steam Machines and Linux as an open platform with a future. - -There has been little development to SteamOS itself. The last major update, SteamOS 2.0 was mostly synchronizing with upstream Debian and required a reinstallation, and continued patches simply continue synchronizing with upstream sources. While Valve has made improvements to projects like Mesa, which have improved performance for many users, it has done little with Steam Machines as a product. - -Many features continue to go undeveloped. Steam’s built in functionality like chat and broadcasting continue to be weak, but this affects all platforms that Steam runs on. More pressingly, services like Netflix, Twitch, and Spotify are not integrated into the interface like most major consoles, but accessing them requires using the browser, which can be slow and clunky, if it even achieves what is wanted, or to bring in software from third-party sources, which requires using the terminal, and the software might not be very usable using a controller –this is a poor UX for what’s considered to be an appliance. - -Valve put little effort into marketing the platform, preferring to leave this to OEMs. However, most OEMs were either boutique builders or makers or barebones builders. Of the OEMs, only Dell was the major player in the PC market, and the only one who pushed Steam Machines with advertisements. - -Sales were not strong. With 500,000 controllers sold 7 months on (stated in June 2016), including those bundled with a Steam Machine. This puts retail Steam Machines, not counting machines people have installed SteamOS on, in the low hundred thousand mark. Compared to the existing PC and console install bases, this is low. - -**Post-mortem thoughts** - -So, with the story of what happened, can we identify why Steam Machines failed, and ways they could succeed in the future? - -_Vision and purpose_ - -Steam Machines did not make clear what they were in the market, nor did any advantages particularly stand out. On the PC flank, building PCs had become popular and is a cheaper option with better upgrade and flexibility options. On the console flank, they were outflanked by consoles with low initial investment, despite a possibly higher TCO with game prices, and a far simpler user experience. - -With PCs, flexibility is seen as a core asset, with users being able to use their machines beyond gaming, doing work and other tasks. While Steam Machines were just PCs running SteamOS with no restrictions, the SteamOS software and marketing had solidified their view as consoles to PC gamers, compounded by the price and lower flexibility in hardware with some options. In the living room where these machines could have made sense to PC gamers, the Steam Link offered a way to access content on a PC in another room, and small form factor hardware like NUCs and Mini-ITX motherboards allowed for custom built PCs that are more socially acceptable in living rooms. The SteamOS software was also available to “convert” these PCs into Steam Machines, but people seeking flexibility and compatibility often opted for a Linux or Windows desktop. Recent strides in Windows and desktop Linux have simplified maintenance tasks associated with desktop-experience computers, automating most of it. - -With consoles, simplicity is a virtue. Even as they have expanded in their roles, with media features often a priority, they are still a plug and play experience where compatibility and experience are guaranteed, with a low barrier of entry. Consoles also have long life cycles, ranging from four to seven years, and the fixed hardware during this life cycle allow developers to target and optimize especially for their specifications and features. New mid-life upgrades like “Scorpio” and PlayStation 4 Pro may change the unified experience previously shared by users, but manufactures are requiring games to work on the original model consoles to avoid the most problematic aspects. To keep users attached to the systems, social networks and exclusive games are used. Games also come on discs that can be freely reused and resold, which is a positive for retailers and users. Steam Machines have none of these guarantees; they carry PC complexity and higher initial prices despite a living room friendly exterior. - -_Reconciliation_ - -With this, Steam Machines could be seen as a “worst of both worlds” product, carrying the burdens of both kinds of product, without showing clearly as one or the other, or some kind of new product category. There also exist many deficiencies that neither party experiences, like lack of AAA titles that appear on consoles and Windows PCs, and lack of clients for services like Netflix. Despite this, Valve has shown little effort into improving the product or even trying to resolve the seemingly contradictory goals like the mutual distrust of PC and console gaming. - -Some things may make it impossible to reconcile the two concepts into one category or the other, though. Things like graphics settings and mods may make it hard to create a foolproof experience, and the complexity of the underlying system appears from time to time. - -One of the most complex parts is the concept of having a lineup – users need to evaluate not only the costs and specifications of a system, but its value and value relative to other systems. You need some way for the user to know that their hardware can run any given game, either by some automated benchmark system with comparison, or a grading system, though these need to be simple and need to support (almost) every game in the library. In addition, you also need to worry about how these systems and grades will age – what does a “2016 Grade A” machine mean three years from now? - -_Valve, effort, and organization_ - -Valve’s organizational structure may be detrimental to creating platforms like Steam Machines, let alone maintaining services like Steam. Their mostly leaderless structure with people supposedly moving their desks to ad-hoc units working on projects that they alone decide to work on can be great for creative endeavours, as well as research and development. It’s said Valve only hires what they consider to be the “cream of the crop,” with very strict standards, tying them to what they deem more "worthy" work. This view may be inaccurate though; as cliques often exist, the word of Gabe Newell is more important than the “leaked” employee handbook lets on, and people hired and then fired as needed, as a form of contractor working on certain aspects. - -However, this leaves projects that aren’t glamorous or interesting, but need persistent and often mundane work, to wither on the vine. Customer support for Valve has been a constant headache, with enraged users felt ignored, and Valve sometimes only acting when legally required to do so, like with the automated refund system that was forced into action by Australian and European legislation, or the Counter-Strike: Global Offensive item gambling site controversy involving the gambling commission of Washington State that’s still ongoing. - -This has affected Steam Machines as a result. With the launch delayed by a year, some partners’ hands were forced, by Dell launching the Alienware Steam Machine a year earlier as the Alienware Alpha – causing the hardware to be outdated on launch. These delays may have also affected game availability as well. The opinions of developers and hardware partners as a result of the delayed and non-monumental launch are not clear. Valve’s platform for virtual reality simply wasn’t available on Linux, and as such, SteamOS, until recently, even as SteamVR was receiving significant developer effort. - -The “long game” - -Valve is seen as playing a “long game” with Steam Machines and SteamOS, though it appears as if there is no roadmap. An example of Valve aiming for the long term is with Steam, from its humble and initially reviled beginnings as a patching platform for their games to the popular distribution and social network it is today. It also helped that Steam was required to play Valve’s games like Half-Life 2 and Counter-Strike 1.6\. However, it doesn’t seem as if Valve is putting in the effort to Steam Machines as they did with Steam before. There is also entrenched competition that Steam in the early days never really dealt with. Their competition includes arguably Valve itself, with Steam on Windows. - -_Gambit_ - -With the lack of developments in Steam Machines, one wonders if the platform was a bargaining chip of sorts. Steam Machines had been originally started over Valve’s Linux efforts took fruit because of concerns that Microsoft and Apple would have pushed them out of the market with native app stores, and Steam Machines grew so Valve would have a safe haven in case this happened, and a bargaining chip so Valve can remind the developers of its host platforms of possible independence. When these turned out to be non-threatening, Valve slowed down development. I don’t see this however; Valve has expended a lot of goodwill with hardware partners and developers trying to push this, only to halt it. You could say both Microsoft and Valve called each other’s bluffs – Microsoft with a locked-down Windows 8, and Valve’s capability as an independent player. - -Even then, who is to say developers wouldn’t follow Microsoft with a locked-in platform, if they can offer superior deals to publishers, or better customer relationships? In addition, now Microsoft is pushing Xbox on Windows integration with cross-buy, Xbox Live integration, and Xbox exclusive games on Windows, all while preserving Windows as an open platform – arguably more a threat to Steam. - -Another point you could argue is that all of this with Steam Machines was simply to push Linux adoption with PC gaming, and Steam Machines were simply to make it more palatable to publishers and developers by implying a large push and continued support. However, this made it an awfully expensive gambit, and developers continued to support Linux before and after Steam Machines, and could have backfired with developers pulling out of Linux due to the lack of the Promised Land of SteamOS coming. - -**My opinions on what could have been done** - -I think there’s an interesting product with Steam Machines, and that there is a market for it, but lack of interest and effort, as well as possible confusion in what it should have been has been damaging for it. I see Steam Machines as a way to cut out the complexity of PC gaming of worrying about parts, life cycles, and maintenance; while giving the advantages like cheap games, mods, and an open platform that can be fiddled with if the user desires. However, they need to get core aspects like pricing, marketing, lineup, and software right. - -I think Steam Machines can make compromises on things like upgradability (Though it’s possible to preserve this – but it should be done with attention to user experience.) and choices, to reduce friction. PCs would still exist to these options. The paralysis of choice is a real dilemma, and the sheer amount of poorly valued options available with Steam Machines didn't help. Valve needs a flagship machine to lead Steam Machines. Arguably, the Alienware model was close, but it wasn’t made officially so. There’s good industrial design talent in Valve, and if they focused on their own machine, and with effort put in, it might be worth it. A company like Dell or HTC can manufacture for Valve, bringing their experience in. Defining life cycles and only having one or two specifications updated periodically would help, especially if they worked with developers to establish this is a baseline that should be supported. I’m not sure with OEMs; if Valve is putting their effort behind one machine, they might be made redundant and ultimately only hindering development of the platform. - -Addressing the software issues is essential. The lack of integration with services like Netflix and Twitch that exist fluidly on console and easily put into place on PC, despite living room user interface issues, are holding Steam Machines back. Although Valve has slowly been acquiring movie licenses for distribution on Steam, people will use existing and trusted streaming sources. This needs to be addressed, especially as people use their consoles as parts of their home theatre. Fixing issues with the Steam client and platform are essential, and feature parity with other platforms is a good idea. Performance issues with Linux and its graphics stack are also a problem, but this is slowly improving. Getting ports of games will also be another issue. Game porting shops like Feral Interactive and Aspyr Media help the library, but they need to be contracted by publishers and developers, and they often use wrappers that add overhead. Valve has helped studios directly with porting, such as with Rocket League, but this has rarely happened and when it did, slowly at the typical Valve pace. The monolith of AAA games can’t be ignored either – the situation has improved dramatically, but studios like Bethesda are still reluctant to port, especially with a small user base, lack of support from Valve with Steam Machines even if Linux is doing relatively well, and the lack of extra DRM like Denuvo. - -Valve also needs to put effort into the other bits beyond hardware and software. With one machine, they have an interest and can subsidize the hardware effectively. This would put it into parity with consoles, and possibly cheaper than custom built PCs. Efforts to marketing the product to market segments that would be interested in the machines are essential, whatever they are. (I myself would be interested in the machines. I don’t like the hassle of dealing with PC building or the premium on prebuilt machines, but consoles often lack the games I want to play, and I have an existing library of games on Steam I acquired cheaply.) Retail partners may not be effective, due to their interest in selling and reselling physical copies of games. - -Even with my suggestions towards the platform and product, I’m not sure how effective it would be to help Steam Machines achieve their full potential and do well in the marketplace. Ultimately, learning from not just your own mistakes, but the mistakes of previous entrants like 3DO and Pippin who relied on an open platform or were descended from desktop-experience computing, which are relevant to Valve’s current situation, and the future of Nintendo's Switch, which steps into the realm of possible confusion between values. - -_Note: Clearing up done by liamdawe, all thoughts are from the submitter._  - -This article was submitted by a guest, we encourage anyone to [submit their own articles][1]. - --------------------------------------------------------------------------------- - -via: https://www.gamingonlinux.com/articles/user-editorial-steam-machines-steamos-after-a-year-in-the-wild.8474 - -作者:[calvin][a] -译者:[译者ID](https://github.com/译者ID) -校对:[校对者ID](https://github.com/校对者ID) - -本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出 - -[a]:https://www.gamingonlinux.com/profiles/5163 -[1]:https://www.gamingonlinux.com/submit-article/ -[2]:https://www.gamingonlinux.com/articles/steam-machines-steam-link-steam-controller-officially-released-steamos-sale.6201 -[3]:https://www.gamingonlinux.com/articles/valve-announces-steam-machines-you-can-win-one-too.2469 diff --git a/translated/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md b/translated/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md new file mode 100644 index 0000000000..9ae3a5f5af --- /dev/null +++ b/translated/tech/20161110 User Editorial Steam Machines & SteamOS after a year in the wild.md @@ -0,0 +1,113 @@ +用户报告:Steam Machines 与 SteamOS 发布一周年记 +==== + +去年今日,在非常符合 Valve 风格的跳票之后大众迎来了 [Steam Machine 的发布][2]。即使是在 Linux 桌面环境对于游戏的支持大步进步的今天,Steam Machines 作为一个平台依然没有飞跃,而 SteamOS 似乎也止步不前。这些由 Valve 发起的项目究竟怎么了?这些项目为何被发起,又是如何失败的?一些改进又是否曾有机会挽救这些项目的成败? + +**行业环境** + +在 2012 年 Windows 8 发布的时候,微软像 iOS 与 Android 那样,为 Windows 集成了一个应用商店。在微软试图推广对触摸体验友好的界面时,为了更好的提供 “Metro” UI 语言指导下的沉浸式触摸体验,他们同时推出了一系列叫做 “WinRT” 的 API。然而为了能够使用这套 API,应用开发者们必须把应用程序通过 Windows 应用商城发布,并且正如其他应用商城那样,微软从中抽成30%。对于 Valve 的 CEO,Gabe Newell (G胖) 而言,这种限制发布平台和抽成行为是让人无法接受的,而且他前瞻地看到了微软利用行业龙头地位来推广 Windows 商店和 Metro 应用对于 Valve 潜在的危险,正如当年微软用 IE 浏览器击垮 Netscape 浏览器一样。 + +对于 Valve 来说,运行 Windows 的 PC 的优势在于任何人都可以不受操作系统和硬件方的限制运行各种软件。当像 Windows 这样的专有平台对像 Steam 这样的第三方软件限制越来越严格时,应用开发者们自然会想要寻找一个对任何人都更开放和自由的替代品,他们很自然的会想到 Linux 。Linux 本质上只是一套内核,但你可以轻易地使用 GNU 组件,Gnnome 等软件在这套内核上开发出一个操作系统,比如 Ubuntu 就是这么来的。推行 Ubuntu 或者其他 Linux 发行版自然可以为 Valve 提供一个无拘无束的平台,以防止微软或者苹果变成 Valve 作为第三方平台之路上的的敌人,但 Linux 甚至给了 Valve 一个创造新的操作系统平台的机会。 + +**概念化** + +如果我们把 Steam Machines 叫做主机的话,Valve 当时似乎认定了主机平台是一个机会。为了迎合用户对于电视主机平台用户界面的审美期待,同时也为了让玩家更好地从稍远的距离上在电视上玩游戏,Valve 为 Steam 推出了 Big Picture 模式。Steam Machines 的核心要点是开放性;比方说所有的软件都被设计成可以脱离 Windows 工作,又比如说 Steam Machines 手柄的 CAD 图纸也被公布出来以便支持玩家二次创作。 + +原初计划中,Valve 打算设计一款官方的 Steam Machine 作为旗舰机型。但最终,这些机型只在 2013 年的时候作为原型机给与了部分测试者用于测试。Valve 后来也允许像戴尔这样的 OEM 厂商们制造 Steam Machines,并且也赋予了他们定制价格和配置规格的权利。有一家叫做 “Xi3” 的公司展示了他们设计的 Steam Machine 小型机型,那款机型小到可以放在手掌上,这一新闻创造了围绕 Steam Machines 的更多热烈讨论。最终,Valve 决定不自己设计知道 Steam Machines,而全权交给 OEM 合作厂商们。 + +这一过程中还有很多天马行空的创意被列入考量,比如在手柄上加入生物识别技术,眼球追踪以及动作控制等。在这些最初的想法里,陀螺仪被加入了 Steam Controller 手柄,HTC Vive 的手柄也有各种动作追踪仪器;这些想法可能最初都来源于 Steam 手柄的设计过程中。手柄最初还有些更激进的设计,比如在中心放置一块可定制化并且会随着游戏内容变化的触摸屏。但最后的最后,发布会上的手柄偏向保守了许多,但也有诸如双触摸板和内置软件等黑科技。Valve 也考虑过制作面向笔记本类型硬件的 Steam Machines 和 SteamOS。这个企划最终没有任何成果,但也许 “Smach Z” 手持游戏机会是发展的方向之一。 + +在 [2013年九月][3],Valve 对外界宣布了 Steam Machines 和 SteamOS, 并且预告会在 2014 年中发布。前述的 300 台原型机在当年 12 月被分发给了测试者们,随后次年 1 月,2000 台原型机又被分发给了开发者们。SteamOS 也在那段时间被分发给有 Linux 经验的测试者们试用。根据当时的测试反馈,Valve 最终决定把产品发布延期到 2015 年 11 月。 + +SteamOS 的延期跳票给合作伙伴带来了问题;戴尔的 Steam Machine 由于早发售了一年结果不得不改为搭配了额外软件甚至运行着 Windows 操作系统的 Alienware Alpha。 + +**正式发布** + +在最终的正式发布会上,Valve 和 OEM 合作商们发布了 Steam Machines,同时 Valve 还推出了 Steam Controller 手柄和 Steam Link 串流游戏设备。Valve 也在线下零售行业比如 GameStop 里开辟了货架空间。在发布会前,有几家 OEM 合作商退出了与 Valve 的合作;比如 Origin PC 和 Falcon Northwest 这两家高端精品主机设计商。他们宣称 Steam 生态的性能问题和一些限制迫使他们决定弃用 SteamOS。 + +Steam Machines 在发布后收到了褒贬不一的评价。另一方面 Steam Link 则普遍受到好评,很多人表示愿意在客厅电视旁为他们已有的 PC 系统购买 Steam Link, 而不是购置一台全新的 Steam Machine。Steam Controller 手柄则受到其丰富功能伴随而来的陡峭学习曲线影响,评价一败涂地。然而针对 Steam Machines 的批评则是最猛烈的。诸如 LinusTechTips 这样的评测团体 (译者:YouTube硬件界老大,个人也经常看他们节目) 注意到了主机的明显的不足,其中甚至不乏性能为题。很多厂商的 Machines 都被批评为性价比极低,特别是经过和玩家们自己组装的同配置机器或者电视主机做对比之后。SteamOS 而被批评为兼容性有问题,Bugs 太多,以及性能不及 Windows。在所有 Machines 里,戴尔的 Alienware Alpha 被评价为最有意思的一款,主要是由于品牌价值和机型外观极小的缘故。 + +通过把 Debian Linux 操作系统作为开发基础,Valve 得以为 SteamOS 平台找到很多原本就存在与 Steam 平台上的 Linux 兼容游戏来作为“首发游戏”。所以起初大家认为在“首发游戏”上 Steam Machines 对比其他新发布的主机优势明显。然而,很多宣称会在新平台上发布的游戏要么跳票要么被中断了。Rocket League 和 Mad Max 在宣布支持新平台整整一年后才真正发布,而 巫师3 和蝙蝠侠:阿克汉姆骑士 甚至从来没有发布在新平台上。就 巫师3 的情况而言,他们的开发者 CD Projekt Red 拒绝承认他们曾经说过要支持新平台;然而他们的游戏曾在宣布支持 Linux 和 SteamOS 的游戏列表里赫然醒目。雪上加霜的是,很多 AAA 级的大作甚至没被宣布移植,虽然最近这种情况稍有所好转了。 + +**被忽视的** + +在 Stame Machines 发售后,Valve 的开发者们很快转移到了其他项目的工作中去了。在当时,VR 项目最为被内部所重视,6 月份的时候大约有 1/3 的员工都在相关项目上工作。Valve 把 VR 视为亟待开发的一片领域,而他们的 Steam 则应该作为分发 VR 内容的生态环境。通过与 HTC 合作生产,Valve 设计并制造出了他们自己的 VR 头戴和手柄,并计划在将来更新换代。然而与此同时,Linux 和 Steam Machines 都渐渐淡出了视野。SteamVR 甚至直到最近才刚刚支持 Linux (其实还没对普通消费者开放使用,只在 SteamDevDays 上展示过对 Linux 的支持),而这一点则让我们怀疑 Valve 在 Stame Machines 和 Linux 的开发上是否下定了足够的决心。 + +SteamOS 自发布以来几乎止步不前。SteamOS 2.0 作为上一个大版本号更新,几乎只是同步了 Debian 上游的变化,而且还需要用户重新安装整个系统,而之后的小补丁也只是在做些上游更新的配合。当 Valve 在其他事关性能和用户体验的项目,例如 Mesa,上进步匪浅的时候,针对 Steam Machines 的相关项目则少有顾及。 + +很多原本应有的功能都从未完成。Steam 的内置功能,例如聊天和直播,都依然处于较弱的状态,而且这种落后会影响所有平台上的 Steam 用户体验。更具体来说,Steam 没有像其他主流主机平台一样把诸如 Netflix,Twitch 和 Spotify 之类的服务集成到客户端里,而通过 Steam 内置的浏览器使用这些服务则体验极差,甚至无法使用;而如果要使用第三方软件则需要开启 Terminal,而且很多软件甚至无法支持控制手柄 —— 无论从哪方面讲这样的用户界面体验都糟糕透顶。 + +Valve 同时也几乎没有花任何力气去推广他们的新平台而选择把一切都交由 OEM 厂商们去做。然而,几乎所有 OEM 合作商们要么是高端主机定制商,要么是电脑生产商,要么是廉价电脑公司(译者:简而言之没有一家有大型宣传渠道)。在所有 OEM 中,只有戴尔是 PC 市场的大碗,也只有他们真正给 Steam Machines 做了广告宣传。 + +最终销量也不尽人意。截至 2016 年 6 月,7 个月间 Steam Controller 手柄的销量在包括捆绑销售的情况下仅销售 500,000 件。这让 Steam Machines 的零售情况差到只能被归类到十万俱乐部的最底部。对比已经存在的巨大 PC 和主机游戏平台,可以说销量极低。 + +**事后诸葛亮** + +既然知道了 Steam Machines 的历史,我们又能否总结出失败的原因以及可能存在的翻身改进呢? + +_视野与目标_ + +Steam Machines 从来没搞清楚他们在市场里的定位究竟是什么,也从来没说清楚他们具体有何优势。从 PC 市场的角度来说,自己搭建台式机已经非常普及并且往往让电脑的可以匹配玩家自己的目标,同时升级性也非常好。从主机平台的角度来说,Steam Machines 又被主机本身的相对廉价所打败,虽然算上游戏可能稍微便宜一些,但主机上的用户体验也直白很多。 + +PC 用户会把多功能性看得很重,他们不仅能用电脑打游戏,也一样能办公和做各种各样的事情。即使 Steam Machines 也是跑着的 SteamOS 操作系统的自由的 Linux 电脑,但操作系统和市场宣传加固了 PC 玩家们对 Steam Machines 是不可定制硬件,低价的更接近主机的印象。即使这些 PC 用户能接受在客厅里购置一台 Steam Machines,他们也有 Steam Link 可以选择,而且很多更小型机比如 NUC 和 Mini-ITX 主板定制机可以让他们搭建更适合放在客厅里的电脑。SteamOS 软件也允许把这些硬件转变为 Steam Machines,但寻求灵活性和兼容性的用户通常都会使用一般 Linux 发行版或者 Windows。二矿最近的 Windows 和 Linux 桌面环境都让维护一般用户的操作系统变得自动化和简单了。 + +电视主机用户们则把易用性放在第一。虽然近年来主机的功能也逐渐扩展,比如可以播放视频或者串流,但总体而言用户还是把即插即用即玩,不用担心兼容性和性能问题和低门槛放在第一。主机的使用寿命也往往较常,一般在 4-7 年左右,而统一固定的硬件也让游戏开发者们能针对其更好的优化和调试软件。现在刚刚新起的中代升级,例如天蝎和 PS 4 Pro 则可能会打破这样统一的游戏体验,但无论如何厂商还是会要求开发者们需要保证游戏在原机型上的体验。为了提高用户粘性,主机也会有自己的社交系统和独占游戏。而主机上的游戏也有实体版,以便将来重用或者二手转卖,这对零售商和用户都是好事儿。Steam Machines 则完全没有这方面的保证;即使长的像一台客厅主机,他们却有 PC 高昂的价格和复杂的硬件情况。 + +_妥协_ + +综上所述,Steam Machines 可以说是“集大成者”,吸取了两边的缺点,又没有自己明确的定位。更糟糕的是 Steam Machines 还展现了 PC 和主机都没有的毛病,比如没有 AAA 大作,又没有 Netflix 这样的客户端。抛开这些不说,Valve 在提高他们产品这件事上几乎没有出力,甚至没有尝试着解决 PC 和主机两头定位矛盾这一点。 + +然而在有些事情上也许原本 PC 和主机就没法折中妥协。像图像设定和 Mod 等内容的加入会无法保证“傻瓜机”一般的可靠,而且系统下层的复杂性也会逐渐暴露。 + +而最复杂的是 Steam Machines 多变的硬件情况,这使得用户不仅要考虑价格还要考虑配置,还要考虑这个价格下和别的系统(PC 和主机)比起来划算与否。更关键的是,Valve 无论如何也应该做出某种自动硬件检测机制,这样玩家才能知道是否能玩某个游戏,而且这个测试既得简单明了,又要能支持 Steam 上几乎所有游戏。同时,Valve 还要操心未来游戏对配置需求的变化,比如2016 年的 "A" 等主机三年后该给什么评分呢? + +_Valve, 个人努力与公司结构_ + +尽管 Valve 在 Steam 上创造了辉煌,但其公司的内部结构可能对于开发一个像 Steam Machines 一样的平台是有害的。他们几乎没有领导的自由办公结构,以及所有人都可以自由移动到想要工作的项目组里决定了他们具有极大的创新,研发,甚至开发能力。据说 Valve 只愿意招他们眼中的的 "顶尖人才",通过极其严格的筛选标准,并通过让他们在自己认为“有意义”的项目里工作以保持热情。然而这种思路很可能是错误的;拉帮结派总是存在,而 G胖 的话或许比公司手册上写的还管用,而又有人时不时会由于特殊原因被雇佣或解雇。 + +正因为如此,很多虽不闪闪发光甚至维护起来有些无聊但又需要大量时间的项目很容易枯萎。Valve 的客服已是被人诟病已久的毛病,玩家经常觉得被无视了,而 Valve 则经常不到万不得已法律要求的情况下绝不行动:例如自动退款系统,就是在澳大利亚和欧盟法律的要求下才被加入的;更有目前还没结案的华盛顿州 CS:GO 物品在线赌博网站一案。 + +各种因素最后也反映在 Steam Machines 这一项目上。Valve 方面的跳票迫使一些合作方做出了尴尬的决定,比如戴尔提前一年发布了 Alienware Alpha 外观的 Steam Machine 就在一年后的正式发布时显得硬件状况落后了。跳票很可能也导致了游戏数量上的问题。开发者和硬件合作商的对跳票和最终毫无轰动的发布也不明朗。Valve 的 VR 平台干脆直接不支持 Linux,而直到最近,SteamVR 都风风火火迭代了好几次之后,SteamOS 和 Linux 依然不支持 VR。 + +_“长线钓鱼”_ + +尽管 Valve 方面对未来的规划毫无透露,有些人依然认为 Valve 在 Steam Machine 和 SteamOS 上是放长线钓大鱼。他们论点是 Steam 本身也是这样的项目 —— 一开始作为游戏补丁平台出现,到现在无敌的游戏零售和玩家社交网络。虽然 Valve 的独占游戏比如 Half-Life 2 和 CS 也帮助了 Steam 平台的传播。但现今我们完全无法看到 Valve 像当初对 Steam 那样上心 Steam Machines。同时现在 Steam Machines 也面临着 Steam 从没碰到过的激烈竞争。而这些竞争里自然也包含 Valve 自己的那些把 Windows 作为平台的 Steam 客户端。 + +_真正目的_ + +介于投入在 Steam Machines 上的努力如此之少,有些人怀疑整个产品平台是不是仅仅作为某种博弈的筹码才被开发出来。原初 Steam Machines 就发家于担心微软和苹果通过自己的应用市场垄断游戏的反制手段当中,Valve 寄希望于 Steam Machines 可以在不备之时脱离那些操作系统的支持而运行,同时也是提醒开发者们,也许有一日整个 Steam 平台会独立出来。而当微软和苹果等方面的风口没有继续收紧的情况下,Valve 自然就放慢了开发进度。然而我不这样认为;Valve 其实已经花了不少精力与硬件商和游戏开发者们共同推行这件事,不可能仅仅是为了吓吓他人就终止项目。你可以把这件事想成,微软和 Valve 都在吓唬对方 —— 微软推出了突然收紧的 Windows 8 而 Valve 则展示了一下可以独立门户的能力。 + +但即使如此,谁能保证开发者不会愿意跟着微软的封闭环境跑了呢?万一微软最后能提供更好的待遇和用户群体呢?更何况,微软现在正大力推行 Xbox 和 Windows 的交叉和整合,甚至 Xbox 独占游戏也出现在 Windows 上,这一切都没有损害 Windows 原本的平台性定位 —— 谁还能说微软方面不是 Steam 的直接竞争对手呢? + +还会有人说这一切一切都是为了推进 Linux 生态环境尽快接纳 PC 游戏,而 Steam Machines 只是想为此大力推一把。但如果是这样,那这个目的实在是性价比极低,因为本愿意支持 Linux 的自然会开发,而 Steam Machines 这一出甚至会让开发者对平台期待额落空从而伤害到他们。 + +**大家眼中 Valve 曾经的机会** + +我认为 Steam Machines 的创意还是很有趣的,而也有一个与之匹配的市场,但就结果而言 Valve 投入的创意和努力还不够多,而定位模糊也伤害了这个产品。我认为 Steam Machines 的优势在于能砍掉 PC 游戏传统的复杂性,比如硬件问题,整机寿命和维护等;但又能拥有游戏便宜,可以打 Mod 等好处,而且也可以做各种定制化以满足用户需求。但他们必须要让产品的核心内容:价格,市场营销,机型产品线还有软件的质量有所保证才行。 + +我认为 Steam Machines 可以做出一点妥协,比如硬件升级性(尽管这一点还是有可能被保留下来的 —— 但也要极为小心整个过程对用户体验的影响)和产品选择性,来减少摩擦成本。PC 一直会是一个并列的选项。想给用户产品可选性带来的只有一个困境,成吨的质量低下的 Steam Machines 根本不能解决。Valve 得自己造一台旗舰机型来指明 Steam Machines 的方向。毫无疑问,Alienware 的产品是最接近理想目标的,但他说到底也不是 Valve 的官方之作。Valve 内部不乏优秀的工业设计人才,如果他们愿意投入足够多的重视,我认为结果也许会值得他们努力。而像戴尔和 HTC 这样的公司则可以用他们丰富的经验帮 Valve 制造成品。直接钦定 Steam Machines 的硬件周期,并且在期间只推出 1-2 台机型也有助于帮助解决问题,更不用说他们还可以依次和开发商们确立性能的基准线。我不知道 OEM 合作商们该怎么办;如果 Valve 专注于自己的几台设备里,OEM 们很可能会变得多余甚至拖平台后腿。 + +我觉得修复软件问题是最关键的。很多问题在严重拖着 Steam Machines 的后退,比如缺少主机上遍地都是,又能轻易安装在 PC 上的的 Netflix 和 Twitch,即使做好了客厅体验问题依然是严重的败笔。即使 Valve 已经在逐步购买电影的版权以便在 Steam 上发售,我觉得用户还是会倾向于去使用已经在市场上建立口碑的一些串流服务。这些问题需要被严肃地对待,因为玩家日益倾向于把主机作为家庭影院系统的一部分。同时,修复 Steam 客户端和平台的问题也很重要,和更多第三方服务商合作增加内容应该会是个好主意。性能问题和 Linux 下的显卡问题也很严重,不过好在他们最近在慢慢进步。移植游戏也是个问题。类似 Feral Interactive 或者 Aspyr Media 这样的游戏移植商可以帮助扩展 Steam 的商店游戏数量,但联系开发者和出版社可能会有问题,而且这两家移植商经常在移植的容器上搞自己的花样。Valve 已经在帮助游戏工作室自己移植游戏了,比如 Rocket League,不过这种情况很少见,而且就算 Valve 去帮忙了,也是非常符合 Valve 风格的拖拉。而 AAA 大作这一块内容也绝不应该被忽略 —— 近来这方面的情况已经有极大好转了,虽然 Linux 平台的支持好了很多,但在玩家数量不够以及 Valve 为 Steam Machines 提供的开发帮助甚少的情况下,Bethesda 这样的开发商依然不愿意移植游戏;同时,也有像 Denuvo 一样缺乏数字版权管理的公司难以向 Steam Machines 移植游戏。 + +在我看来 Valve 需要在除了软件和硬件的地方也多花些功夫。如果他们只有一个机型的话,他们可以很方便的在硬件生产上贴点钱。这样 Steam Machines 的价格就能跻身主机的行列,而且还能比自己组装 PC 要便宜。针对正确的市场群体做营销也很关键,即便我们还不知道目标玩家应该是谁(我个人会对这样的 Steam Machines 感兴趣,而且我有一整堆已经在 Steam 上以相当便宜的价格买好的游戏)。最后,我觉得零售商们其实不会对 Valve 的计划很感冒,毕竟他们要靠卖和倒卖实体游戏赚钱。 + +就算 Valve 在产品和平台上采纳过这些改进,我也不知道怎样才能激活 Steam Machines 的全市场潜力。总的来说,Valve 不仅得学习自己的经验教训,还应该参考曾经有过类似尝试的厂商们,比如尝试依靠开放平台的 3DO 和 Pippin;又或者那些从台式机体验的竞争力退赛的那些公司,其实 Valve 如今的情况和他们也有几分相似。亦或者他们也可以观察一下任天堂 Switch —— 毕竟任天堂也在尝试跨界的创新。 + +_注解: 上述点子由 liamdawe 整理,所有的想法都由用户提交。_  + +本文是被一位访客提交的,我们欢迎大家前来[提交文章][1]。 + +-------------------------------------------------------------------------------- + +via: https://www.gamingonlinux.com/articles/user-editorial-steam-machines-steamos-after-a-year-in-the-wild.8474 + +作者:[calvin][a] +译者:[Moelf](https://github.com/Moelf) +校对:[校对者ID](https://github.com/校对者ID) + +本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出 + +[a]:https://www.gamingonlinux.com/profiles/5163 +[1]:https://www.gamingonlinux.com/submit-article/ +[2]:https://www.gamingonlinux.com/articles/steam-machines-steam-link-steam-controller-officially-released-steamos-sale.6201 +[3]:https://www.gamingonlinux.com/articles/valve-announces-steam-machines-you-can-win-one-too.2469