Piracy, Steam, and PC Gaming

Piracy, Steam, and PC Gaming

The Ineffectiveness of DRM

Piracy has long been a challenge that software companies have attempted to tackle through various means. They invested significant time and resources into aggressive anti-piracy measures.

However, crackers and hackers often stayed a step ahead. No matter how sophisticated the protection systems were, it was only a matter of hours—or at best, days—before the code preventing unauthorized use was cracked.

Digital Rights Management (DRM) measures often ended up penalizing legitimate consumers. Companies imposed restrictions such as limited installations, mandatory constant internet connections, and even required players to be connected to company servers to access single-player content.

While some of these practices have become commonplace due to widespread internet availability, they remain frustrating. Companies that implemented such measures often faced significant sales declines and high piracy rates.

Innovative Approaches: From Shareware to Steam

Not all companies took this path. Some adopted innovative strategies that made a real difference, transforming the personal computer into the premier gaming platform. This year alone, PC software sales have significantly outpaced console sales, with the gap continuing to widen.

The early steps were taken by Apogee (later known as 3D Realms) in the early 1990s. They introduced the concept of shareware to the gaming world, previously used only for software programs. Typically, their games were divided into four chapters, with the first chapter freely available to everyone. Upon completion, players were presented with information on how to purchase the full game.

This approach, from a small seven-person company in Texas, proved more effective than the DRM policies of many larger software companies.

Valve and the Evolution of Steam

Founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington, Valve is renowned for titles like Half-Life, Portal, Left 4 Dead, Team Fortress, and Counter-Strike.

Valve faced challenges in distributing patches for their online games, particularly Counter-Strike. After unsuccessful attempts to get Microsoft to develop a platform for patch distribution, Valve launched Steam in 2003—a digital distribution platform based on the internet.

What began as a means to distribute game updates evolved into a platform that, as of 2025, boasts over 50,000 games (including 10,000 for Linux) and serves a user base exceeding 200 million. Steam now accounts for approximately 30% of global PC game sales.

The Benefits of Steam

With a Steam account, users have access to a personal library of games. These games are tied to the user’s account, allowing them to log in from any computer to download and play their games. Users can also back up their games to avoid re-downloading.

When a game update is available, it downloads and installs automatically, simplifying the process of purchasing and launching games. The Steam Store offers a vast selection of titles, often at discounted prices during seasonal sales.

Moreover, Steam has introduced features like Steam Deck, a handheld gaming device that allows users to play their PC games on the go, and Steam Cloud, which saves game progress across devices. These innovations have further solidified Steam’s position as a leader in digital game distribution.


By embracing user-friendly platforms like Steam and adopting fair distribution models, the gaming industry has made significant strides in combating piracy. Providing value and convenience to consumers proves to be a more effective strategy than restrictive DRM measures.