Bapabooiee: . That, and Valve actually treats their customers with respect, and not like wallets with brains.
FraterPerdurabo: Elaborate please.
As an example, look at Steam's
, and the design of the [url=http://i.imgur.com/JFHOF.png]client. It basically says "You're here for games. We make it easy to shop-around if you want to, but we don't force anything down your throat". So, if you're not interested in buying any games, Steam can just be that thing you use to play your games, with nothing shoved in your face to encourage you to spend more.
There's that, and the fact
Valve acknowledges that intrusive DRM (like SecuROM, StarForce, and whatever Ubisoft is using on their titles lately), and regional-restrictions are unnecessary bullshit that only serves to annoy consumers and drive them to piracy. And I'm sure that, to some extent, they've actually lobbied against such things, and have convinced publishers to drop hardware-probing, activation-limit-based DRM "solutions" from their games in favor of their Steamworks DRM, which isn't intrusive. Nothing evil gets installed on consumers' machines, and customers can install & reinstall their games on as many times as they'd like, on as many machines as they want.
Here's what their DRM basically is: "Hey, steamclient.dll, does the user running your instance of the Steam client actually own me? Yes? Alright, off I go.". That's it. Though, now, this is the crux of some controversey: What happens if you lose access to your Steam account somehow, or Valve dies in a nuclear explosion someday? That's a bit out-of-scope to discuss here, and ultimately comes down to whether or not the Steam client & platform personally brings you any value that justifies their account-based DRM, and your trust in Valve. But the point I'm making here is that their DRM is
unintrusive, and that they know piracy is caused by inconvenience and treating your customers like criminals, and that more restrictive DRM is
not the answer.
That to me, is respect. (Oh, and also Valve gives users free content-upates for all their self-developed games. Though that leans more towards being awesome, and not necessarily respect.)
Now, to contrast, let's look at at Microsoft's Xbox 360 & Xbox Live brands (I've been subscribed to XBL since 2003, just for the record). Their marketing and presentation -- via the website, the Xbox 360 dashboard, and email campaigns -- says to you: "The Xbox brand is home to everything you love in your digital life! We are your benefactors. Consume and enjoy."
And here's some things they do or did to try to make you spend more:
* For
years, the only way to turn off auto-renewal for the Xbox Live service was to phone-in to their support line, be put on hold, and then deal with a rep who tries to encourage you to stay subscribed to the service. Why couldn't you just do it through their website? Because it'd be too convenient - they want(ed) people to either forget about their subscription, or be too lazy to bother with it. This was even confirmed by an (anonymous) Xbox Live engineer on Reddit once[citation-needed].
* The 'dashboard' for the Xbox 360 console is
with [url=http://i.imgur.com/XsQvR.jpg]obnoxious ads. They're always in your face, and some of them are even videos-thumbnails that auto-play with audio when you hover over them!
* Look at the presentation of the
rewards.xbox.com page/site. They're encouraging you to spend more, trying to lay-in the impression: "Well, if I'm going to be buying/using this stuff
anyway, why not get something in return for it?". And gander at these taglines: "We Reward, You Enjoy", "Get rewarded for doing what you love" (<-- paraphrased from something I remember reading). It feels like they're trying to straight-up baby consumers, and manipulate them into spending more.
* They force stupid limitations on developers to try to charge consumers more. For example, the developers of the game 'The Orange Box' (a Valve title, coincidentally) wanted to push-out
massive, free content updates for it, but were not allowed to do so without charging for it. So, they didn't, and as a result, the game languished, compared to all omgcoolawesomestuffs the owners of the PC version got for free. This to me counts as disrespect because they didn't give the developers a choice in whether or not they could charge for their content, thereby, screwing consumers because they would have to pay for somethings the devs wanted to be free.
* 'Avatars'. Or, more specifically, the 'avatar marketplace'. Avatars are basically virtual characters that are persistent to your Xbox Live account/identity... and you can buy stuff for them. Lots of useless stuff. Any sufficiently-popular game pretty much has a billion avatar items for it, all existing for the purpose of grubbing at consumers' wallets because they want to "express themselves". Two examples are:
Halo: Reach, and
Assassin's Creed: Revelations.
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Anyway, I could ramble on and on, but I think I've gotten my point across. With Valve and their Steam service, I just feel like I'm being respected: Nothing's crammed down my throat, and I don't feel like I'm being manipulated. I can't necessarily say the same for some other services.
(Oh, and did I mention I less-than three GOG? :>)