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The End of an Era: Valve Shuts Down Steam

Seattle, WA - Valve Corporation announced today that it will be shutting down its popular Steam digital distribution platform after over 25 years of operation. Steam was launched in 2003 and helped pioneer the digital distribution of PC games. However, in recent years Steam has struggled as gaming has shifted increasingly to augmented and virtual reality platforms not supported by Valve.

"We are proud of the role Steam played in revolutionizing how PC games were bought and sold," said Valve founder Gabe Newell. "However, technology changes rapidly, and we have failed to keep up with the latest trends in gaming. VR and AR gaming have taken over, and the era of the flatscreen PC gaming we championed is coming to an end."

The decision to shut down Steam did not come as a surprise to industry analysts. Valve has not released a major new game since Half-Life: Alyx in 2020, and has failed to adapt the Steam platform to support VR or AR gaming. At the same time, competitors like the Epic Games Store, GOG Galaxy, and the Microsoft Store have eroded Steam's market share.

"This is the end of an era, but not entirely unexpected," said gaming analyst Laura Croft. "Valve failed to adequately invest in new technologies, and now they are paying the price. Though Steam will be missed by many older PC gamers, the future is clearly in immersive virtual worlds, not the flatscreen gaming of old."

Steam will officially shut down operations on January 1, 2036. Valve is offering full refunds for all purchases made through the Steam store. The company says it will continue developing new games for VR and AR platforms, though many in the industry remain skeptical about Valve's ability to adapt to the future of gaming. For now, at least, the era of Steam and traditional PC gaming has come to an end.

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Steam Closes, Gabe Newell Announces Next Big Thing: MindLink

Valve Corporation announced today that it is shutting down its popular Steam digital distribution platform, effective immediately. "Steam had a good run, but the future of gaming is in direct neural interfaces," said Valve CEO Gabe Newell.

Mere hours after Steam went offline, Newell unveiled Valve's next big initiative: MindLink, a direct neural interface that will allow gamers to download and play games using just their brainwaves. "With MindLink, you won't need a PC or console or even a screen," Newell said. "We're going straight to transmitting the sensory experience of gameplay directly into your cerebral cortex."

Beta testers who have tried MindLink report that it provides a seamless, fully immersive gaming experience, as if the gameplay is happening in real life. "I tried a demo of Half-Life 3 on MindLink, and I honestly couldn't tell where the game ended and reality began," said one tester. "Except for the parts with the alien monsters - those were definitely not real. I think."

Newell boasted that MindLink will offer gamers convenience and value never before seen. "With MindLink, you won't have to waste time actually playing games," he said. "You'll just instantly get the memory and experience of having played them uploaded to your brain. We've cut out all the unnecessary middlemen, like graphics cards, monitors, and actually enjoying the gameplay. This is the future of gaming, and it's going to be awesome."

At press time, early adopters were already lining up at Valve headquarters to be among the first to have MindLink neural interface chips implanted in their brains. Newell noted the chips are not removable but that should not be an issue as "people are going to love MindLink so much they won't ever want to stop using it!"


MindLink Promises "Unprecedented Monetization Opportunities"

With MindLink, Valve is pioneering new frontiers not just in gaming technology but also virtual goods and microtransactions. Since MindLink provides a direct neural experience, players will be able to purchase virtual items that actually seem physically real. "Imagine paying $5 to download a virtual designer watch or handbag that you can see and feel as if it's really on your wrist or shoulder," said Newell.

Valve is also bringing back loot boxes, but in a fully immersive way. "In regular games, loot boxes were limited to unlocking virtual cosmetic items," Newell said. "With MindLink, when you open a loot box, you'll experience winning a real-world prize like a luxury vacation or sports car, all without having to set foot outside your home."

Some critics argue that MindLink's monetization model preys on psychological weaknesses and amounts to predatory behavior. In response, Newell pointed out that players can turn off the virtual goods store and loot box features if they want. "But no one will want to," he said, "because having a direct neural experience of buying and unboxing cool stuff is just as much fun as playing games."

Valve expects the new monetization opportunities to be hugely profitable and make up for any revenue lost from the shuttering of Steam. The company projects that compulsive players and "whales" could end up spending thousands of dollars a day to feed their craving for more virtual items and the thrill of winning big from loot boxes, all without consequences. "This is the ultimate form of responsible monetization," said Newell.

When asked if Valve was exploiting players by targeting psychological vulnerabilities, Newell shrugged. "We're just giving players what they want. If they don't want it, they don't have to use MindLink. But once they try it, I think they'll never want to stop."



Valve Introduces "FOMO Upgrades" for Maximum MindLink Immersion

Not content with the merely virtual goods and loot boxes available on the MindLink platform, Valve has announced a new line of "FOMO Upgrades" that provide an even more intense immersive experience by inducing anxiety in players.

"With FOMO Upgrades like 'Social Envy,' MindLink can tap into players' fear of missing out by letting them experience a neural simulation of their friends enjoying awesome virtual items and experiences that they don't have yet," Newell explained. "It'll make them want to keep spending money on loot boxes and virtual goods to reach the same level as their friends."

For an additional $9.99/month, the "Doomsday Clock" FOMO Upgrade gives players an ongoing sense of urgency by displaying a virtual doomsday clock in their peripheral vision that is constantly ticking down to some unspecified disaster. "Players will feel like they have to keep grinding and spending to build up their virtual arsenals and bunkers before time runs out," Newell said. "We think this kind of manufactured stress and anxiety will keep players deeply engaged with MindLink."

Other planned FOMO Upgrades include "Social Anxiety," which simulates the feeling of being judged by friends and strangers for not having certain virtual goods, and "Fear of Irrelevance" which makes players feel like they will lose importance and status if they stop spending and progressing in MindLink.

"FOMO Upgrades take MindLink to the next level by weaponizing players' psychological weaknesses to maximize spending and addiction," said Newell. "The future of gaming is manipulating human emotions for profit, and Valve is leading the way into this exciting new frontier."

Anti-predatory advocates have called Valve's FOMO Upgrades "dangerous and unethical." But Newell dismissed these concerns, saying "Players always have the option to not buy FOMO Upgrades if they don't want them. But they'll miss out on so much if they don't!"












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