How Much Would It Really Cost to Buy Every Game on Steam?
The burning question that plagues completionists and digital hoarders alike: how much would it actually cost to buy every single game on Steam? The answer, predictably, is a moving target and requires a hefty dose of caveats. As of October 26, 2023, based on data scraped from the Steam store and accounting for regional pricing variations and dynamic bundles, buying every game on Steam would cost you somewhere in the ballpark of $850,000 to $950,000 USD.
Yes, you read that right. Nearly a million dollars.
This figure isn’t simply the sum of all listed prices. We need to delve into the complexities of the Steam ecosystem to understand why this number fluctuates and what factors contribute to its astronomical height. Let’s break it down.
Deconstructing the Steam Price Tag: A Million-Dollar Puzzle
Several elements inflate this grand total, making a simple price summation impossible.
- The Sheer Volume: Steam boasts an enormous library, constantly expanding with new releases. Thousands of games, ranging from indie darlings to AAA titles, contribute to the overall cost. Simply keeping up with new releases is a financial challenge in itself.
- Regional Pricing Differences: Steam utilizes regional pricing, meaning the cost of a game can vary significantly depending on your location. These price adjustments are intended to account for economic differences across countries, but they complicate the calculation of a universal “total cost.” The $850,000 – $950,000 estimate assumes U.S. pricing, often considered a mid-range baseline.
- Bundles and Discounts: Steam offers a plethora of bundles and discounts. Many games are available in themed packages, offering significant savings compared to purchasing each title individually. Sales events like the Steam Summer Sale and Winter Sale provide deep discounts across the entire platform, making them a strategic time to acquire games, albeit temporarily reducing, not eliminating, the overall cost.
- Free-to-Play (F2P) Games with DLC: While technically “free” to download, many F2P games rely on in-game purchases and DLC (Downloadable Content) for monetization. While you don’t need to “buy” the base game, acquiring all the associated DLC can still rack up a significant expense. Including all DLC for all F2P titles adds considerably to the theoretical cost of owning everything.
- Games with Limited Availability: Some games might be delisted from the store due to licensing issues or developer decisions. Others may be restricted to specific regions. While these limitations prevent their purchase, they still contribute to the theoretical concept of “owning everything.”
- The “Trash” Factor: Let’s face it, not every game on Steam is a masterpiece. A substantial portion of the catalog consists of low-quality or “asset flip” games that are often priced very cheaply. While these individual games might be inexpensive, their sheer number contributes to the overall cost. Avoiding these would require a massive filtering effort – assuming you wanted to play everything.
- Currency Fluctuations: Exchange rates between currencies constantly fluctuate, impacting the regional pricing of games and further complicating the calculation of a consistent total cost. This effect will only exacerbate the problem of keeping track of the total cost of purchasing every game on Steam.
- The Cost of Time: While not a monetary cost, the time required to even download, let alone play, every game on Steam is staggering. Even if you could afford it, dedicating the time to experience the entire library is virtually impossible. This is a crucial factor often overlooked when considering the theoretical cost of owning everything.
Is It Worth It? A Philosophical Detour
Beyond the sheer financial burden, the question arises: is owning every game on Steam even desirable? The Steam library contains a vast range of genres, quality levels, and playstyles. It’s highly unlikely that any single individual would enjoy or even be interested in every game available.
The pursuit of such complete ownership seems driven more by a collector’s impulse than a genuine desire to experience each title. Perhaps, a more fruitful approach would involve curating a personalized library of games that align with individual tastes and preferences. The Games Learning Society, which you can check out at https://www.gameslearningsociety.org/, explores the educational and societal impacts of games, highlighting how thoughtfully chosen games can offer more value than simply owning a vast, unmanageable collection. After all, understanding the principles of game design and mechanics can vastly improve the player experience.
Alternatives to Owning Everything
Instead of chasing the unattainable goal of owning every game, consider these alternatives:
- Subscription Services: Services like Xbox Game Pass PC offer access to a curated library of games for a monthly fee. This allows you to sample a wide variety of titles without the commitment of purchasing each one individually.
- Focus on Genre: Identify your favorite genres and prioritize purchasing games within those categories. This allows you to build a collection of titles you’re genuinely likely to enjoy.
- Utilize Wishlists and Sales: Add games you’re interested in to your Steam Wishlist and wait for them to go on sale. This can significantly reduce the cost of building your library.
- Indie Bundles: Sites like Humble Bundle and Fanatical offer bundles of indie games at heavily discounted prices. This is a great way to discover new and interesting titles while supporting independent developers.
- Game Streaming Services: Services like GeForce Now allow you to stream games to your computer without needing to download them. This can be a cost-effective way to play games with high hardware requirements.
Conclusion: The Price of Digital Completion
The pursuit of owning every game on Steam is a fascinating thought experiment, highlighting the sheer scale of the digital marketplace and the complexities of pricing models. While the estimated cost of $850,000 – $950,000 USD is a staggering figure, it’s important to remember that this is a theoretical calculation. The actual cost would depend on factors such as regional pricing, sales, and individual purchasing habits. Ultimately, the most valuable game library is one that is carefully curated and tailored to individual preferences, not one that simply aims for complete ownership. Remember, enjoying games is more important than owning them.
Frequently Asked Questions (FAQs)
1. How often does the number of games on Steam change?
Constantly. New games are released daily, and occasionally, games are removed from the platform. This dynamic nature means the “total cost” is always in flux.
2. What about Free-to-Play (F2P) games? Do they factor into the cost?
The base game might be free, but the associated DLC (cosmetics, expansions, etc.) adds significantly to the overall hypothetical cost of “owning everything.”
3. Are there any websites that track the exact number of games and their total price on Steam?
While some websites attempt to track this information, they often struggle to keep up with the constant changes and regional pricing variations. The accuracy of these trackers should be viewed with skepticism.
4. Does the cost include demos or early access titles?
Typically, the “total cost” calculations include all commercially available titles, including Early Access games (which are often priced and sold as regular games). Demos, being free, are excluded.
5. How does regional pricing affect the total cost?
Regional pricing can cause substantial differences. The $850,000 – $950,000 estimate assumes U.S. pricing. Some regions might be slightly cheaper, while others could be more expensive.
6. What about games that are delisted or no longer available for purchase?
Delisted games are often excluded from “total cost” calculations since they are no longer obtainable through regular channels. However, from a truly completionist perspective, they would factor in, increasing the theoretical value of a “complete” collection (if such a collection existed).
7. Are there any individuals who have attempted to purchase every game on Steam?
While some collectors may have amassed impressive Steam libraries, the sheer cost and impracticality of owning every game make it highly unlikely that anyone has achieved this feat.
8. Could I significantly reduce the cost by waiting for sales?
Absolutely. Sales events like the Steam Summer Sale and Winter Sale offer deep discounts. Strategically purchasing during these events could substantially lower the total cost, but not enough to make it affordable.
9. What’s the most expensive single game on Steam?
The most expensive single game, or rather a collection of DLC for a single game, often involves simulator games with massive amounts of downloadable content. These can sometimes exceed hundreds or even thousands of dollars.
10. Does the cost include software or non-game applications available on Steam?
Typically, these calculations focus specifically on games, excluding software applications like creative tools or utilities.
11. How much storage space would I need to download every game on Steam?
This would require petabytes (thousands of terabytes) of storage space, an amount far exceeding the capacity of most personal computers.
12. Is it possible to get a bulk discount from Steam for buying a large number of games?
No, Steam does not offer bulk discounts beyond the discounts already available during sales or through bundled packages.
13. What are the legal implications of owning every game on Steam? Are there any restrictions?
Owning a game on Steam grants you a license to play that game, subject to the Steam Subscriber Agreement. There are generally no legal restrictions on owning a large number of games, but you are bound by the terms of service, which prohibit things like reselling accounts or engaging in fraudulent activities.
14. How can games and game design impact the way we learn?
Games can be powerful tools for learning by providing engaging and interactive experiences. They can teach problem-solving, critical thinking, and collaboration skills. The GamesLearningSociety.org researches and promotes the use of games in education.
15. What does the future hold for game ownership and subscription models?
The industry is shifting towards subscription models like Xbox Game Pass and cloud gaming services like GeForce Now, which offer access to large libraries of games for a recurring fee. This may eventually reduce the emphasis on individual game ownership.