I've always been surprised at how shortsighted people are when it comes to Steam. Other than the fact that you don't have to go to a retail store to pick up a game, can you think of any instance in which Valve chose to pass along the advantages of digital distribution on to gamers? There are none. They could have done great things to bring the massive advantages of digital distro to the gaming industry, but instead they chose at every single step to protect publishers and retailers over the interests of gamers. Why can't you transfer licenses? Why are publishers allowed to implement DRM over and above Steams protection? Why do games cost the same, or often more, than retail? Why did Valve spend thousands of dollars developing a "preloading" system that downloads the game to a paid customers PC and then actively PREVENTS them from playing it until retailers can get their shelves stocked? Why does distributing a game through Steam require negotiating with Valve?
People that think Valve had no choice in these matters, and that they HAD to bend over for the publishers, consider what Apple did with iTunes. Apple told publishers they could not charge more than 99 cents a track. They told publishers they had to sell tracks individually and could not force customers to buy multiple tracks packaged together. They told publishers they could not implement extra DRM. Apple stepped up and forced the publishers to actually take advantage of digital distribution and pass along the advantages to the consumer. Of course, Apple is not perfect by any stretch of the imagination, I am only pointing out their actions to prove beyond a shadow of a doubt that Valve absolutely DID have a choice when they made the decisions affecting the design of Steam.
Because of the presence and success of Steam, if a digital distribution company were to start up which forced publishers to take advantage of digital distributions advantages, they would have a very hard time getting any support. Gamers would likely prefer the service, but if publishers refuse to distribute their games through it, it won't matter. Gamers have shown, time and time again, that they will endure any hardship, bear any burden, and take any insult served out by the game publishers and pay high prices for the privilege of doing so.
Digitally distributed games should be cheap. VERY cheap. Consider what they don't have to do for digital games. They don't have to buy the materials for a box, or cut the materials for a box, or fold them for a box, or glue them for a box, or print the box, or pay to design the box artwork, or buy the materials for a manual, cut the materials for a manual, bind the materials for a manual, staple the manual, design the manual, print the manual, stuff the box, buy the jewel case, buy the covers for the jewel case, press the disc, put the disc in the jewel case, put the manual and case in the box, shrink-wrap the box, load the box on a truck, pay for the gas and driver for hundreds or thousands of trucks, pay for the retail workers to unload the truck, to stock the box on the shelves, to stand around for days and sell the game, to maintain the whole preorder architecture of computers, credit card processing, bonus item stocking and distribution, the marketing materials littering the store. Handling all of this is the domain of publishers and retailers. And none of it is necessary with digital distribution. Retailers are completely unnecessary in digital distribution, and the responsibilities of a publishing house decrease dramatically. And, yet, gamers and Valve are making it so that publishers make monumental profits off of selling digital licenses. And gamers receive far less product when they buy a license, also. They give up the ability to transfer the game to another person, either through selling it used or simply giving it to a friend. They lose the ability to ever alter the files delivered through the service, so in the future when the servers funded by the game house or publisher are closed, the game will become worthless and cannot be adapted.
Retailers try to strong-arm publishers in order to maintain this artificial protection from digital distribution. A digital distribution company SHOULD force a publisher to choose. Either step into the future, or remain mired in the past. Steam offers the devil's deal, though. It allows publishers to get the benefits of digital distribution while not having to threaten their deals with the retailers. They agree to not sell their games digitally for a lower price than retail price, so that the retailer will not be undersold (since a retailer can never compete honestly with digital distribution). They agree to artificially delay the release of their game because it takes so long to produce all of the useless materials, ship them to stores, and put them on the shelves. This greatly amplifies piracy and puts the publishers in an absolutely absurd state where unpaid pirates are able to deliver their product to the fans better than the publisher themselves can, a situation which I think really ought to drive the game creation houses to sue the publishers for breach of contract (but that's another story).
If gamers don't quit buying AAA $49.99 titles from Steam, they will suffer greatly compared to the market they could have if they could only exercise a little restraint. Gamers need to realize what they are missing out on and refuse to accept the overpriced underfeatured situation they are offered, or it will only get worse. Publishers would do well to realize that retail will soon be dead, and go ahead and cancel their contracts with the retailers, embrace digital distribution, insist that Valve implement a system whereby users can transfer licenses amongst themselves, and drop their prices considerably. Right now, they would see doing such a thing as flat out giving up money, which is very shortsighted and ignorant. The performance of other markets show that if they do this and increase the frequency with which gamers acquire new games, they will get a multiplicative increase in their business. If piracy was unable to offer a week to two week head start on distribution and the publisher were the first place to get the newest game from, they would reap huge benefits. The same with making a used games market possible digitally. They see used games as a "lost sale" which is patently stupid. A used game sale is the best possible advertisement encouraging purchase of sequels, similar games, and more games in general. That purchaser of the used game will likely tell their friends about it, leading to more sales. Cutting out the used games market doesn't increase sales, it massively decreases them. When videogame publishers look back in 10 years on the situation today, they will slap their foreheads at how stupid they were. Hopefully they won't be doing that in the presence of a completely collapsed games market, which is where they are headed.