# valve's cloud garming in steam on some 'enoesque' cloud ecology where finely grained player choices condense into garmes" that is individual players should be able to play or host garmes exactly how and when they want from ir own free 'steamy' virtual cloud this switches the design focus away from garme designers over to players themselves consider the concept known variously as **+** "gwah": garming how-and-when (you want to play it) **+** "accidental garmes just waiting to happen" **+** "demanding play" (a fork of 'play on demand') **+** "deli counter garming" - as in 'w/ or without pickles' **+** "smorgasbording" **+** "playgrounding" it's an extension of the idea of "garme modes" in garry's mod where one engine is able to accommodate multiple (even simultaneous) garme types / modes and other finely-grained in garme choices "want a low-violence gun-free version of dayz? enjoy playing cs:go with low gravity? want to play left4dead with the models from alien: colonial marines - and player rainbow trails? host them now - direct from your own virtual (steamy) cloud server" consider valve's notion that it's a bottleneck; in the same way steamos provides an open platform players / groups should be able to run finely grained 'garmes how and when they want' from free cloud servers possible benefits: no more waiting to jump in and out of garmes garme modes mods and other options it's a movement from passive static player 'filtering' of individual garme servers to proactive dynamic 'gwah' player choice re: ir garmes / modes / mods / in-garme options parallel to gabe's notion of "garmes as services" extend and dissolve the old notion of 'single garmes' with single themes and even single garme types (fps rpg rts etc.) to entirely more organic 'steamy' virtual garme clouds - an abstract play space where picking and choosing what type of garme space you want to play in is itself part of teh garme that is consider steam itself evolving into a (virtual cloud) garme of garming generally - not just a platform for 'individual' garmes with too often arbitrarily different engines garme types models art assets and code bases the new basis of garming lies partially in the gaseous cloud where player choices condense into 'liquid garming' - a movement away from player as mere consumers of garmes to player as 'directors' or 'hypervisors' this is the emergence of brian eno's artistic curaturorial "synthesism" - what half life 3 / source 2 engine should be allowed to be - expressions of garming (im)possibilities and potentials **update patch** get hyper! // republic of bob