1 00:00:04,519 --> 00:00:13,119 Speaker 1: Technology with tech Stuff from dot Com. Hey there, everybody, 2 00:00:13,119 --> 00:00:17,720 Speaker 1: and welcome to tech Stuff. I am your host, Jonathan Strickland, 3 00:00:18,120 --> 00:00:22,000 Speaker 1: here to talk about all things technological, well not all 4 00:00:22,079 --> 00:00:25,680 Speaker 1: things today, because we're going to continue our story from 5 00:00:25,680 --> 00:00:29,400 Speaker 1: the last episode, the story of Valve. Now, in that 6 00:00:29,520 --> 00:00:33,240 Speaker 1: last episode, we looked at how to Microsoft millionaires left 7 00:00:33,280 --> 00:00:36,680 Speaker 1: their stable gigs to launch a new game development company, 8 00:00:36,720 --> 00:00:40,400 Speaker 1: and they called it Valve Software LLC. At that time, 9 00:00:40,920 --> 00:00:43,920 Speaker 1: they use their own money to fund this company, and 10 00:00:43,960 --> 00:00:46,040 Speaker 1: they hired on talent to help them come up with 11 00:00:46,080 --> 00:00:49,000 Speaker 1: a new type of game, which was a story driven 12 00:00:49,080 --> 00:00:53,320 Speaker 1: first person shooter. It would take them two years and 13 00:00:53,440 --> 00:00:56,160 Speaker 1: the result of that work would be the game Half Life. 14 00:00:56,760 --> 00:00:59,639 Speaker 1: A couple of years later, one of those two co founders, 15 00:00:59,760 --> 00:01:04,320 Speaker 1: Might Harrington, would dissolve his partnership, with the other co founder, 16 00:01:04,400 --> 00:01:07,600 Speaker 1: Gabe Newell, taking on charge of the company as the 17 00:01:07,680 --> 00:01:11,840 Speaker 1: sole leader as it were, and leaving him a little 18 00:01:11,840 --> 00:01:15,559 Speaker 1: bit lonely. So. Valve at this point had finished Half Life, 19 00:01:15,600 --> 00:01:19,120 Speaker 1: which was enjoying critical acclaim as well as healthy sales. 20 00:01:19,440 --> 00:01:22,039 Speaker 1: Gamers were eating it up. But as I covered in 21 00:01:22,080 --> 00:01:26,040 Speaker 1: that previous episode, it didn't exactly go smoothly at the time. 22 00:01:26,120 --> 00:01:30,200 Speaker 1: The development took a long while. It did, however, help 23 00:01:30,319 --> 00:01:34,800 Speaker 1: establish Valves methodology for developing games. That is that within 24 00:01:34,840 --> 00:01:39,360 Speaker 1: the company, employees would form cabals. Now that all sounds 25 00:01:39,440 --> 00:01:43,679 Speaker 1: rather sinister, doesn't it, But the cabal structure was necessity 26 00:01:43,720 --> 00:01:46,840 Speaker 1: while working on Half Life, which I should remind you 27 00:01:47,080 --> 00:01:49,760 Speaker 1: was a project that Valve hit the reset button on 28 00:01:50,040 --> 00:01:52,640 Speaker 1: when the original work was nearing completion. They were getting 29 00:01:52,640 --> 00:01:56,160 Speaker 1: close to their original ship date and made the determination 30 00:01:56,200 --> 00:01:59,480 Speaker 1: that the game just wasn't working. It wasn't fun. They 31 00:01:59,560 --> 00:02:02,480 Speaker 1: developed lot of cool technology, but they had not yet 32 00:02:02,560 --> 00:02:05,280 Speaker 1: figured out how to use it properly to make a 33 00:02:05,360 --> 00:02:10,720 Speaker 1: really compelling game. So they wanted to actually take all 34 00:02:10,760 --> 00:02:13,480 Speaker 1: that stuff they learned and turn it into a much 35 00:02:13,600 --> 00:02:16,920 Speaker 1: better product. First, they thought, well, what we should do 36 00:02:16,960 --> 00:02:19,960 Speaker 1: is get a game designer, someone who's brilliant in this field, 37 00:02:20,000 --> 00:02:24,079 Speaker 1: like a leader, who can sweep in and rescue the project. 38 00:02:25,000 --> 00:02:28,320 Speaker 1: The way Ken Birdwell put it in a blog post 39 00:02:28,440 --> 00:02:31,240 Speaker 1: was that the company was looking for a person who 40 00:02:31,280 --> 00:02:34,160 Speaker 1: would swing in on a on a chord, you know, 41 00:02:34,840 --> 00:02:38,960 Speaker 1: sword in hand, hair swept with a wind. He or 42 00:02:39,000 --> 00:02:41,720 Speaker 1: she would pick up all the disparate pieces and development 43 00:02:41,919 --> 00:02:44,760 Speaker 1: and magically assemble them into the most awesome game ever. 44 00:02:45,440 --> 00:02:48,480 Speaker 1: But it became clear that this was a pipe dream. 45 00:02:48,600 --> 00:02:52,480 Speaker 1: There was no hero coming to the rescue. They just 46 00:02:52,720 --> 00:02:56,000 Speaker 1: they couldn't find the right person who could actually make 47 00:02:56,040 --> 00:03:00,560 Speaker 1: this happen. So instead, Valve employees within the company already 48 00:03:00,600 --> 00:03:05,400 Speaker 1: began to form groups within that organization. They decided, well, 49 00:03:05,440 --> 00:03:08,359 Speaker 1: we don't really have one person who can lead this 50 00:03:08,440 --> 00:03:12,920 Speaker 1: project and turn it into something that is really compelling, 51 00:03:13,320 --> 00:03:15,560 Speaker 1: but we've got a lot of talent here. Maybe we 52 00:03:15,600 --> 00:03:19,320 Speaker 1: get a group of us, a multidisciplinary group, so people 53 00:03:19,320 --> 00:03:23,000 Speaker 1: who are specialists in different fields to work together in 54 00:03:23,080 --> 00:03:28,200 Speaker 1: a collaborative process. We can achieve what one magical superhero 55 00:03:28,240 --> 00:03:30,480 Speaker 1: would be able to do. And the members of that 56 00:03:30,520 --> 00:03:33,520 Speaker 1: group had a really wide range of skills that complemented 57 00:03:33,560 --> 00:03:36,440 Speaker 1: one another. They would have meetings that contained a lot 58 00:03:36,480 --> 00:03:38,840 Speaker 1: of brainstorming, and in those meetings the group would do 59 00:03:39,000 --> 00:03:42,440 Speaker 1: a ton of work. In fact, let me quote Mr 60 00:03:42,480 --> 00:03:45,560 Speaker 1: Birdwell to give you a clue about how cabals would 61 00:03:45,720 --> 00:03:49,600 Speaker 1: actually get stuff done. Quote. The goal of this group 62 00:03:49,720 --> 00:03:52,760 Speaker 1: was to create a complete document that detailed all the 63 00:03:52,840 --> 00:03:58,000 Speaker 1: levels and described major monster interactions, special effects, plot devices, 64 00:03:58,240 --> 00:04:01,760 Speaker 1: and design standards of Cabal was to work out when 65 00:04:02,080 --> 00:04:05,800 Speaker 1: and how every monster, weapon and n PC was to 66 00:04:05,840 --> 00:04:08,840 Speaker 1: be introduced, what skills we expected the player to have, 67 00:04:09,240 --> 00:04:11,840 Speaker 1: and how we were going to teach them those skills 68 00:04:12,080 --> 00:04:16,600 Speaker 1: end quote. That's that's a huge burden. You know, you're 69 00:04:16,640 --> 00:04:20,400 Speaker 1: talking about every element of game design, from the mechanics 70 00:04:20,960 --> 00:04:23,760 Speaker 1: as in the mechanics within the game itself, not to 71 00:04:23,800 --> 00:04:26,760 Speaker 1: mention just how do those translate to what the player 72 00:04:26,839 --> 00:04:28,400 Speaker 1: needs to do in order to pull it off? Like 73 00:04:29,400 --> 00:04:31,800 Speaker 1: what button do you have to push in order to strafe? 74 00:04:31,800 --> 00:04:34,120 Speaker 1: What button do you push to interact with your environment? 75 00:04:34,440 --> 00:04:37,400 Speaker 1: And then all the elements that happen inside the game, 76 00:04:37,480 --> 00:04:40,320 Speaker 1: all the stuff you encounter, all the things that make 77 00:04:40,360 --> 00:04:43,839 Speaker 1: the game what it is. According to Birdwell, this process 78 00:04:44,240 --> 00:04:47,479 Speaker 1: was intense and exhausting, and it would also include a 79 00:04:47,520 --> 00:04:51,000 Speaker 1: second stage. Essentially, once the team had enough raw material 80 00:04:51,040 --> 00:04:53,880 Speaker 1: material to work with, you know, they had brainstorm, they decide, okay, 81 00:04:54,120 --> 00:04:56,920 Speaker 1: we're gonna have a level. We know that the level 82 00:04:56,960 --> 00:05:00,880 Speaker 1: is going to culminate with an encounter enter with this 83 00:05:00,920 --> 00:05:04,920 Speaker 1: particular type of enemy uh that has these weaknesses and 84 00:05:04,960 --> 00:05:08,080 Speaker 1: nise strengths. But leading up to that, we want them 85 00:05:08,120 --> 00:05:11,279 Speaker 1: to have these four or five other experiences. Plus we 86 00:05:11,320 --> 00:05:14,480 Speaker 1: have to make sure that the player has the opportunity 87 00:05:14,520 --> 00:05:18,800 Speaker 1: to learn the strategy that will ultimately benefit them in 88 00:05:18,839 --> 00:05:21,880 Speaker 1: the battle with this big boss at the end of 89 00:05:21,920 --> 00:05:24,440 Speaker 1: the level. They come up with these various ideas, they 90 00:05:24,440 --> 00:05:26,800 Speaker 1: would start hashing them out and they would get really detailed. 91 00:05:26,839 --> 00:05:30,640 Speaker 1: It wouldn't just be these general rules. It might be 92 00:05:30,760 --> 00:05:33,800 Speaker 1: much more specific, and they would start to take all 93 00:05:33,839 --> 00:05:37,160 Speaker 1: of these different disparate pieces and shape it into a narrative. 94 00:05:38,080 --> 00:05:41,200 Speaker 1: They decided that the stuff that happened within the game 95 00:05:41,360 --> 00:05:45,800 Speaker 1: should be location based rather than time based. So in 96 00:05:45,800 --> 00:05:49,159 Speaker 1: other words, you wouldn't need to worry about missing out 97 00:05:49,320 --> 00:05:53,120 Speaker 1: on a really cool story development because you were lollygagging 98 00:05:53,240 --> 00:05:56,440 Speaker 1: two rooms back for too long. So you were, you know, 99 00:05:56,680 --> 00:05:59,280 Speaker 1: checking out this one corner because you were convinced that 100 00:05:59,279 --> 00:06:01,200 Speaker 1: that corner was going to lead you to a super 101 00:06:01,240 --> 00:06:03,640 Speaker 1: secret special area. And it turns out no, it's just 102 00:06:03,720 --> 00:06:06,799 Speaker 1: a corner. So you go on with your merry little life. 103 00:06:06,920 --> 00:06:09,280 Speaker 1: But you missed all the great stuff because you were 104 00:06:09,360 --> 00:06:11,200 Speaker 1: too busy with the corner, and the great stuff was 105 00:06:11,200 --> 00:06:13,480 Speaker 1: on a timer. They did not want that to happen, 106 00:06:14,000 --> 00:06:17,600 Speaker 1: so instead they decided that once you reach the appropriate 107 00:06:17,640 --> 00:06:21,880 Speaker 1: location within any given level. Your arrival is what would 108 00:06:21,880 --> 00:06:25,360 Speaker 1: trigger whatever the event was supposed to be, and those 109 00:06:25,400 --> 00:06:28,000 Speaker 1: events could be plot developments. It could be an encounter 110 00:06:28,120 --> 00:06:30,359 Speaker 1: with a monster. It could be the discovery of a 111 00:06:30,360 --> 00:06:34,440 Speaker 1: new weapon. It could be uh the interaction with another character. 112 00:06:34,440 --> 00:06:37,520 Speaker 1: It could be a specific special effect, whatever that might be. Now, 113 00:06:37,560 --> 00:06:40,760 Speaker 1: occasionally the group would come up with ideas for really 114 00:06:40,800 --> 00:06:44,200 Speaker 1: cool stuff that didn't necessarily fit in with anything else. 115 00:06:44,240 --> 00:06:46,840 Speaker 1: It was kind of just a neat idea all on 116 00:06:46,839 --> 00:06:49,960 Speaker 1: its own, and sometimes they would use those as transitions 117 00:06:50,040 --> 00:06:52,320 Speaker 1: between areas. They'd say, well, it doesn't really fit in 118 00:06:52,360 --> 00:06:54,800 Speaker 1: this level design, and it doesn't really fit in this 119 00:06:55,040 --> 00:06:57,480 Speaker 1: next level design, but we could have it as something 120 00:06:57,520 --> 00:07:00,560 Speaker 1: in between those two. Or some times they would just 121 00:07:00,600 --> 00:07:02,400 Speaker 1: have to toss it out if they couldn't find a 122 00:07:02,440 --> 00:07:05,839 Speaker 1: way for it to work within the confines of their story. 123 00:07:06,320 --> 00:07:08,520 Speaker 1: They also found it helpful to occasionally just put a 124 00:07:08,560 --> 00:07:12,840 Speaker 1: whole bunch of unrelated ideas into the same area and 125 00:07:12,880 --> 00:07:15,520 Speaker 1: then try to figure out how they would make them 126 00:07:15,560 --> 00:07:19,760 Speaker 1: all fit logically. So you might have a couple of 127 00:07:19,800 --> 00:07:24,400 Speaker 1: monster designs and a new weapon, and maybe a character interaction, 128 00:07:24,400 --> 00:07:26,880 Speaker 1: and all of these ideas you've had separately, and you thought, well, 129 00:07:26,880 --> 00:07:29,400 Speaker 1: why don't we just throw them into this one level, 130 00:07:29,640 --> 00:07:31,400 Speaker 1: see if we can make it make sense from a 131 00:07:31,400 --> 00:07:34,320 Speaker 1: story aspect, and then that can help lead to some 132 00:07:34,360 --> 00:07:38,840 Speaker 1: more creativity. Uh. Sometimes that didn't work. Sometimes they would 133 00:07:39,080 --> 00:07:42,320 Speaker 1: end up incorporating a lot of ideas, but ultimately they 134 00:07:42,360 --> 00:07:45,000 Speaker 1: would discover when they were done that whatever it was 135 00:07:45,080 --> 00:07:47,920 Speaker 1: that launched them down that path was no longer part 136 00:07:47,960 --> 00:07:50,040 Speaker 1: of the level. So let's say that you have this 137 00:07:50,120 --> 00:07:52,920 Speaker 1: one monster design you really like, and you have decided 138 00:07:52,960 --> 00:07:54,960 Speaker 1: that you're going to try and create a level around it. 139 00:07:54,960 --> 00:07:57,440 Speaker 1: It might turn out that months later you've got a 140 00:07:57,520 --> 00:08:00,560 Speaker 1: great level, but that monsters nowhere to be found. You 141 00:08:00,920 --> 00:08:04,800 Speaker 1: don't even use it, they said. Ultimately they realized, you know, 142 00:08:04,840 --> 00:08:09,160 Speaker 1: it didn't matter what the the genesis of the idea 143 00:08:09,400 --> 00:08:13,480 Speaker 1: was so much that the finished idea worked for the game. 144 00:08:14,240 --> 00:08:16,720 Speaker 1: And once they took that philosophy, they realized that the 145 00:08:16,760 --> 00:08:24,640 Speaker 1: development process, while very exhausting, worked much much better now. 146 00:08:24,680 --> 00:08:27,720 Speaker 1: At that time, Birdwell says, cabal sessions would include five 147 00:08:27,800 --> 00:08:30,600 Speaker 1: or six employees, and not everyone would always have something 148 00:08:30,640 --> 00:08:34,000 Speaker 1: to contribute every single day. So if you didn't have 149 00:08:34,320 --> 00:08:36,600 Speaker 1: five or six, you could end up with a meeting 150 00:08:36,640 --> 00:08:39,880 Speaker 1: where no one's really talking, nothing's really getting done. So 151 00:08:39,960 --> 00:08:42,440 Speaker 1: they needed five or six just to kind of cover 152 00:08:42,480 --> 00:08:46,320 Speaker 1: all the bases. Make sure that even if you're strapped 153 00:08:46,320 --> 00:08:49,640 Speaker 1: for ideas that week, other people in the group have 154 00:08:49,760 --> 00:08:52,640 Speaker 1: stuff to contribute, and it may be that three weeks 155 00:08:52,679 --> 00:08:56,280 Speaker 1: later you're the person who's taking the lead because something 156 00:08:56,360 --> 00:08:58,680 Speaker 1: someone else has done has sparked an idea in your 157 00:08:58,720 --> 00:09:00,960 Speaker 1: head and you're able to run with it. And that's 158 00:09:00,960 --> 00:09:04,120 Speaker 1: exactly what they wanted. So the cabal group for Half 159 00:09:04,160 --> 00:09:09,520 Speaker 1: Life consisted of a single writer, a level designer, and animator, 160 00:09:09,760 --> 00:09:13,680 Speaker 1: and then three engineers. Everyone who was in that cabal 161 00:09:13,760 --> 00:09:18,000 Speaker 1: had previously worked on a product somewhere that actually shipped, 162 00:09:18,280 --> 00:09:20,760 Speaker 1: which was a pre requirement of that first cabal. They 163 00:09:20,800 --> 00:09:24,360 Speaker 1: wanted the group to only include people who had worked 164 00:09:24,360 --> 00:09:27,160 Speaker 1: on products that actually saw the light of day. Now, 165 00:09:27,200 --> 00:09:29,520 Speaker 1: that didn't mean that they had done that in game 166 00:09:29,559 --> 00:09:33,480 Speaker 1: development necessarily. They might have developed software they got published 167 00:09:33,559 --> 00:09:37,000 Speaker 1: somewhere else that wasn't even a game, but at least 168 00:09:37,000 --> 00:09:41,480 Speaker 1: they had worked on something that published. The group would 169 00:09:41,559 --> 00:09:44,800 Speaker 1: meet four days a week, and the meetings would last 170 00:09:44,840 --> 00:09:48,320 Speaker 1: six hours a day, and this went on for five 171 00:09:48,520 --> 00:09:52,360 Speaker 1: months when they first started the cabal system. After that, 172 00:09:52,400 --> 00:09:56,319 Speaker 1: they would occasionally meet as the game continued to develop 173 00:09:56,440 --> 00:09:59,160 Speaker 1: until it was finally shipped, but they weren't meeting every 174 00:09:59,160 --> 00:10:02,839 Speaker 1: single day or even four days a week. Once they 175 00:10:02,880 --> 00:10:06,440 Speaker 1: got through that initial brainstorming process, and according to Birdwell, 176 00:10:06,840 --> 00:10:10,160 Speaker 1: the experience was so draining that you couldn't expect the 177 00:10:10,320 --> 00:10:12,720 Speaker 1: people who were in the cabal to do any other 178 00:10:12,840 --> 00:10:17,520 Speaker 1: work because it was just so consuming. The most you 179 00:10:17,600 --> 00:10:21,400 Speaker 1: might manage is some light housekeeping stuff like answering emails. 180 00:10:21,400 --> 00:10:24,480 Speaker 1: That's about as strenuous as you could get once you 181 00:10:24,520 --> 00:10:28,760 Speaker 1: went through this system. Now, at the end of this process, 182 00:10:28,800 --> 00:10:34,400 Speaker 1: the cabal produced a two hundred page document about Half Life. 183 00:10:34,760 --> 00:10:38,319 Speaker 1: This became the guiding design behind the game. More importantly, 184 00:10:38,760 --> 00:10:43,360 Speaker 1: this style of collaboration became synonymous with valves operating procedure. 185 00:10:43,720 --> 00:10:47,160 Speaker 1: Cabals became the model for game development and really all 186 00:10:47,400 --> 00:10:52,439 Speaker 1: projects with involved, not just game development, software development tools, patches, 187 00:10:52,720 --> 00:10:56,120 Speaker 1: all sorts of stuff. All of it is centered around 188 00:10:56,120 --> 00:11:00,280 Speaker 1: this concept of cabals. And it all started with Half Life. 189 00:11:00,720 --> 00:11:04,160 Speaker 1: Once there was enough of Half Life to actually test 190 00:11:04,400 --> 00:11:08,280 Speaker 1: Sierra because remember Sierra was the publisher for Half Life 191 00:11:08,640 --> 00:11:12,600 Speaker 1: pulled in play testers to try stuff out. During those 192 00:11:12,600 --> 00:11:16,400 Speaker 1: sessions that people responsible for that level would observe the 193 00:11:16,440 --> 00:11:20,040 Speaker 1: players and they would take notes. So that had to 194 00:11:20,040 --> 00:11:23,480 Speaker 1: be a harrowing experience to have designed something and now 195 00:11:23,520 --> 00:11:26,199 Speaker 1: you're watching a stranger play through it for the first time, 196 00:11:26,600 --> 00:11:29,160 Speaker 1: and you're thinking, oh, they're gonna love that thing that's 197 00:11:29,200 --> 00:11:30,960 Speaker 1: around the corner, and then it turns out they never 198 00:11:31,000 --> 00:11:35,480 Speaker 1: even went around the corner. That's gotta be a sobering experience. 199 00:11:35,760 --> 00:11:37,920 Speaker 1: It's also how they found out if a puzzle they 200 00:11:37,960 --> 00:11:40,960 Speaker 1: designed was too easy and people just breathe through it, 201 00:11:41,040 --> 00:11:43,760 Speaker 1: or maybe they found out it was impossible that without 202 00:11:44,200 --> 00:11:47,000 Speaker 1: the fore knowledge that there was a puzzle and how 203 00:11:47,040 --> 00:11:49,360 Speaker 1: the puzzle worked, there's no real way to work it out. 204 00:11:50,280 --> 00:11:52,199 Speaker 1: And it also just showed them if there were any 205 00:11:52,240 --> 00:11:56,240 Speaker 1: elements that just weren't fun to play, and that would 206 00:11:56,240 --> 00:11:59,560 Speaker 1: allow them to go back and refine their design for 207 00:11:59,600 --> 00:12:03,360 Speaker 1: the next build of the game. Now, after Half Life 208 00:12:03,400 --> 00:12:07,800 Speaker 1: was done, the cabal process continued, but it did change 209 00:12:07,840 --> 00:12:11,360 Speaker 1: a bit. Birdwell says that for Team Fortress too, For example, 210 00:12:11,679 --> 00:12:15,440 Speaker 1: cabals tended to include between eight and twelve people, and 211 00:12:15,480 --> 00:12:17,920 Speaker 1: the meetings weren't nearly as long they were a couple 212 00:12:17,920 --> 00:12:21,600 Speaker 1: of hours, not six hours a day. But the collaborative 213 00:12:21,640 --> 00:12:25,680 Speaker 1: process became an important element for Valve, so much so that, 214 00:12:25,760 --> 00:12:28,720 Speaker 1: according to the two thousand twelve employee Handbook, which by 215 00:12:28,760 --> 00:12:31,320 Speaker 1: the way, you can actually find online and it is 216 00:12:31,520 --> 00:12:36,120 Speaker 1: a pretty entertaining read, at that point, all desks at 217 00:12:36,240 --> 00:12:40,200 Speaker 1: Valve were mounted on wheels that allowed him to move 218 00:12:40,240 --> 00:12:43,480 Speaker 1: around the office. Even when the office got large enough 219 00:12:43,520 --> 00:12:47,400 Speaker 1: to encompass multiple floors, there were freight elevators where you 220 00:12:47,440 --> 00:12:49,880 Speaker 1: could wheel your desk and take it to a different floor. 221 00:12:49,960 --> 00:12:53,640 Speaker 1: This would make it easier to form teams within Valve 222 00:12:54,160 --> 00:12:57,240 Speaker 1: and work close by, you know, shoulder to shoulder with 223 00:12:57,280 --> 00:13:01,319 Speaker 1: your teammates for as long as whatever the team project 224 00:13:01,520 --> 00:13:04,319 Speaker 1: was took, and then once it was over, you could 225 00:13:04,760 --> 00:13:07,480 Speaker 1: actually wheel your desk somewhere else and join a different 226 00:13:07,520 --> 00:13:11,320 Speaker 1: team or form a team yourself. In fact, rather than 227 00:13:11,360 --> 00:13:14,000 Speaker 1: just jumped down the chronology, it might be a good 228 00:13:14,040 --> 00:13:17,760 Speaker 1: time to talk about the actual corporate culture of Valve, 229 00:13:17,840 --> 00:13:20,760 Speaker 1: at least circa two thousand twelve, because that was the 230 00:13:20,840 --> 00:13:24,040 Speaker 1: latest employee handbook I have at my disposal. It may 231 00:13:24,080 --> 00:13:26,520 Speaker 1: be that things have changed since then, but the two 232 00:13:26,520 --> 00:13:29,080 Speaker 1: thousand twelve valve. I imagine it was not too different 233 00:13:29,120 --> 00:13:31,560 Speaker 1: from what today's valve is, But this gives you a 234 00:13:31,600 --> 00:13:37,040 Speaker 1: way of imagining how things work inside the company itself. 235 00:13:37,440 --> 00:13:41,360 Speaker 1: The two thousand twelve handbook refers to valves organizational structure 236 00:13:41,480 --> 00:13:46,320 Speaker 1: as flat land, so they don't have a strict hierarchy 237 00:13:46,360 --> 00:13:50,280 Speaker 1: of positions in which directors report to a president and 238 00:13:50,320 --> 00:13:53,480 Speaker 1: then manager's report to the directors and employees report to 239 00:13:53,559 --> 00:13:57,959 Speaker 1: managers or they're overseen by managers. Instead, it's at least, 240 00:13:57,960 --> 00:14:01,520 Speaker 1: in theory, a flat line across the company, with all 241 00:14:01,600 --> 00:14:05,800 Speaker 1: employees being equal. The handbook does say that Gabe Newell 242 00:14:06,000 --> 00:14:09,200 Speaker 1: is the founder slash president, but he it also says 243 00:14:09,200 --> 00:14:12,120 Speaker 1: that he is not quote your manager in the quote, 244 00:14:12,559 --> 00:14:14,839 Speaker 1: so every employee in theory at least has the power 245 00:14:14,880 --> 00:14:19,920 Speaker 1: to green light and ship products. Uh. Of course, the 246 00:14:20,280 --> 00:14:23,240 Speaker 1: manual also says that out of all the people who 247 00:14:23,280 --> 00:14:27,400 Speaker 1: are not your manager, Gabe Newell is the most not 248 00:14:28,000 --> 00:14:32,840 Speaker 1: your manager, and it almost sounds like a double speak 249 00:14:32,960 --> 00:14:35,840 Speaker 1: sort of thing, like he's not your manager, but he 250 00:14:35,920 --> 00:14:39,360 Speaker 1: runs the company. M of course, that could just be 251 00:14:39,400 --> 00:14:44,320 Speaker 1: my interpretation of the manual. So how does this corporate 252 00:14:44,320 --> 00:14:47,000 Speaker 1: culture work in practice. Well. I have not been to 253 00:14:47,080 --> 00:14:51,320 Speaker 1: Valve personally, and they are traditionally a pretty secretive company. 254 00:14:51,640 --> 00:14:55,720 Speaker 1: They've had a couple of different UH folks visit and 255 00:14:55,880 --> 00:14:59,600 Speaker 1: document their visits to the office, but it tends to 256 00:14:59,600 --> 00:15:03,760 Speaker 1: be really controlled and usually there are multiple floors that 257 00:15:03,800 --> 00:15:07,080 Speaker 1: people have no access to because there are top secret 258 00:15:07,120 --> 00:15:11,440 Speaker 1: projects going on in those floors. But it sounds to 259 00:15:11,480 --> 00:15:15,440 Speaker 1: me like the corporate culture Valve would be a rewarding 260 00:15:15,480 --> 00:15:19,720 Speaker 1: but extremely challenging environment for a lot of people because 261 00:15:19,760 --> 00:15:22,320 Speaker 1: instead of taking direction, instead of having a boss who says, 262 00:15:23,160 --> 00:15:26,640 Speaker 1: this is what your job is, these are your responsibilities. 263 00:15:26,840 --> 00:15:29,600 Speaker 1: Here is how we expect you to perform your duties, 264 00:15:29,960 --> 00:15:34,080 Speaker 1: and we will evaluate you based on that criteria. Employees 265 00:15:34,120 --> 00:15:37,400 Speaker 1: at Valve are expected to seek out projects that appeal 266 00:15:37,480 --> 00:15:40,800 Speaker 1: to them and then essentially glam onto them and contribute. 267 00:15:40,840 --> 00:15:43,520 Speaker 1: So you would look around at your fellow employees and say, hey, 268 00:15:43,560 --> 00:15:45,800 Speaker 1: what are you working on? Oh that sounds cool, I 269 00:15:45,800 --> 00:15:47,920 Speaker 1: would like to work on that too. I'm part of 270 00:15:47,920 --> 00:15:51,280 Speaker 1: your team now, Or you could say what are you 271 00:15:51,320 --> 00:15:53,040 Speaker 1: working on? What are you working on? You know what? 272 00:15:53,160 --> 00:15:55,000 Speaker 1: It sounds to me like no one is working on 273 00:15:55,680 --> 00:15:58,640 Speaker 1: this amazing idea I have so I am going to 274 00:15:58,760 --> 00:16:01,200 Speaker 1: launch this as a project, and I'm going to start 275 00:16:01,240 --> 00:16:04,680 Speaker 1: recruiting people to work on my own team so that 276 00:16:04,720 --> 00:16:07,720 Speaker 1: we can get this done. Uh, these projects can be 277 00:16:08,400 --> 00:16:11,120 Speaker 1: just about anything. There seems to be a huge number 278 00:16:11,160 --> 00:16:14,000 Speaker 1: of options to choose from, and for some people that 279 00:16:14,120 --> 00:16:16,840 Speaker 1: could be a little bit intimidating. I know for me 280 00:16:16,920 --> 00:16:19,200 Speaker 1: it would be extremely intimidating. I mean, if you just 281 00:16:19,240 --> 00:16:22,600 Speaker 1: take me to the cheesecake factory and watches I panic 282 00:16:22,920 --> 00:16:26,200 Speaker 1: while flipping through that fifty page menu, you'd understand, like 283 00:16:26,680 --> 00:16:33,800 Speaker 1: sometimes having unlimited options is more restrictive than it is freeing. 284 00:16:34,720 --> 00:16:38,200 Speaker 1: There's actually a whole paradox about that. But if you 285 00:16:38,320 --> 00:16:41,200 Speaker 1: have the aptitude, if you're the person who can thrive 286 00:16:41,200 --> 00:16:44,960 Speaker 1: in that environment, you can, in theory anyway, work on 287 00:16:45,040 --> 00:16:48,920 Speaker 1: any project inside Valve. The philosophy of the company is 288 00:16:48,920 --> 00:16:51,400 Speaker 1: that if you're good enough to be hired, you're already 289 00:16:51,400 --> 00:16:54,320 Speaker 1: on the right path. And in fact, they are very 290 00:16:54,360 --> 00:16:57,000 Speaker 1: careful in the hiring process. They don't want to hire 291 00:16:57,040 --> 00:17:01,520 Speaker 1: someone who is either just a generalist who is pretty 292 00:17:01,560 --> 00:17:04,159 Speaker 1: good at lots of stuff but doesn't have a deep 293 00:17:04,160 --> 00:17:06,879 Speaker 1: expertise in anything, Nor do they want to get someone 294 00:17:06,880 --> 00:17:10,480 Speaker 1: who has an exclusive expertise in one subject and no 295 00:17:11,680 --> 00:17:14,720 Speaker 1: interest or affinity for any other subject. They want to 296 00:17:14,720 --> 00:17:18,159 Speaker 1: find people who have a broad range of skills and 297 00:17:18,240 --> 00:17:22,520 Speaker 1: a narrow range of deep expertise. That's the sweet spot 298 00:17:22,600 --> 00:17:26,760 Speaker 1: for Valve employees. And honestly, they say that they want 299 00:17:27,280 --> 00:17:30,520 Speaker 1: people who can make senior level decisions because in a 300 00:17:30,600 --> 00:17:34,240 Speaker 1: flat hierarchy, where you don't have a boss to report to, 301 00:17:34,960 --> 00:17:37,920 Speaker 1: you are the one making these senior decisions. You might 302 00:17:38,080 --> 00:17:40,560 Speaker 1: end up contributing to one project, but you could end 303 00:17:40,640 --> 00:17:45,600 Speaker 1: up effectively leading another one. Now, within work groups, some 304 00:17:45,720 --> 00:17:50,040 Speaker 1: hierarchies can and do emerge, but they are informal. They're 305 00:17:50,080 --> 00:17:55,639 Speaker 1: not codified in the organizational chart of Valve. Typically, someone 306 00:17:55,680 --> 00:17:57,840 Speaker 1: on a project will end up being a team lead, 307 00:17:58,080 --> 00:18:01,240 Speaker 1: though that person is more often a repository of all 308 00:18:01,240 --> 00:18:04,199 Speaker 1: the information about the project instead of being like a 309 00:18:04,240 --> 00:18:08,160 Speaker 1: traditional manager. And while a group is working toward a goal, 310 00:18:08,359 --> 00:18:12,800 Speaker 1: certain roles and relationships might form because just on necessity 311 00:18:12,840 --> 00:18:15,959 Speaker 1: to make sure you get stuff done uh, and that 312 00:18:16,080 --> 00:18:19,520 Speaker 1: might look more like a traditional company's structure, at least 313 00:18:19,520 --> 00:18:23,159 Speaker 1: temporarily within the confines of that project. But all of 314 00:18:23,160 --> 00:18:25,520 Speaker 1: that will fade away once the goal is complete or 315 00:18:25,560 --> 00:18:29,280 Speaker 1: the project is concluded now. According to the handbook, the 316 00:18:29,359 --> 00:18:32,600 Speaker 1: company also wanted to avoid the problems of crunch time 317 00:18:33,480 --> 00:18:35,600 Speaker 1: because they had gone through that a couple of times 318 00:18:35,640 --> 00:18:38,080 Speaker 1: by the by the year two thousand twelve when this 319 00:18:38,119 --> 00:18:41,960 Speaker 1: handbook was written. Crunch is when you're coming up against 320 00:18:41,960 --> 00:18:45,399 Speaker 1: a deadline and you need to make the mountain of 321 00:18:45,520 --> 00:18:50,320 Speaker 1: work between you and the deadline go away. So typically 322 00:18:50,320 --> 00:18:53,479 Speaker 1: this means working very long hours with an increased amount 323 00:18:53,600 --> 00:18:56,280 Speaker 1: of stress. And if you've ever done a crash study 324 00:18:56,320 --> 00:18:59,240 Speaker 1: course before a test, you know you're just cramming before 325 00:18:59,240 --> 00:19:01,600 Speaker 1: a test. You get an idea of what this is like, 326 00:19:01,720 --> 00:19:06,480 Speaker 1: only crunch is way way worse. Valves Handbook says that 327 00:19:06,520 --> 00:19:09,439 Speaker 1: employee work life balance is really important and that for 328 00:19:09,480 --> 00:19:12,960 Speaker 1: that reason you should only work normal office hours, and 329 00:19:13,000 --> 00:19:16,440 Speaker 1: employees also have no holiday or sick leave policies, meaning 330 00:19:16,520 --> 00:19:18,440 Speaker 1: that you can take as much time as you need 331 00:19:18,800 --> 00:19:21,200 Speaker 1: at least in theory, as long as you're getting your 332 00:19:21,200 --> 00:19:24,800 Speaker 1: work done. Whether this actually happens at the company or not, 333 00:19:24,880 --> 00:19:27,240 Speaker 1: I can't say, but I can imagine why it was 334 00:19:27,280 --> 00:19:30,320 Speaker 1: added in, because, after all, one of the co founders 335 00:19:30,400 --> 00:19:33,520 Speaker 1: a Valve left after half life shipped and part of 336 00:19:33,520 --> 00:19:36,000 Speaker 1: the reason for his leaving was because he had poured 337 00:19:36,200 --> 00:19:38,640 Speaker 1: so much of his time and energy and effort into 338 00:19:38,640 --> 00:19:40,760 Speaker 1: getting the game out the door that it had had 339 00:19:40,960 --> 00:19:44,040 Speaker 1: a real impact on his life at that point, and 340 00:19:44,080 --> 00:19:47,040 Speaker 1: no one wants to drive their talent away. So they 341 00:19:47,119 --> 00:19:49,639 Speaker 1: made a formal policy saying, you know, you should just 342 00:19:49,680 --> 00:19:52,639 Speaker 1: be working your office hours, and anything that's causing you 343 00:19:52,680 --> 00:19:55,480 Speaker 1: to work longer hours than normal, maybe we need to 344 00:19:55,480 --> 00:19:57,879 Speaker 1: take a look at it and make sure that you 345 00:19:57,920 --> 00:19:59,679 Speaker 1: know the priorities are in the right spot so that 346 00:19:59,720 --> 00:20:03,480 Speaker 1: you can actually have your personal time. Again, I don't 347 00:20:03,520 --> 00:20:05,760 Speaker 1: know if that's how it actually shakes out in the company. 348 00:20:05,800 --> 00:20:08,119 Speaker 1: It's one thing to say it in the employee handbook. 349 00:20:08,119 --> 00:20:10,240 Speaker 1: It's another thing to see it play out in the 350 00:20:10,320 --> 00:20:13,560 Speaker 1: actual day to day office life. But since I don't 351 00:20:13,560 --> 00:20:17,800 Speaker 1: know anyone at Valve, I can't really get insider information 352 00:20:17,840 --> 00:20:20,199 Speaker 1: on that. If you do work for Valve or have 353 00:20:20,320 --> 00:20:23,320 Speaker 1: worked for Valve, and you have some insight into this 354 00:20:23,400 --> 00:20:25,680 Speaker 1: and whether or not that in fact is the way 355 00:20:25,680 --> 00:20:28,760 Speaker 1: it works within the company, or maybe it's the ideal, 356 00:20:29,200 --> 00:20:31,000 Speaker 1: but that's not how things turn out, let me know, 357 00:20:31,200 --> 00:20:34,439 Speaker 1: because I can tell you as a creative person on 358 00:20:34,480 --> 00:20:37,159 Speaker 1: my end, most of the people I know at this 359 00:20:37,240 --> 00:20:41,240 Speaker 1: company are working very long weeks, and just because you're 360 00:20:41,880 --> 00:20:44,640 Speaker 1: office hours are over doesn't mean you are done working. 361 00:20:44,680 --> 00:20:46,720 Speaker 1: You might be working quite a bit more, even at 362 00:20:46,720 --> 00:20:51,399 Speaker 1: home or on vacation. As it turns out anyway, peer 363 00:20:51,400 --> 00:20:54,520 Speaker 1: review would become the basis of employee reviews at Valve, 364 00:20:54,680 --> 00:20:58,119 Speaker 1: And because there's no real hierarchy, there's no manager director 365 00:20:58,160 --> 00:21:01,800 Speaker 1: that you're reporting to, you would have to rely upon 366 00:21:01,880 --> 00:21:05,280 Speaker 1: your fellow employees to describe your work, and they would 367 00:21:05,280 --> 00:21:07,479 Speaker 1: describe it to some people who would essentially be kind 368 00:21:07,520 --> 00:21:11,000 Speaker 1: of chosen each year to be responsible for interviewing employees 369 00:21:11,040 --> 00:21:14,280 Speaker 1: to find out how everyone is doing job performance wise, 370 00:21:15,520 --> 00:21:19,119 Speaker 1: and compensation decisions would rest on peer descriptions of an 371 00:21:19,160 --> 00:21:23,119 Speaker 1: employee's technical ability, their ability to work within a group 372 00:21:23,240 --> 00:21:27,320 Speaker 1: and contribute valuable input, how much the employee actually contributed 373 00:21:27,320 --> 00:21:30,400 Speaker 1: to products and development, and the employee's general output level. 374 00:21:30,480 --> 00:21:33,640 Speaker 1: So you would end up having, like if you work 375 00:21:33,680 --> 00:21:38,000 Speaker 1: for Valve, then your coworkers that you are in close 376 00:21:38,040 --> 00:21:41,120 Speaker 1: contact with because you're all working together on a specific project, 377 00:21:41,440 --> 00:21:44,280 Speaker 1: they would get interviewed by some of these employees and 378 00:21:44,320 --> 00:21:47,440 Speaker 1: they would give answers like, hey, Jonathan over there, he's 379 00:21:47,480 --> 00:21:50,960 Speaker 1: on your team. Uh, what's he like to work with? 380 00:21:51,720 --> 00:21:57,320 Speaker 1: Did he do anything really uh? Notable in context of 381 00:21:57,320 --> 00:22:02,120 Speaker 1: this particular product, you know, were his contributions meaningful? Did 382 00:22:02,160 --> 00:22:04,639 Speaker 1: they help make the product better? Did they help it 383 00:22:04,680 --> 00:22:07,480 Speaker 1: ship on time? All those sort of questions. The answers 384 00:22:07,480 --> 00:22:11,600 Speaker 1: to that are what informs the decision to increase your 385 00:22:11,640 --> 00:22:15,800 Speaker 1: compensation or not. As it turns out, and Valve really 386 00:22:15,840 --> 00:22:21,440 Speaker 1: wants to reward people based upon their value to the company, 387 00:22:21,480 --> 00:22:24,480 Speaker 1: but not over reward people, so it's a delicate balance. 388 00:22:24,520 --> 00:22:29,040 Speaker 1: They also pride themselves on being more generous with their 389 00:22:29,080 --> 00:22:33,960 Speaker 1: compensation than some other companies like Microsoft and Google. But 390 00:22:34,640 --> 00:22:38,680 Speaker 1: this is important because there's no there's no career ladder, right, 391 00:22:38,760 --> 00:22:42,040 Speaker 1: there's no hierarchy, so you can't be promoted. In fact, 392 00:22:42,119 --> 00:22:46,119 Speaker 1: most Valve employees don't really have a position uh not 393 00:22:46,119 --> 00:22:49,200 Speaker 1: not really not not a real position or even job 394 00:22:49,240 --> 00:22:55,320 Speaker 1: description apart from help Valve do stuff. Some Valve employees 395 00:22:55,560 --> 00:22:59,400 Speaker 1: have an effective job title because if you're ever interacting 396 00:22:59,440 --> 00:23:02,439 Speaker 1: with anyone outside of Valve, typically you need to have 397 00:23:02,520 --> 00:23:04,560 Speaker 1: some sort of job title to make sense of it, 398 00:23:04,720 --> 00:23:07,600 Speaker 1: because anyone who's chatting with you needs to have a 399 00:23:07,680 --> 00:23:11,320 Speaker 1: point of reference. So people who work at Valve who 400 00:23:11,359 --> 00:23:15,600 Speaker 1: have outside facing duties, like let's say it's someone who 401 00:23:15,760 --> 00:23:19,080 Speaker 1: represents Valve at a trade show like E three, they 402 00:23:19,119 --> 00:23:23,280 Speaker 1: probably have a working job title, though within Valve they 403 00:23:23,280 --> 00:23:27,120 Speaker 1: would just be considered another Valve employee. So you can't 404 00:23:27,119 --> 00:23:30,200 Speaker 1: really get promoted, but you can increase your compensation based 405 00:23:30,280 --> 00:23:34,560 Speaker 1: upon your personal performance at work and your technical expertise 406 00:23:34,600 --> 00:23:39,880 Speaker 1: and that sort of thing. Uh. The handbook also outlines 407 00:23:39,960 --> 00:23:42,920 Speaker 1: some amenities that the office had at that time. Now, 408 00:23:42,960 --> 00:23:45,960 Speaker 1: this is a different office than where Valve is currently, 409 00:23:46,040 --> 00:23:50,480 Speaker 1: but I suspect that the amenities haven't changed, or rather, 410 00:23:50,880 --> 00:23:53,640 Speaker 1: if they have changed, they've only expanded. But the ones 411 00:23:53,680 --> 00:23:55,560 Speaker 1: that were listed in the two thousand and twelve handbook 412 00:23:55,600 --> 00:23:58,720 Speaker 1: included laundry rooms. There was a room where you could 413 00:23:58,720 --> 00:24:01,720 Speaker 1: get a massage if you need in one. There's a gym. 414 00:24:02,119 --> 00:24:06,359 Speaker 1: There were recreational games like dartboards, that kind of stuff. Uh. 415 00:24:06,400 --> 00:24:11,000 Speaker 1: The lobbies sported an enormous valve which, as I understand 416 00:24:11,080 --> 00:24:14,399 Speaker 1: it is also in the new office space. This was 417 00:24:14,440 --> 00:24:17,280 Speaker 1: a gift from Gabe Newell's brother when Half Life one ship. 418 00:24:17,560 --> 00:24:20,400 Speaker 1: They also have a gold crowbar, which was a gift 419 00:24:20,440 --> 00:24:24,679 Speaker 1: from Sierra when half Life went gold. Uh, And not 420 00:24:24,760 --> 00:24:26,879 Speaker 1: to jump too much ahead, but Valve has moved a 421 00:24:26,920 --> 00:24:29,879 Speaker 1: couple of times in its history. During the half Life days, 422 00:24:30,080 --> 00:24:32,520 Speaker 1: there were only about twenty people working for the company, 423 00:24:32,560 --> 00:24:35,719 Speaker 1: but by that number had increased to more than two 424 00:24:35,840 --> 00:24:40,800 Speaker 1: hundred employees, and in the company moved into the Lincoln 425 00:24:40,960 --> 00:24:44,359 Speaker 1: Square Expansion, which is a skyscraper next to the Bellevue 426 00:24:44,520 --> 00:24:48,760 Speaker 1: Arts Museum in Washington, Washington State. That is, so, I 427 00:24:48,760 --> 00:24:50,680 Speaker 1: guess it would be good to go back and explore 428 00:24:50,720 --> 00:24:53,440 Speaker 1: how the company ended up getting so big, which means 429 00:24:53,520 --> 00:24:56,000 Speaker 1: dialing the time machine back to two thousands. So I'm 430 00:24:56,000 --> 00:24:58,840 Speaker 1: gonna hop in the time machine and head back there. 431 00:24:58,880 --> 00:25:01,679 Speaker 1: The old way back machine has been sitting getting a 432 00:25:01,680 --> 00:25:04,680 Speaker 1: little dusty in the corner. Before I do that, let's 433 00:25:04,720 --> 00:25:15,240 Speaker 1: take a quick break to thank our sponsor, and we're back, 434 00:25:15,680 --> 00:25:19,119 Speaker 1: And by back, I mean back to the year two thousand. 435 00:25:20,080 --> 00:25:24,879 Speaker 1: The dot com bubble is poised to burst the final 436 00:25:24,960 --> 00:25:30,800 Speaker 1: original Peanuts comic strip publishes after Charles Schultz's passing, and 437 00:25:30,960 --> 00:25:36,119 Speaker 1: Sony debuts the PlayStation two in Japan. Meanwhile, over at Valve, 438 00:25:36,320 --> 00:25:39,760 Speaker 1: what's going on there? Well, I mentioned in the previous 439 00:25:39,800 --> 00:25:45,280 Speaker 1: episode that Half Life Opposing Force came out. N I 440 00:25:45,480 --> 00:25:49,040 Speaker 1: failed to mention in that episode that Valve didn't actually 441 00:25:49,080 --> 00:25:52,720 Speaker 1: develop that game or expansion pack if you prefer, because 442 00:25:52,760 --> 00:25:55,280 Speaker 1: it really was an expansion on the original Half Life 443 00:25:55,320 --> 00:25:59,680 Speaker 1: game and not a fully fledged game on its own right. Instead, 444 00:26:00,240 --> 00:26:03,560 Speaker 1: this game was developed by someone else. It was actually 445 00:26:03,600 --> 00:26:07,120 Speaker 1: developed by Gearbox Software, which would go on to make 446 00:26:07,160 --> 00:26:10,680 Speaker 1: a two thousand one expansion for Half Life called Blueshift. 447 00:26:11,280 --> 00:26:15,040 Speaker 1: Gearbox became known later on as the creators of a 448 00:26:15,119 --> 00:26:19,560 Speaker 1: series called Borderlands. So the folks at Valve we're looking 449 00:26:19,560 --> 00:26:23,480 Speaker 1: at other projects, namely half Life two and Team Fortress too, 450 00:26:24,359 --> 00:26:26,959 Speaker 1: and a couple of other projects as well. The company 451 00:26:27,000 --> 00:26:30,080 Speaker 1: was also supporting the work of the mod community, which 452 00:26:30,080 --> 00:26:33,639 Speaker 1: helped entrenched Valve in the hearts of hardcore gamers everywhere. 453 00:26:34,040 --> 00:26:36,960 Speaker 1: As I mentioned in the last episode, when the company 454 00:26:37,080 --> 00:26:40,000 Speaker 1: really liked a mod, they were likely to acquire it, 455 00:26:40,400 --> 00:26:42,639 Speaker 1: and that was the case with a little mod of 456 00:26:42,640 --> 00:26:48,600 Speaker 1: the Half Life competitive multiplayer mode called counter Strike. Now. 457 00:26:48,640 --> 00:26:51,679 Speaker 1: That mod put players into one of two teams. You 458 00:26:51,760 --> 00:26:55,639 Speaker 1: either played as a terrorist or a counter terrorist, and 459 00:26:55,680 --> 00:26:59,040 Speaker 1: each team had a certain goal depended upon whatever the 460 00:26:59,080 --> 00:27:03,920 Speaker 1: game type was is for that particular playing session, Completing 461 00:27:03,960 --> 00:27:07,639 Speaker 1: the goal would gain your team a point for that round. 462 00:27:08,119 --> 00:27:11,359 Speaker 1: After a certain number of rounds determined before you actually 463 00:27:11,400 --> 00:27:14,120 Speaker 1: start playing the game, the team which had the most 464 00:27:14,119 --> 00:27:17,160 Speaker 1: points would win. Now, that does not necessarily mean you'd 465 00:27:17,160 --> 00:27:19,560 Speaker 1: win if you've got more kills than your opponents, because 466 00:27:19,600 --> 00:27:24,160 Speaker 1: sometimes the objective wasn't too just kill as many people 467 00:27:24,160 --> 00:27:28,520 Speaker 1: as you possibly could. However, killing opposing team team members 468 00:27:29,640 --> 00:27:31,760 Speaker 1: tends to help no matter what the game type is. 469 00:27:32,080 --> 00:27:35,840 Speaker 1: The game rewards tight team play and ultimately became a 470 00:27:35,880 --> 00:27:39,359 Speaker 1: popular title in the e sports realm because while you 471 00:27:39,400 --> 00:27:42,720 Speaker 1: could excel at counter Strike if you were just an amazing, 472 00:27:42,880 --> 00:27:46,560 Speaker 1: lead skilled player, what you really needed was a team 473 00:27:46,680 --> 00:27:50,640 Speaker 1: of people who could work well together in order to 474 00:27:50,640 --> 00:27:53,399 Speaker 1: to excel at the game itself. If you are an 475 00:27:53,440 --> 00:27:57,160 Speaker 1: amazing player and all your teammates are nubes, then you're 476 00:27:57,200 --> 00:27:59,480 Speaker 1: probably not going to do so well in the grand 477 00:27:59,560 --> 00:28:02,119 Speaker 1: scheme of things, especially if you're up against a team 478 00:28:02,160 --> 00:28:06,159 Speaker 1: that has, you know, decent communication skills. You need to 479 00:28:06,200 --> 00:28:10,480 Speaker 1: have a good, solid group together, and that's what made 480 00:28:10,480 --> 00:28:14,480 Speaker 1: it a prime candidate for E sports now. Counter Strike 481 00:28:15,119 --> 00:28:18,080 Speaker 1: was the work of two members of the Half Life 482 00:28:18,119 --> 00:28:22,920 Speaker 1: modding community, and those were Meanly a k A. Gooseman 483 00:28:23,600 --> 00:28:27,720 Speaker 1: and just Cliff Lee did nearly all the development on 484 00:28:27,800 --> 00:28:30,800 Speaker 1: the mod, while Cliff helped publicize it. He had a 485 00:28:30,920 --> 00:28:34,040 Speaker 1: Half Life fan site that would publish and promote mods 486 00:28:34,119 --> 00:28:37,560 Speaker 1: and maps in the half Life community. Their work so 487 00:28:37,720 --> 00:28:41,200 Speaker 1: impressed Valve that the company extended to them the invitation 488 00:28:41,240 --> 00:28:45,760 Speaker 1: to become employees, and they both accepted that invitation. In 489 00:28:45,840 --> 00:28:50,280 Speaker 1: two thousand, Valve released counter Strike one point oh. It 490 00:28:50,360 --> 00:28:53,480 Speaker 1: became one of the most popular multiplayer games of all time, 491 00:28:53,600 --> 00:28:56,360 Speaker 1: right out there with games like Call of Duty. In fact, 492 00:28:56,680 --> 00:29:01,760 Speaker 1: even today, after nearly a decade and other versions of 493 00:29:01,800 --> 00:29:05,520 Speaker 1: counter Strike coming out, the original counter Strike is still 494 00:29:05,640 --> 00:29:08,920 Speaker 1: going and has more than fifteen thousand people playing it 495 00:29:09,320 --> 00:29:11,920 Speaker 1: as I do the research for this podcast. In fact, 496 00:29:11,920 --> 00:29:14,040 Speaker 1: the day that I did the research for this there 497 00:29:14,120 --> 00:29:17,080 Speaker 1: was a peak number of players hitting seventeen thousand, seven 498 00:29:17,280 --> 00:29:19,800 Speaker 1: sixty six, which is pretty incredible for a game that's 499 00:29:20,440 --> 00:29:24,720 Speaker 1: that old. By the way, Cliff provided the voice of 500 00:29:25,200 --> 00:29:27,959 Speaker 1: the radio commands in the game, so you would get 501 00:29:28,000 --> 00:29:31,480 Speaker 1: little commands over your radio that came from the from 502 00:29:31,640 --> 00:29:34,960 Speaker 1: Jeff Cliff himself. Well, Meanly would stay on with Valve 503 00:29:35,000 --> 00:29:38,200 Speaker 1: for a little while and would shift work to counter 504 00:29:38,240 --> 00:29:42,560 Speaker 1: Strike to the full sequel to counter Strike. Eventually, Valve 505 00:29:42,600 --> 00:29:45,920 Speaker 1: decided that they were not going to develop counter Strike too. 506 00:29:46,280 --> 00:29:49,320 Speaker 1: They made some other counter Strike spinoffs, but the sequel 507 00:29:49,320 --> 00:29:53,360 Speaker 1: itself got scrapped and Lee would leave Valve. As a result, 508 00:29:53,600 --> 00:29:56,280 Speaker 1: Cliff would actually stay on with Valve. Lee would go 509 00:29:56,320 --> 00:29:59,640 Speaker 1: on to work for other games for other developers. The 510 00:29:59,720 --> 00:30:03,560 Speaker 1: count Strike series did continue with spinoffs. Uh, there just 511 00:30:03,680 --> 00:30:06,320 Speaker 1: wasn't a counter Strike two. So in two thousand four, 512 00:30:06,560 --> 00:30:10,560 Speaker 1: counter Strike Condition zero published. This was a game that 513 00:30:10,600 --> 00:30:15,080 Speaker 1: was developed by Turtle Rock. They developed that particular version 514 00:30:15,200 --> 00:30:17,680 Speaker 1: of counter Strike and it was still using the gold 515 00:30:17,720 --> 00:30:20,400 Speaker 1: Source game engine, which was the same one that powered 516 00:30:20,440 --> 00:30:23,600 Speaker 1: Half Life and the original counter Strike Mod two. Other 517 00:30:23,640 --> 00:30:26,560 Speaker 1: games would follow. There was counter Strike Source, which used 518 00:30:26,560 --> 00:30:28,760 Speaker 1: a different game engine that we'll talk about a little 519 00:30:28,760 --> 00:30:31,320 Speaker 1: bit later in this episode. That one also published in 520 00:30:31,360 --> 00:30:34,640 Speaker 1: two thousand four, and then there was Counterstrike Global Offensive, 521 00:30:34,720 --> 00:30:38,280 Speaker 1: which would not publish until two thousand twelve. That one 522 00:30:38,360 --> 00:30:42,520 Speaker 1: was developed in partnership with Hidden Path Entertainment five years later. 523 00:30:42,800 --> 00:30:45,600 Speaker 1: That particular version of counter Strike, that is Counterstrike Global 524 00:30:45,600 --> 00:30:47,880 Speaker 1: Offensive remains one of the most popular games on the 525 00:30:47,920 --> 00:30:50,760 Speaker 1: Steam platform. In fact, when I checked it today as 526 00:30:50,760 --> 00:30:53,240 Speaker 1: I do this podcast, there were more than four hundred 527 00:30:53,280 --> 00:30:58,000 Speaker 1: seventy five thousand concurrent players. Nearly half a million concurrent 528 00:30:58,040 --> 00:31:03,360 Speaker 1: players playing a game that's five years old. That is phenomenal. 529 00:31:04,640 --> 00:31:08,720 Speaker 1: Back to two thousand, Valve released a game called Ricochet 530 00:31:09,000 --> 00:31:12,200 Speaker 1: in two thousand and It was developed by a guy 531 00:31:12,280 --> 00:31:16,000 Speaker 1: named Robin Walker who was an Australian game designer. He 532 00:31:16,080 --> 00:31:18,200 Speaker 1: was part of the team who had developed the Team 533 00:31:18,240 --> 00:31:22,920 Speaker 1: Fortress mod for Quake World, and when Valve decided that 534 00:31:22,960 --> 00:31:27,120 Speaker 1: they were going to acquire the Team Fortress assets and 535 00:31:27,800 --> 00:31:30,600 Speaker 1: end up acquiring the company essentially or the group that 536 00:31:30,720 --> 00:31:34,080 Speaker 1: developed them, uh, Robin Walker was one of those guys 537 00:31:34,120 --> 00:31:37,080 Speaker 1: and came over to Valve. So he had joined Valve 538 00:31:37,120 --> 00:31:41,280 Speaker 1: about two years earlier. Now the employee handbook describes Ricochet 539 00:31:41,280 --> 00:31:44,600 Speaker 1: as an example that quote demonstrates to the mod community 540 00:31:44,840 --> 00:31:47,640 Speaker 1: how a game can be created quickly and easily with 541 00:31:47,760 --> 00:31:51,440 Speaker 1: Valves s d K end quote. S d K stands 542 00:31:51,440 --> 00:31:54,760 Speaker 1: for Software Developer Kit, So in other words, Ricochet was 543 00:31:54,800 --> 00:31:57,440 Speaker 1: meant to say to the mod community, Hey, we want 544 00:31:57,480 --> 00:31:59,680 Speaker 1: you to make awesome games, and here are the tools 545 00:31:59,760 --> 00:32:02,040 Speaker 1: you can used to do that, So go out there 546 00:32:02,040 --> 00:32:07,840 Speaker 1: and make the next cool, super awesome game. And obviously 547 00:32:07,960 --> 00:32:10,880 Speaker 1: Valve has a vested interest in this because if people 548 00:32:10,920 --> 00:32:13,760 Speaker 1: go out and create an awesome game, and Valve sees 549 00:32:13,760 --> 00:32:16,320 Speaker 1: a way of marketing that they can acquire that game, 550 00:32:16,440 --> 00:32:19,080 Speaker 1: the game developers get rewarded for the work they've done, 551 00:32:19,520 --> 00:32:22,360 Speaker 1: and then Valve can sell that game to a wider audience. 552 00:32:23,000 --> 00:32:27,120 Speaker 1: Ricochet was developed internally. This was not a moded game 553 00:32:27,160 --> 00:32:30,920 Speaker 1: that they picked up, but Walker created Ricochet and modified 554 00:32:30,960 --> 00:32:33,760 Speaker 1: Half Life into a new type of game. It was 555 00:32:33,800 --> 00:32:37,760 Speaker 1: a competitive multiplayer game, so you know something counter Strikes 556 00:32:37,760 --> 00:32:40,280 Speaker 1: a competitive multiplayer game as well, but Ricchet is very 557 00:32:40,280 --> 00:32:44,880 Speaker 1: different from Counterstrike and Ricochet. Players would control the character 558 00:32:45,040 --> 00:32:47,440 Speaker 1: first person shooter style, but you would have all these 559 00:32:47,480 --> 00:32:51,200 Speaker 1: different disc shaped platforms in a giant arena that are 560 00:32:51,360 --> 00:32:54,880 Speaker 1: suspended over an infinite pit it appears to be so 561 00:32:54,920 --> 00:32:57,400 Speaker 1: you can jump from platform to platform as part of 562 00:32:57,400 --> 00:32:59,920 Speaker 1: this game, those part of the strategy is jumping from 563 00:33:00,040 --> 00:33:02,960 Speaker 1: one platform to the next while trying to take out 564 00:33:03,000 --> 00:33:05,640 Speaker 1: your opponents. So you had to worry about all these 565 00:33:05,640 --> 00:33:09,120 Speaker 1: sorts of different angles. You had to worry about making jumps. 566 00:33:09,160 --> 00:33:11,160 Speaker 1: If you missed a jump, then you would fall to 567 00:33:11,200 --> 00:33:14,320 Speaker 1: your death. You had to worry about where your opponents were, 568 00:33:14,600 --> 00:33:17,640 Speaker 1: and there are also little elements along the edges of 569 00:33:17,680 --> 00:33:19,920 Speaker 1: the playing field that would allow you to bounce off 570 00:33:19,920 --> 00:33:22,080 Speaker 1: of them, so if you jump toward them, it would 571 00:33:22,160 --> 00:33:25,720 Speaker 1: redirect your jump or allow you to ricochet. Thus the 572 00:33:25,840 --> 00:33:29,760 Speaker 1: name and actually reminds me a lot of the disc 573 00:33:29,960 --> 00:33:32,680 Speaker 1: game in Tron in a lot of ways, although that 574 00:33:32,720 --> 00:33:36,760 Speaker 1: may just be the graphics that are really reminiscent of that. 575 00:33:36,880 --> 00:33:41,240 Speaker 1: The gameplay itself is quite different now. Originally, Valve wanted 576 00:33:41,280 --> 00:33:44,600 Speaker 1: to release this game and then have updates come out 577 00:33:44,760 --> 00:33:48,160 Speaker 1: over time, allowing it to continually evolve. That would eventually 578 00:33:48,200 --> 00:33:51,840 Speaker 1: become the model for Team Fortress to further down the line, 579 00:33:52,520 --> 00:33:56,080 Speaker 1: but Ricochet never quite got that benefit. It just sort 580 00:33:56,080 --> 00:33:59,000 Speaker 1: of languished, and a lot of folks look at it 581 00:33:59,080 --> 00:34:02,280 Speaker 1: as a totally failed title. It became something of a 582 00:34:02,400 --> 00:34:06,040 Speaker 1: joke within the gaming community and definitely something that Robin 583 00:34:06,120 --> 00:34:11,520 Speaker 1: Walker would find painful to discuss, because clearly there was 584 00:34:11,880 --> 00:34:15,120 Speaker 1: the gem of a really cool idea here, but it 585 00:34:15,239 --> 00:34:19,080 Speaker 1: just never got the support outside of its initial development 586 00:34:19,520 --> 00:34:21,840 Speaker 1: that it really needed in order for it to become 587 00:34:22,520 --> 00:34:26,719 Speaker 1: a really compelling game. However, I would argue that if 588 00:34:26,760 --> 00:34:29,719 Speaker 1: you look at something like Ricochet, you could easily see 589 00:34:30,120 --> 00:34:35,200 Speaker 1: where the other future developers would come up with ideas 590 00:34:35,239 --> 00:34:39,080 Speaker 1: that were really compelling that put their own twist on 591 00:34:39,120 --> 00:34:43,160 Speaker 1: the first person shooter genre. I'm specifically talking about Portal, 592 00:34:43,440 --> 00:34:45,560 Speaker 1: but that's a game we'll have to cover in Part 593 00:34:45,880 --> 00:34:49,200 Speaker 1: three of this series. Also spoiler alert, there will be 594 00:34:49,239 --> 00:34:52,680 Speaker 1: a Part three of this series. And I don't mean 595 00:34:52,719 --> 00:34:55,279 Speaker 1: to suggest that Valve is so important a company that 596 00:34:55,400 --> 00:34:58,000 Speaker 1: requires three episodes, but rather that there are a lot 597 00:34:58,040 --> 00:35:00,760 Speaker 1: of lessons to be learned in the story of Valve, 598 00:35:01,200 --> 00:35:03,520 Speaker 1: that there are a ton of things that happened through 599 00:35:03,560 --> 00:35:07,000 Speaker 1: the course of valves history that are really valuable to 600 00:35:07,120 --> 00:35:13,600 Speaker 1: understand for other companies. It's not just Valve. So while 601 00:35:13,640 --> 00:35:16,160 Speaker 1: I understand that i've I've covered other companies with fewer 602 00:35:16,200 --> 00:35:20,680 Speaker 1: parts that had longer histories than Valve, I feel like 603 00:35:20,719 --> 00:35:24,520 Speaker 1: there's a lot of deep lessons to be learned in 604 00:35:24,560 --> 00:35:27,360 Speaker 1: these histories. So that's the only reason I'm really spending 605 00:35:27,400 --> 00:35:30,520 Speaker 1: that much time on this one now. In two thousand one, 606 00:35:31,160 --> 00:35:34,600 Speaker 1: Valve released a couple of half life expansions. While counter 607 00:35:34,640 --> 00:35:38,000 Speaker 1: Strike would become the most popular online action game that year, 608 00:35:38,400 --> 00:35:42,160 Speaker 1: and behind the scenes work would continue on Team Fortress Too, 609 00:35:42,320 --> 00:35:45,040 Speaker 1: as well as the sequel to Half Life, but it 610 00:35:45,080 --> 00:35:48,640 Speaker 1: became clear that, at least for Team Fortress Too, things 611 00:35:48,680 --> 00:35:51,400 Speaker 1: were going to take a lot longer than game Newell 612 00:35:51,440 --> 00:35:54,239 Speaker 1: initially expected. In fact, in many ways, it was going 613 00:35:54,280 --> 00:36:00,239 Speaker 1: to become another Half Life, in that numerous delays and 614 00:36:00,480 --> 00:36:03,799 Speaker 1: internal issues would cause the game to come out much 615 00:36:03,920 --> 00:36:07,360 Speaker 1: much later than what they had hoped. These days, gamers 616 00:36:07,400 --> 00:36:10,920 Speaker 1: call this sort of thing Valve time, So it's kind 617 00:36:10,920 --> 00:36:16,040 Speaker 1: of a dismissive term, almost a pejorative about the delay 618 00:36:16,200 --> 00:36:18,960 Speaker 1: between when you expect a game and whether or not 619 00:36:19,000 --> 00:36:22,840 Speaker 1: it ever comes out. That that time in between is 620 00:36:22,840 --> 00:36:25,600 Speaker 1: called Valve time. Like, yeah, but how long is that? 621 00:36:25,640 --> 00:36:27,920 Speaker 1: In Valve time, you might say, all right, what was 622 00:36:27,920 --> 00:36:30,200 Speaker 1: coming out next year, But in Valve time, that really 623 00:36:30,200 --> 00:36:35,959 Speaker 1: means two, three, six years from now. So uh. These 624 00:36:36,000 --> 00:36:38,840 Speaker 1: long stretches have made Valve employees a bit more hesitant 625 00:36:38,880 --> 00:36:41,640 Speaker 1: to talk about big projects because of the issues that 626 00:36:41,680 --> 00:36:44,000 Speaker 1: stirs up within the gaming community. I mean, you don't 627 00:36:44,000 --> 00:36:47,080 Speaker 1: want to announce that a game is coming out, have 628 00:36:47,280 --> 00:36:50,560 Speaker 1: that day come and go with nothing shipped, and then 629 00:36:50,640 --> 00:36:53,319 Speaker 1: have to answer to the gaming community over and over again, 630 00:36:53,360 --> 00:36:59,600 Speaker 1: because they are persistent and largely unforgiving, and it can 631 00:36:59,640 --> 00:37:04,120 Speaker 1: be very frustrating from a creative perspective to deal with 632 00:37:04,160 --> 00:37:08,839 Speaker 1: that level of animosity, or even not even if it's animosity, 633 00:37:09,000 --> 00:37:11,840 Speaker 1: let's say that there's no ill will or anything. Just 634 00:37:11,880 --> 00:37:14,000 Speaker 1: having to answer the same question over and over again 635 00:37:14,040 --> 00:37:17,720 Speaker 1: can become demoralizing. So these days Valve is less likely 636 00:37:17,760 --> 00:37:21,560 Speaker 1: to talk about the stuff that's in development. So we'll 637 00:37:21,640 --> 00:37:24,960 Speaker 1: check back with Team Fortress two in the next episode 638 00:37:25,120 --> 00:37:27,600 Speaker 1: and maybe touch on it a couple of times throughout 639 00:37:27,600 --> 00:37:29,680 Speaker 1: this one and talk about some of the stuff that 640 00:37:29,719 --> 00:37:32,319 Speaker 1: went down during its development. But the following year, two 641 00:37:32,320 --> 00:37:36,160 Speaker 1: thousand two, was when Valve relocated to a new office space. 642 00:37:36,360 --> 00:37:39,319 Speaker 1: So they had started off in Kirkland, Washington, they had 643 00:37:39,360 --> 00:37:43,920 Speaker 1: signed a five year office rental agreement, and they decided 644 00:37:43,920 --> 00:37:46,719 Speaker 1: that they would relocate to Bellevue, Washington. It was also 645 00:37:46,760 --> 00:37:48,920 Speaker 1: in two thousand two that Valve made an announcement that 646 00:37:48,920 --> 00:37:51,759 Speaker 1: would end up transforming the company on a level that 647 00:37:51,800 --> 00:37:56,040 Speaker 1: I suspect no one anticipated at that time. And this 648 00:37:56,200 --> 00:37:58,920 Speaker 1: was an announcement that happened at the Game Developer Conference 649 00:37:58,960 --> 00:38:03,840 Speaker 1: in two thousand two. That's when Valve announced Steam. Now, 650 00:38:04,840 --> 00:38:09,080 Speaker 1: the actual platform of Steam wouldn't launch until two thousand three, 651 00:38:09,440 --> 00:38:11,560 Speaker 1: but they announced it in two thousand two. So what 652 00:38:11,760 --> 00:38:14,480 Speaker 1: is Steam and why is it such a big deal? Well, 653 00:38:14,520 --> 00:38:17,759 Speaker 1: when it launched, it wasn't nearly as big a deal 654 00:38:17,800 --> 00:38:19,839 Speaker 1: as it is today, and I don't think anyone could 655 00:38:19,840 --> 00:38:24,000 Speaker 1: have anticipated it. But first, at the time, Steam was 656 00:38:24,000 --> 00:38:28,680 Speaker 1: pretty much necessary for Valve. So Valve was working on 657 00:38:28,960 --> 00:38:33,760 Speaker 1: developing or supporting tons of multiplayer games, either the games 658 00:38:33,760 --> 00:38:37,120 Speaker 1: that they had developed in house or the mods that 659 00:38:37,200 --> 00:38:40,560 Speaker 1: were based upon the game they had developed. That game 660 00:38:40,760 --> 00:38:43,640 Speaker 1: essentially being Half Life right, So Half Life and all 661 00:38:43,640 --> 00:38:46,759 Speaker 1: the different modifications that came out, all of them required 662 00:38:47,360 --> 00:38:51,400 Speaker 1: this kind of ongoing support because Valve would constantly tweak 663 00:38:51,960 --> 00:38:55,239 Speaker 1: things so that they would run a little better, more smoothly, 664 00:38:55,400 --> 00:38:59,240 Speaker 1: that they would remove exploits, that they would remove vulnerabilities. 665 00:39:00,000 --> 00:39:02,680 Speaker 1: But that meant that people had to use the latest 666 00:39:02,760 --> 00:39:04,800 Speaker 1: version of the game or to play with each other. 667 00:39:05,000 --> 00:39:06,960 Speaker 1: In other words, if you have the latest version of 668 00:39:07,000 --> 00:39:10,919 Speaker 1: counter Strike, but I've got a version that's two versions behind. 669 00:39:11,000 --> 00:39:12,560 Speaker 1: Let's say that you've got one point four and I 670 00:39:12,560 --> 00:39:15,080 Speaker 1: have one point too, we can't play together because our 671 00:39:15,120 --> 00:39:18,720 Speaker 1: games are no longer compatible. I I cannot match everything 672 00:39:18,760 --> 00:39:21,120 Speaker 1: you have. There might be new maps that you have 673 00:39:21,200 --> 00:39:24,439 Speaker 1: that I don't have, and this sort of mismatch meant 674 00:39:24,440 --> 00:39:27,759 Speaker 1: that we could not have a compatible gaming session with 675 00:39:27,800 --> 00:39:30,960 Speaker 1: one another. I would need to update my game to 676 00:39:31,040 --> 00:39:34,040 Speaker 1: be the same version as yours. Uh. And actually it 677 00:39:34,120 --> 00:39:36,239 Speaker 1: ends up being more complicated than that, because I would 678 00:39:36,320 --> 00:39:38,360 Speaker 1: need to have the right version to even log into 679 00:39:38,400 --> 00:39:40,520 Speaker 1: a server and be able to play on that server. 680 00:39:40,680 --> 00:39:43,600 Speaker 1: So what Valve wanted to do was develop a platform 681 00:39:43,640 --> 00:39:46,240 Speaker 1: that would make it easier to patch games like counter 682 00:39:46,280 --> 00:39:50,080 Speaker 1: Strike and Steam was that solution. It's an online platform, 683 00:39:50,120 --> 00:39:52,400 Speaker 1: which means you have to log into an online account. 684 00:39:52,480 --> 00:39:54,800 Speaker 1: You have to have an Internet connection for it to work. 685 00:39:55,160 --> 00:39:58,120 Speaker 1: Once you're logged in, the platform can scan the versions 686 00:39:58,239 --> 00:40:01,120 Speaker 1: the various Valve games. Later on it would be other 687 00:40:01,160 --> 00:40:03,120 Speaker 1: games as well, but in the early days it was 688 00:40:03,200 --> 00:40:06,440 Speaker 1: just Valve and really it was just Half Life and 689 00:40:06,520 --> 00:40:10,120 Speaker 1: the various mods, and then it would make sure that 690 00:40:10,200 --> 00:40:12,920 Speaker 1: the version you were using was up to date. And 691 00:40:12,960 --> 00:40:15,320 Speaker 1: if the version you're using isn't up to date, it 692 00:40:15,360 --> 00:40:18,680 Speaker 1: could automatically update those games to make sure that you're 693 00:40:18,680 --> 00:40:20,520 Speaker 1: ready to go and you could log in and have 694 00:40:20,640 --> 00:40:24,960 Speaker 1: your online gaming session. Eventually, Valve would extend this to 695 00:40:25,040 --> 00:40:28,560 Speaker 1: apply not just to online multiplayer games, but also single 696 00:40:28,600 --> 00:40:30,920 Speaker 1: player games that you can play offline. Let's say you 697 00:40:30,960 --> 00:40:33,799 Speaker 1: buy Half Life and you only want to play the 698 00:40:33,840 --> 00:40:37,319 Speaker 1: single player campaign, you have no interest in playing the 699 00:40:37,400 --> 00:40:42,359 Speaker 1: multiplayer campaign. Well, once this really got going, you had 700 00:40:42,400 --> 00:40:45,160 Speaker 1: to have a Steam connection even to play your single 701 00:40:45,239 --> 00:40:48,120 Speaker 1: player game on your computer, because even though the whole 702 00:40:48,120 --> 00:40:51,400 Speaker 1: thing is self contained, even though you are playing data 703 00:40:51,560 --> 00:40:54,760 Speaker 1: that lives on your computer, you would require that persistent 704 00:40:54,760 --> 00:40:57,920 Speaker 1: connection to the Internet in order to actually play it. 705 00:40:58,000 --> 00:41:01,239 Speaker 1: And a lot of gamers do not like this, particularly 706 00:41:01,400 --> 00:41:04,200 Speaker 1: since at the time in the early two thousand's, not 707 00:41:04,320 --> 00:41:07,640 Speaker 1: everyone had a persistent Internet connection. It wasn't really common 708 00:41:07,800 --> 00:41:10,520 Speaker 1: in the gaming world or in the households in general, 709 00:41:11,280 --> 00:41:14,839 Speaker 1: and some gamers really resented having to log onto an 710 00:41:14,880 --> 00:41:17,440 Speaker 1: online service just to play a game that, in their minds, 711 00:41:17,480 --> 00:41:20,239 Speaker 1: should exist completely on their own machines with no need 712 00:41:20,280 --> 00:41:23,080 Speaker 1: for outside access. And I can't say that I fully 713 00:41:23,080 --> 00:41:25,759 Speaker 1: blamed them. I mean, I find it very frustrating to 714 00:41:25,840 --> 00:41:28,879 Speaker 1: try and play certain games that should not have any 715 00:41:28,960 --> 00:41:32,000 Speaker 1: real Internet component and find out I can't do it 716 00:41:32,040 --> 00:41:38,319 Speaker 1: because my Internet connection is uh is down or is unreliable. 717 00:41:38,440 --> 00:41:42,080 Speaker 1: I have an Internet connection that sometimes just poops out 718 00:41:42,120 --> 00:41:45,160 Speaker 1: on me, and if I have a game installed on 719 00:41:45,520 --> 00:41:48,840 Speaker 1: a computer or a console, is really frustrating to have 720 00:41:48,880 --> 00:41:51,520 Speaker 1: that experience of launching the game and being told, oh, 721 00:41:51,560 --> 00:41:54,120 Speaker 1: by the way, you can't actually play this because I 722 00:41:54,160 --> 00:41:57,040 Speaker 1: can't connect to the servers to authenticate. In fact, that's 723 00:41:57,040 --> 00:42:00,760 Speaker 1: another point that Steam was made for. It was for authentication. 724 00:42:01,520 --> 00:42:04,760 Speaker 1: This is a way to combat piracy. So the idea 725 00:42:04,800 --> 00:42:06,480 Speaker 1: is that if you want to play a game, you 726 00:42:06,680 --> 00:42:09,360 Speaker 1: log into Steam, which would check to make sure the 727 00:42:09,400 --> 00:42:12,040 Speaker 1: game you were playing was in fact a valid copy. 728 00:42:12,120 --> 00:42:13,880 Speaker 1: It would make sure that you had the license to 729 00:42:13,960 --> 00:42:16,480 Speaker 1: play that game and you weren't just pirating a copy 730 00:42:16,480 --> 00:42:19,760 Speaker 1: of it. Now, if you're an honest customer, that doesn't 731 00:42:19,760 --> 00:42:22,440 Speaker 1: necessarily sound bad, right like, well, you know I bought 732 00:42:22,440 --> 00:42:24,879 Speaker 1: the game. It's checking to make sure I bought the game. 733 00:42:25,040 --> 00:42:28,719 Speaker 1: I get it fine, you know whatever, you might think. 734 00:42:28,800 --> 00:42:31,640 Speaker 1: The only people who really get upset at this tactic 735 00:42:31,800 --> 00:42:34,439 Speaker 1: are software pirates, the people who steal games and that 736 00:42:34,520 --> 00:42:36,719 Speaker 1: they find out that the stuff they stole they can't 737 00:42:36,719 --> 00:42:40,480 Speaker 1: actually play. But it turns out that you can be 738 00:42:40,560 --> 00:42:45,400 Speaker 1: a completely honest customer and still have really negative experiences 739 00:42:45,480 --> 00:42:49,360 Speaker 1: due to this sort of authentication or digital rights management strategy. 740 00:42:49,400 --> 00:42:52,759 Speaker 1: The implementation caused problems to people even when they had 741 00:42:53,040 --> 00:42:57,719 Speaker 1: legitimately purchased their copy of a game. So here's one 742 00:42:57,760 --> 00:43:02,800 Speaker 1: way Valve games are popular. They are really popular games. 743 00:43:02,840 --> 00:43:04,520 Speaker 1: They a lot of people end up buying them on 744 00:43:04,600 --> 00:43:06,640 Speaker 1: day one, and then they launched their games, they want 745 00:43:06,640 --> 00:43:09,080 Speaker 1: to play them right away. Well, if you have an 746 00:43:09,160 --> 00:43:13,240 Speaker 1: authentication strategy that requires your games to dial into a server, 747 00:43:13,760 --> 00:43:17,840 Speaker 1: and on day one of your game, everybody is trying 748 00:43:17,840 --> 00:43:20,960 Speaker 1: to play it, your servers could get overwhelmed with all 749 00:43:21,000 --> 00:43:24,080 Speaker 1: these requests. Tons of people are logging in they just 750 00:43:24,120 --> 00:43:26,040 Speaker 1: want to play their games, and these may be single 751 00:43:26,080 --> 00:43:30,399 Speaker 1: player games that have no multiplayer component. Because the server 752 00:43:30,640 --> 00:43:34,640 Speaker 1: that authenticates the play sessions would be overloaded. This could 753 00:43:34,640 --> 00:43:36,640 Speaker 1: cause delays, and then you have a growing number of 754 00:43:36,640 --> 00:43:39,799 Speaker 1: gamers who are frustrated that the single player game that 755 00:43:39,840 --> 00:43:42,759 Speaker 1: they own on their machine cannot launch because of a 756 00:43:42,800 --> 00:43:45,440 Speaker 1: problem on some other computer out there on the internet. 757 00:43:45,480 --> 00:43:49,040 Speaker 1: They have no control over that, and that gives credence 758 00:43:49,080 --> 00:43:53,840 Speaker 1: to the argument that authentication strategies frequently punished legitimate users 759 00:43:53,880 --> 00:43:58,200 Speaker 1: more than they prevent piracy, because pirates, they'll go to 760 00:43:58,200 --> 00:44:01,160 Speaker 1: an extra step. They'll often work to strip out those 761 00:44:01,200 --> 00:44:05,480 Speaker 1: protections in games entirely so they aren't hampered by these 762 00:44:05,520 --> 00:44:08,360 Speaker 1: same issues because they've gone into the code and removed 763 00:44:08,520 --> 00:44:11,520 Speaker 1: those protections. So they turns out the only people who 764 00:44:11,560 --> 00:44:15,719 Speaker 1: are getting affected by this anti piracy policy are the 765 00:44:15,800 --> 00:44:18,759 Speaker 1: legitimate customers because the pirates have already taken it out. 766 00:44:19,200 --> 00:44:21,720 Speaker 1: So this is a common problem in digital rights management 767 00:44:21,760 --> 00:44:26,080 Speaker 1: solutions in general, not just this particular one, but different 768 00:44:26,160 --> 00:44:29,840 Speaker 1: DRM approaches. So it's a big challenge to create DRM 769 00:44:30,000 --> 00:44:32,880 Speaker 1: that does its job while also not creating a negative 770 00:44:32,920 --> 00:44:36,759 Speaker 1: impact for actual customers. But that's another topic. I could 771 00:44:36,760 --> 00:44:39,000 Speaker 1: do a full episode, and in fact I have done 772 00:44:39,000 --> 00:44:43,680 Speaker 1: full episodes about digital rights management and why it's both 773 00:44:44,239 --> 00:44:50,160 Speaker 1: important and problematic. It's important because people steal stuff and 774 00:44:50,239 --> 00:44:55,200 Speaker 1: it's really easy to distribute digital content without any checks 775 00:44:55,239 --> 00:44:58,919 Speaker 1: or balances, and that has a real impact on finances 776 00:44:59,000 --> 00:45:02,040 Speaker 1: down the line. Um, it's a real problem because more 777 00:45:02,080 --> 00:45:04,359 Speaker 1: often than not it ends up punishing your customers and 778 00:45:04,360 --> 00:45:10,120 Speaker 1: does nothing to dissuade pirates. So yeah, big issue. The 779 00:45:10,120 --> 00:45:12,920 Speaker 1: thing to remember right now is that when Steam launched. 780 00:45:13,280 --> 00:45:15,799 Speaker 1: It was really done so as a means to distribute 781 00:45:15,800 --> 00:45:20,960 Speaker 1: patches and also to sell digital copies of Valve games. 782 00:45:21,480 --> 00:45:24,920 Speaker 1: Later on, Steam would become much more than that and 783 00:45:24,960 --> 00:45:28,320 Speaker 1: has played a large role in the gradual shift away 784 00:45:28,440 --> 00:45:32,759 Speaker 1: from physical media to more digital distribution. Valve saw the 785 00:45:32,800 --> 00:45:34,800 Speaker 1: writing on the wall way back in two thousand two 786 00:45:34,880 --> 00:45:38,200 Speaker 1: and got ahead of the curve big time. But we'll 787 00:45:38,200 --> 00:45:41,440 Speaker 1: talk more about that in part three. Now. Steam launched 788 00:45:41,480 --> 00:45:45,160 Speaker 1: on September twelve, two thousand three, and in another year 789 00:45:45,280 --> 00:45:48,280 Speaker 1: it would become a huge deal because that's when Half 790 00:45:48,320 --> 00:45:51,960 Speaker 1: Life two would come out. Meanwhile, we're still back in 791 00:45:51,960 --> 00:45:55,760 Speaker 1: two thousand two. Remember that's when Valve announced that Steam 792 00:45:55,800 --> 00:45:57,840 Speaker 1: was going to launch. It was that the game developer 793 00:45:57,840 --> 00:46:01,200 Speaker 1: a conference in two thousand two. Valve also launched that 794 00:46:01,280 --> 00:46:04,680 Speaker 1: year a second initiative called Valve Anti Cheat or v 795 00:46:04,760 --> 00:46:07,640 Speaker 1: A c VAC. There have been a couple of different 796 00:46:07,719 --> 00:46:11,200 Speaker 1: versions of that. This was software that was designed to 797 00:46:11,239 --> 00:46:14,640 Speaker 1: detect modifications to games that allowed players to cheat in 798 00:46:14,719 --> 00:46:17,680 Speaker 1: multiplayer matches, and there are a lot of different variations 799 00:46:17,719 --> 00:46:20,960 Speaker 1: of this. You know, things that would cause bullets to 800 00:46:21,040 --> 00:46:24,520 Speaker 1: miss you, or things that would allow you to have 801 00:46:24,640 --> 00:46:29,200 Speaker 1: like an auto aim feature essentially on players, especially for headshots, 802 00:46:29,239 --> 00:46:32,799 Speaker 1: because those would be instantly fatal in games like Counterstrike. 803 00:46:33,160 --> 00:46:34,839 Speaker 1: So there were a lot of different cheats out there 804 00:46:34,880 --> 00:46:40,440 Speaker 1: that would take advantage of the fact that you know, 805 00:46:40,560 --> 00:46:44,800 Speaker 1: Valve wanted the mod community to be really, really healthy, 806 00:46:44,960 --> 00:46:48,239 Speaker 1: which meant releasing the software developer kits. But that means 807 00:46:48,280 --> 00:46:52,800 Speaker 1: you're giving people the tools to see how the game works, 808 00:46:52,920 --> 00:46:57,319 Speaker 1: understand it, and potentially make these workarounds, these cheats that 809 00:46:57,360 --> 00:47:01,319 Speaker 1: will allow you to UH to boost your abilities or 810 00:47:01,440 --> 00:47:06,960 Speaker 1: remove your opponents abilities unfairly. And in order to counteract that, 811 00:47:07,239 --> 00:47:10,240 Speaker 1: Valve began to develop this software. There are other pieces 812 00:47:10,239 --> 00:47:12,560 Speaker 1: of software that were in place at the time that 813 00:47:12,719 --> 00:47:15,640 Speaker 1: Valve could have acquired, but instead they chose to develop 814 00:47:15,680 --> 00:47:18,759 Speaker 1: their own in house software and they just stopped supporting 815 00:47:18,800 --> 00:47:23,160 Speaker 1: the other types of anti cheating software. So the way 816 00:47:23,200 --> 00:47:25,319 Speaker 1: this one would work is it would look for anomalies 817 00:47:25,480 --> 00:47:28,719 Speaker 1: within games. UH. It would first look for anything that 818 00:47:28,760 --> 00:47:31,560 Speaker 1: it was identifiable, stuff that was already listed in its 819 00:47:31,640 --> 00:47:34,759 Speaker 1: cheap code database, so it's looking for anything that it 820 00:47:34,960 --> 00:47:40,319 Speaker 1: has already recognized previously. It would also look for other anomalies, 821 00:47:40,640 --> 00:47:43,440 Speaker 1: unfamiliar anomalies. Maybe there's a new cheat code, because the 822 00:47:43,480 --> 00:47:47,000 Speaker 1: way hackers work as they keep on making stuff, as 823 00:47:47,080 --> 00:47:50,080 Speaker 1: as code changes, hackers will change up their approach to 824 00:47:50,120 --> 00:47:52,640 Speaker 1: try and take advantage of the way that code works. 825 00:47:53,320 --> 00:47:56,080 Speaker 1: So the software itself had to have the ability to 826 00:47:56,239 --> 00:48:00,480 Speaker 1: identify things that were outside the norm of regular gameplay, 827 00:48:01,200 --> 00:48:06,520 Speaker 1: and then upon detection, the various game engineers could take 828 00:48:06,560 --> 00:48:09,680 Speaker 1: a look at those anomalies and determine, all right, is 829 00:48:09,719 --> 00:48:14,239 Speaker 1: this actually indication of a cheat? Is it a glitch? 830 00:48:14,600 --> 00:48:17,279 Speaker 1: Is it just a weird thing that happened because this 831 00:48:17,320 --> 00:48:21,080 Speaker 1: one particular seve circumstances that had never happened before in 832 00:48:21,080 --> 00:48:24,480 Speaker 1: a game, did happen in this game? Because sometimes that happens. 833 00:48:24,719 --> 00:48:27,640 Speaker 1: Sometimes it's not so much someone's cheating as it's just 834 00:48:28,080 --> 00:48:34,480 Speaker 1: something that the game cannot typically handle. Happens because infinite possibilities, 835 00:48:34,480 --> 00:48:37,120 Speaker 1: you know, and the game reacts in a way that 836 00:48:37,160 --> 00:48:40,000 Speaker 1: you could not predict. So these engineers would review things 837 00:48:40,040 --> 00:48:43,880 Speaker 1: and then they could ban a player. Now, the original 838 00:48:43,960 --> 00:48:45,840 Speaker 1: duration of the band this was back in the counter 839 00:48:45,880 --> 00:48:50,680 Speaker 1: strike days, because counter Strike was really the the target 840 00:48:50,880 --> 00:48:53,319 Speaker 1: of a lot of cheating. I mean, there was tons 841 00:48:53,360 --> 00:48:57,200 Speaker 1: of cheaters who were flocking to a counter strike That 842 00:48:57,239 --> 00:48:59,840 Speaker 1: original band length was twenty four hours, so if you 843 00:49:00,000 --> 00:49:02,640 Speaker 1: are caught cheating, you would be banned for twenty four 844 00:49:02,680 --> 00:49:05,959 Speaker 1: hours from the servers and you could not play. As 845 00:49:06,000 --> 00:49:08,640 Speaker 1: the system evolved, the bands would actually grow in length. 846 00:49:08,719 --> 00:49:11,120 Speaker 1: They become one year or five years, and eventually in 847 00:49:11,120 --> 00:49:15,080 Speaker 1: two thousand five they became lifetime bands. So don't cheat. 848 00:49:15,360 --> 00:49:18,480 Speaker 1: I guess it's the lesson there. So I mentioned what 849 00:49:18,560 --> 00:49:22,520 Speaker 1: was happening on the back end. Um. Once people were 850 00:49:22,560 --> 00:49:25,239 Speaker 1: able to take a look at something an anomaly and 851 00:49:25,280 --> 00:49:27,520 Speaker 1: determined that yes, in fact, this is a cheat, they 852 00:49:27,520 --> 00:49:29,799 Speaker 1: could then add that to a database, which meant that 853 00:49:29,880 --> 00:49:33,279 Speaker 1: from that point forward, the system could automatically detect other 854 00:49:33,360 --> 00:49:37,480 Speaker 1: instances of that same cheat. So even if someone developed 855 00:49:37,480 --> 00:49:40,919 Speaker 1: a new type of cheating software and they rolled it out, 856 00:49:41,360 --> 00:49:44,000 Speaker 1: this particular anti cheat software could pick up on it 857 00:49:44,040 --> 00:49:48,480 Speaker 1: relatively quickly, and after review, it could be built into 858 00:49:48,560 --> 00:49:51,360 Speaker 1: the system to be detected automatically when it happens in 859 00:49:51,360 --> 00:49:54,840 Speaker 1: the future, so that bands happened without too much human 860 00:49:54,880 --> 00:49:58,440 Speaker 1: interaction required. Now, there's some types of hacks that the 861 00:49:58,480 --> 00:50:02,520 Speaker 1: software could not detect. For example, if you use the 862 00:50:02,600 --> 00:50:06,440 Speaker 1: software Developer Kit to modify the game engine in a 863 00:50:06,440 --> 00:50:09,600 Speaker 1: way where you can see through the various textures. It 864 00:50:09,680 --> 00:50:12,080 Speaker 1: essentially gives you the equivalent of X ray visions. You 865 00:50:12,120 --> 00:50:15,279 Speaker 1: can look right through walls and other obstacles and just 866 00:50:15,320 --> 00:50:17,560 Speaker 1: see where other players are. No matter where they are at. 867 00:50:17,880 --> 00:50:20,560 Speaker 1: You might just see an outline for things like walls 868 00:50:20,560 --> 00:50:23,799 Speaker 1: and doors and that kind of stuff. Uh, that kind 869 00:50:23,840 --> 00:50:27,480 Speaker 1: of cheat would not get picked up by the VAC software, 870 00:50:27,680 --> 00:50:29,920 Speaker 1: So there were people who were using that so they 871 00:50:29,960 --> 00:50:32,279 Speaker 1: could keep an eye on an opposing team. Even if 872 00:50:32,280 --> 00:50:35,439 Speaker 1: they were hidden behind cover or sneaking around, it didn't matter. 873 00:50:35,520 --> 00:50:38,359 Speaker 1: You could see them. And that could also explain how 874 00:50:38,400 --> 00:50:40,560 Speaker 1: if you are up against an opponent and they always 875 00:50:40,560 --> 00:50:42,640 Speaker 1: seem to know where you are, no matter how careful 876 00:50:42,680 --> 00:50:45,799 Speaker 1: you are, it could be they're using that cheat against you, 877 00:50:46,080 --> 00:50:49,120 Speaker 1: or they might just be really wicked good. Sometimes, if 878 00:50:49,160 --> 00:50:51,799 Speaker 1: you play enough games, you'd learn all the tricks and 879 00:50:51,840 --> 00:50:55,920 Speaker 1: you just go with the probabilities. If you know, people 880 00:50:55,960 --> 00:50:58,759 Speaker 1: tend to rush out this one door at the top 881 00:50:58,800 --> 00:51:01,480 Speaker 1: of matches, you know, to camp that door and take 882 00:51:01,480 --> 00:51:05,920 Speaker 1: people out. But there are people who will cheat. I 883 00:51:05,960 --> 00:51:08,279 Speaker 1: don't get it. I don't understand cheats. I mean I 884 00:51:08,320 --> 00:51:09,840 Speaker 1: realized that when you play a game, you want to 885 00:51:09,880 --> 00:51:13,000 Speaker 1: feel like you're the best, But using cheats doesn't mean 886 00:51:13,200 --> 00:51:16,120 Speaker 1: you're the best at all. In fact, very much means 887 00:51:16,160 --> 00:51:18,320 Speaker 1: the opposite of that. You're really just taking the game 888 00:51:19,080 --> 00:51:22,360 Speaker 1: out of it. There's no skill there, You're just cheating, 889 00:51:22,719 --> 00:51:25,600 Speaker 1: and all you're really doing is punishing other players. I mean, 890 00:51:25,800 --> 00:51:29,520 Speaker 1: any sort of success you're experiencing isn't due to your 891 00:51:29,600 --> 00:51:34,439 Speaker 1: own skill. So if you're only happy because you're making 892 00:51:34,440 --> 00:51:37,759 Speaker 1: other people miserable, well I would suggest that you start 893 00:51:37,800 --> 00:51:40,520 Speaker 1: asking yourself some pretty tough questions about why making other 894 00:51:40,520 --> 00:51:44,359 Speaker 1: people unhappy makes you happy, because that doesn't seem cool 895 00:51:44,440 --> 00:51:46,520 Speaker 1: to me because it's kind of messed up. Man. But 896 00:51:48,040 --> 00:51:50,759 Speaker 1: never mind it. That's off topic. We've got a lot 897 00:51:50,800 --> 00:51:53,960 Speaker 1: more to chat about with the story of Valve Part two, 898 00:51:54,200 --> 00:51:58,120 Speaker 1: but first let's take another quick break to thank our sponsor. 899 00:52:04,800 --> 00:52:07,600 Speaker 1: All Right, we're back now. It's two thousand three and 900 00:52:07,640 --> 00:52:11,000 Speaker 1: a major event happens to Valve. That becomes an example 901 00:52:11,040 --> 00:52:14,000 Speaker 1: of how game companies have some huge issues to contend 902 00:52:14,000 --> 00:52:17,280 Speaker 1: with that are outside of actually making a game work. 903 00:52:17,760 --> 00:52:20,440 Speaker 1: That's that's enough right there, right, just trying to create 904 00:52:20,440 --> 00:52:23,719 Speaker 1: a game that does what's supposed to do. That's fun 905 00:52:23,800 --> 00:52:26,799 Speaker 1: to play that can be a successful product in a 906 00:52:26,920 --> 00:52:30,879 Speaker 1: very crowded marketplace. That's already a huge challenge, but Valve 907 00:52:30,960 --> 00:52:36,160 Speaker 1: encountered something else that was even more complicated. Someone managed 908 00:52:36,360 --> 00:52:41,000 Speaker 1: to infiltrate valves computer system. They stole the source code 909 00:52:41,320 --> 00:52:44,680 Speaker 1: for Half Life two, which was in development at the time. 910 00:52:44,719 --> 00:52:48,400 Speaker 1: It was not finished, and then that source code found 911 00:52:48,440 --> 00:52:52,400 Speaker 1: its way onto the Internet and got wide distribution across 912 00:52:52,440 --> 00:52:55,520 Speaker 1: the Internet. People were pirating the source code for the 913 00:52:55,560 --> 00:53:01,800 Speaker 1: game left and right. This was a disaster, so gamers 914 00:53:01,800 --> 00:53:05,240 Speaker 1: were really eager to continue those adventures of Gordon Freeman 915 00:53:05,280 --> 00:53:08,520 Speaker 1: from Half Life. They began to scoop up this source code, 916 00:53:09,120 --> 00:53:11,759 Speaker 1: and it wasn't really finished. It wasn't a full game. 917 00:53:11,880 --> 00:53:14,800 Speaker 1: It was only the way you know as the game engine. 918 00:53:14,800 --> 00:53:16,279 Speaker 1: Really it was the way the game worked, and it 919 00:53:16,360 --> 00:53:19,360 Speaker 1: had some stuff in it, but it wasn't a fleshed 920 00:53:19,360 --> 00:53:24,239 Speaker 1: out product. And part of that ended up being a 921 00:53:24,280 --> 00:53:27,360 Speaker 1: huge black eye for Valve, not just because the source 922 00:53:27,400 --> 00:53:30,000 Speaker 1: code leaked that someone managed to infiltrate their systems, but 923 00:53:30,040 --> 00:53:33,040 Speaker 1: also because the game was supposed to come out in 924 00:53:33,080 --> 00:53:35,800 Speaker 1: two thousand three. Half Life two was supposed to debut 925 00:53:35,840 --> 00:53:39,600 Speaker 1: in two thousand three, but it wasn't ready, and the 926 00:53:39,640 --> 00:53:43,600 Speaker 1: company had not yet publicly addressed this issue. They had 927 00:53:43,640 --> 00:53:47,400 Speaker 1: not admitted that the game was going to be a 928 00:53:47,560 --> 00:53:51,959 Speaker 1: year a moother another year in development. Uh, it was late, 929 00:53:52,680 --> 00:53:55,440 Speaker 1: but they had not actually said that it was going 930 00:53:55,480 --> 00:53:59,279 Speaker 1: to take another year. So this was a big issue 931 00:53:59,320 --> 00:54:01,360 Speaker 1: because Valve not get a chance to get ahead of 932 00:54:01,360 --> 00:54:04,560 Speaker 1: the story and say, you know, we promised this game 933 00:54:04,560 --> 00:54:07,319 Speaker 1: in two thousand three. It is not ready. We don't 934 00:54:07,360 --> 00:54:10,040 Speaker 1: want to release a game before it's ready, because it 935 00:54:10,080 --> 00:54:12,799 Speaker 1: will be a terrible experience for you. It will be 936 00:54:12,800 --> 00:54:16,439 Speaker 1: a terrible experience for us. So trust us, We're going 937 00:54:16,520 --> 00:54:18,600 Speaker 1: to continue working on the game. It will come out 938 00:54:18,640 --> 00:54:21,520 Speaker 1: next year. They didn't even have that chance. It was 939 00:54:21,560 --> 00:54:26,680 Speaker 1: spoiled for them. So game Newell ultimately discovered that his 940 00:54:26,800 --> 00:54:30,000 Speaker 1: own corporate email account had been compromised and that key 941 00:54:30,040 --> 00:54:33,440 Speaker 1: logging software had been installed on machines in the Valve offices. 942 00:54:33,920 --> 00:54:36,880 Speaker 1: Key logging, by the way, does exactly what it sounds like. 943 00:54:36,880 --> 00:54:41,200 Speaker 1: It logs key strokes. Hackers use these programs to spy 944 00:54:41,480 --> 00:54:44,360 Speaker 1: upon people in general, and in particularly use them to 945 00:54:44,440 --> 00:54:48,720 Speaker 1: get login ideas and passwords to systems. So you essentially 946 00:54:48,760 --> 00:54:52,520 Speaker 1: get a a document of all the different key strokes 947 00:54:52,760 --> 00:54:56,840 Speaker 1: used on that machine while the key logging software was active, 948 00:54:57,480 --> 00:55:00,000 Speaker 1: and if someone was using it to log into accounts, 949 00:55:00,040 --> 00:55:03,480 Speaker 1: then you get those passwords. It's a clever way to 950 00:55:03,520 --> 00:55:10,560 Speaker 1: get around all that encryption nonsense, right, It's also really nasty. Well. 951 00:55:10,560 --> 00:55:14,800 Speaker 1: The culprit turned out to be a young German guy. 952 00:55:15,200 --> 00:55:17,080 Speaker 1: I think he was a teenager, might have been eighteen 953 00:55:17,120 --> 00:55:21,919 Speaker 1: at the time. I think his name was Axel Gimbe. Uh, 954 00:55:21,920 --> 00:55:25,040 Speaker 1: it might just be gimb My German is really rusty, 955 00:55:25,160 --> 00:55:28,200 Speaker 1: so on my apologies, but gimb g E m b 956 00:55:28,440 --> 00:55:34,720 Speaker 1: E had gotten into hacking after he himself had been hacked. Uh. 957 00:55:34,760 --> 00:55:38,640 Speaker 1: He had installed malware on his system accidentally. He was 958 00:55:38,680 --> 00:55:41,359 Speaker 1: trying to get a pirate copy of the game Warcraft 959 00:55:41,480 --> 00:55:45,720 Speaker 1: three at the time, and instead of getting really upset 960 00:55:45,760 --> 00:55:49,160 Speaker 1: and he decided to reverse engineer the malware. He learned 961 00:55:49,160 --> 00:55:52,280 Speaker 1: how it worked, and I learned more about creating malware 962 00:55:52,280 --> 00:55:55,960 Speaker 1: of his own in order to infiltrate systems. His goal 963 00:55:56,600 --> 00:55:58,440 Speaker 1: was to be able to play games. He wanted to 964 00:55:58,440 --> 00:56:00,640 Speaker 1: play as many games as he possibly could, and he 965 00:56:00,880 --> 00:56:03,520 Speaker 1: felt like he couldn't buy them. He didn't have the 966 00:56:03,560 --> 00:56:07,160 Speaker 1: money for them, and he had what was described in 967 00:56:07,280 --> 00:56:10,040 Speaker 1: multiple sources as a rough upbringing. So I suspect that 968 00:56:10,080 --> 00:56:11,960 Speaker 1: he didn't have a whole of support at home to 969 00:56:12,040 --> 00:56:16,080 Speaker 1: get into the hobby that he enjoyed. So he really 970 00:56:16,080 --> 00:56:18,480 Speaker 1: wanted to play the games, and he decided that stealing 971 00:56:18,480 --> 00:56:20,880 Speaker 1: them would be fine. That it was. You know, it 972 00:56:20,920 --> 00:56:23,440 Speaker 1: wasn't that he was trying to sabotage a game. He 973 00:56:23,560 --> 00:56:26,320 Speaker 1: just really wanted to play things and he didn't otherwise 974 00:56:26,360 --> 00:56:28,719 Speaker 1: have an opportunity. By the way, this is no way 975 00:56:28,800 --> 00:56:32,400 Speaker 1: justifies stealing a game. In case you were wondering, just 976 00:56:32,440 --> 00:56:35,000 Speaker 1: because something exists doesn't mean that you have a right 977 00:56:35,080 --> 00:56:38,000 Speaker 1: to it. That might come as news to some of you, 978 00:56:38,080 --> 00:56:39,600 Speaker 1: and I know that there have been people in the 979 00:56:39,600 --> 00:56:42,560 Speaker 1: past who have yelled at me for getting on my 980 00:56:42,640 --> 00:56:48,279 Speaker 1: soapbox about this, but it it remains true that just 981 00:56:48,360 --> 00:56:51,120 Speaker 1: because something exists doesn't mean you have a right to it. 982 00:56:52,160 --> 00:56:56,759 Speaker 1: Now that being said, any company that makes something and 983 00:56:57,080 --> 00:57:01,839 Speaker 1: does not make it available to everyone, uh, they don't 984 00:57:01,880 --> 00:57:06,080 Speaker 1: deserve to be the targets of theft. But they certainly 985 00:57:06,080 --> 00:57:10,080 Speaker 1: are making themselves big targets because if they make something 986 00:57:10,080 --> 00:57:13,920 Speaker 1: people want and then they don't make it available, that's 987 00:57:14,040 --> 00:57:19,040 Speaker 1: just encouraging lots of bad behavior, so blame goes all around, 988 00:57:19,080 --> 00:57:21,480 Speaker 1: although ultimately it falls on the thief, I would argue 989 00:57:22,080 --> 00:57:24,960 Speaker 1: while Axel found the source code for Half Life too, 990 00:57:25,000 --> 00:57:27,959 Speaker 1: while he was snooping around Valves network. He was able 991 00:57:28,000 --> 00:57:32,200 Speaker 1: to get access to the network because he found access 992 00:57:32,240 --> 00:57:35,000 Speaker 1: to another company that was doing business with Valve and 993 00:57:35,040 --> 00:57:38,280 Speaker 1: there was sort of a tunnel between that company's server 994 00:57:38,520 --> 00:57:43,120 Speaker 1: and Valved servers. So by infiltrating this partnered company that 995 00:57:43,240 --> 00:57:47,440 Speaker 1: had pretty poor security, he was able to then get 996 00:57:47,480 --> 00:57:52,120 Speaker 1: access to Valves system, which had pretty good security on 997 00:57:52,200 --> 00:57:54,800 Speaker 1: the whole, but did not have good security with this 998 00:57:54,920 --> 00:57:59,840 Speaker 1: partnered relationship. Uh. He then started looking around. At first, 999 00:57:59,880 --> 00:58:03,440 Speaker 1: he was pulling out documentation about the game and just 1000 00:58:03,560 --> 00:58:06,480 Speaker 1: reading about it and getting really excited, and then one 1001 00:58:06,520 --> 00:58:09,160 Speaker 1: day he discovered the source code and he made the 1002 00:58:09,200 --> 00:58:12,240 Speaker 1: decision to download it. He did that on September nineteen, 1003 00:58:12,360 --> 00:58:15,200 Speaker 1: two thousand three. Now, Axel has said that he never 1004 00:58:15,280 --> 00:58:18,840 Speaker 1: uploaded that source code to the Internet, but he does 1005 00:58:18,880 --> 00:58:22,720 Speaker 1: admit that he shared that code with someone else, and 1006 00:58:22,840 --> 00:58:25,800 Speaker 1: that person, who as far as I know, was never named, 1007 00:58:26,600 --> 00:58:29,800 Speaker 1: did take the step to upload it to the internet. 1008 00:58:29,920 --> 00:58:34,920 Speaker 1: Axel had said that he was initially promised that this 1009 00:58:34,960 --> 00:58:37,840 Speaker 1: person he showed the source code to wasn't going to 1010 00:58:37,960 --> 00:58:40,880 Speaker 1: do anything with it. Axel was very proud of his 1011 00:58:40,920 --> 00:58:43,320 Speaker 1: accomplishment and he wanted to kind of brag a little bit. 1012 00:58:43,800 --> 00:58:47,560 Speaker 1: But apparently he took this person at his or her 1013 00:58:47,640 --> 00:58:49,920 Speaker 1: word that they were not going to share the code, 1014 00:58:49,960 --> 00:58:54,120 Speaker 1: and then of course the code got shared, so the 1015 00:58:54,200 --> 00:58:56,640 Speaker 1: code made the rounds on the internet. People downloaded it 1016 00:58:56,720 --> 00:59:00,600 Speaker 1: like crazy. The potential impact of val of his bottom 1017 00:59:00,600 --> 00:59:04,960 Speaker 1: line was catastrophic, or it could have been catastrophic. It's 1018 00:59:04,960 --> 00:59:09,600 Speaker 1: actually impossible to say you never know how many sales 1019 00:59:09,680 --> 00:59:13,000 Speaker 1: you miss out on on these things. You can't say 1020 00:59:13,040 --> 00:59:17,040 Speaker 1: that for sure, because you until you actually make the sales. 1021 00:59:17,120 --> 00:59:18,960 Speaker 1: You don't know how many people bought the thing, and 1022 00:59:19,240 --> 00:59:21,480 Speaker 1: you'll never know how many people would have bought it 1023 00:59:21,560 --> 00:59:25,520 Speaker 1: had they not pirated it. They impact on sales. Argument 1024 00:59:25,560 --> 00:59:30,200 Speaker 1: against piracy is a shaky one because we make those 1025 00:59:30,280 --> 00:59:35,240 Speaker 1: arguments without knowing how many sales were actually prevented. At 1026 00:59:35,280 --> 00:59:39,280 Speaker 1: any rate. It was an embarrassing situation for Valve, and 1027 00:59:39,360 --> 00:59:42,320 Speaker 1: it's certainly caused them financial issues because they had to 1028 00:59:42,360 --> 00:59:45,720 Speaker 1: respond to it, and they also had to respond to 1029 00:59:45,760 --> 00:59:50,000 Speaker 1: the fact that gamers now knew that Half Life two 1030 00:59:50,160 --> 00:59:54,240 Speaker 1: was nowhere close to being finished game. Newell actually took 1031 00:59:54,240 --> 00:59:56,640 Speaker 1: to posting to a thread and half Life two. This 1032 00:59:56,760 --> 01:00:00,240 Speaker 1: was on October second, two thousand three, and there was 1033 01:00:00,520 --> 01:00:03,800 Speaker 1: a forum official forum on Valves website for half Life two, 1034 01:00:04,240 --> 01:00:07,640 Speaker 1: and Newell wrote and laid the cards on the table 1035 01:00:07,680 --> 01:00:10,840 Speaker 1: and said, hey, half Life two is not ready. It's 1036 01:00:10,880 --> 01:00:13,600 Speaker 1: not gonna be ready for another year. The source code 1037 01:00:14,000 --> 01:00:16,960 Speaker 1: that is not the game, but is the work on 1038 01:00:17,040 --> 01:00:21,520 Speaker 1: the game in progress got released, uh prematurely. It was 1039 01:00:21,600 --> 01:00:24,240 Speaker 1: leaked and released, and we would like some help tracking 1040 01:00:24,280 --> 01:00:27,920 Speaker 1: down the person who did this. Within Valved, things were 1041 01:00:27,920 --> 01:00:31,080 Speaker 1: looking pretty grim. Development for half Life two was costing 1042 01:00:31,080 --> 01:00:33,960 Speaker 1: about a million dollars per month and the game was 1043 01:00:34,040 --> 01:00:37,240 Speaker 1: clearly a year out from being finished. So even if 1044 01:00:37,320 --> 01:00:40,280 Speaker 1: you had not read Gabe Newell's post, if you looked 1045 01:00:40,320 --> 01:00:42,880 Speaker 1: at that source code, you realize, like, this isn't a game, 1046 01:00:43,520 --> 01:00:46,680 Speaker 1: this is a lot of code. In fact, initially if 1047 01:00:46,680 --> 01:00:48,640 Speaker 1: you just download the source code, it went and run 1048 01:00:48,680 --> 01:00:52,240 Speaker 1: on most machines, you would have to build a platform 1049 01:00:52,400 --> 01:00:55,000 Speaker 1: upon which it could run. So a lot of people 1050 01:00:55,160 --> 01:00:58,560 Speaker 1: it was just useless information, and there was a legitimate 1051 01:00:58,600 --> 01:01:01,400 Speaker 1: fear within Valve that the leak would cause enough damage 1052 01:01:01,440 --> 01:01:04,600 Speaker 1: to destroy the company before it could even complete Half 1053 01:01:04,640 --> 01:01:07,800 Speaker 1: Life too, and a lot of employees felt demoralized. Their 1054 01:01:07,840 --> 01:01:11,280 Speaker 1: unfinished work was stolen and was being judged unfairly because 1055 01:01:11,280 --> 01:01:15,400 Speaker 1: it wasn't finished. Uh, it was not remotely a fun 1056 01:01:15,640 --> 01:01:18,600 Speaker 1: or complete game. So they were going to be judged 1057 01:01:18,640 --> 01:01:21,560 Speaker 1: on something that was just the bones of a game, 1058 01:01:21,720 --> 01:01:25,120 Speaker 1: and they were dealing with a community that was mad 1059 01:01:25,160 --> 01:01:27,840 Speaker 1: at them because the title was so far behind schedule 1060 01:01:27,920 --> 01:01:31,120 Speaker 1: and they had not yet you know, admitted to that 1061 01:01:31,800 --> 01:01:35,760 Speaker 1: when this all happened. Axel would eventually send an email 1062 01:01:35,800 --> 01:01:38,600 Speaker 1: to Valve admitting his theft and said that he felt 1063 01:01:38,600 --> 01:01:40,760 Speaker 1: badly about how it turned out that he did not 1064 01:01:40,880 --> 01:01:44,680 Speaker 1: intend for the code to go public. He also perhaps 1065 01:01:45,080 --> 01:01:49,200 Speaker 1: brazenly asked about getting a job at Valve now. Newell 1066 01:01:49,280 --> 01:01:51,800 Speaker 1: said he would be interested to talk to Axel and 1067 01:01:51,880 --> 01:01:55,040 Speaker 1: they would set up a phone interview. At the conclusion 1068 01:01:55,040 --> 01:01:58,240 Speaker 1: of that phone interview, at which Axel was, you know, 1069 01:01:58,280 --> 01:02:00,240 Speaker 1: talking with a different person at Valvue was and toy 1070 01:02:00,320 --> 01:02:04,080 Speaker 1: that Gabe Newell himself self. But Axel was told, Hey, 1071 01:02:04,120 --> 01:02:05,880 Speaker 1: you know, we're interested in flying you out to the 1072 01:02:05,960 --> 01:02:08,840 Speaker 1: United States and have a second interview here in person. 1073 01:02:10,120 --> 01:02:13,520 Speaker 1: What Axel suspected but did not know for sure, was 1074 01:02:13,560 --> 01:02:15,520 Speaker 1: that this could be a trap. In fact, it was 1075 01:02:16,320 --> 01:02:19,080 Speaker 1: allegedly a trap. It was not a real job interview. 1076 01:02:19,120 --> 01:02:20,800 Speaker 1: It was an attempt to get Axel to come over 1077 01:02:20,840 --> 01:02:22,640 Speaker 1: to the United States where he could be apprehended by 1078 01:02:22,680 --> 01:02:29,080 Speaker 1: the FBI and then held and interrogated there for the 1079 01:02:29,080 --> 01:02:34,560 Speaker 1: whole purpose of prosecuting him on US soil. Axel agreed 1080 01:02:34,600 --> 01:02:38,040 Speaker 1: to the interview, but before he could actually be flown 1081 01:02:38,080 --> 01:02:39,560 Speaker 1: over to the United States, you know, they had to 1082 01:02:39,560 --> 01:02:42,040 Speaker 1: get visas for him and his family and everything. Before 1083 01:02:42,040 --> 01:02:45,040 Speaker 1: he could do that, the German authorities acted and they 1084 01:02:45,160 --> 01:02:48,240 Speaker 1: raided his house and they arrested him, and happened on 1085 01:02:48,280 --> 01:02:52,840 Speaker 1: May seventh, two thousand four. That's when they burst into 1086 01:02:52,880 --> 01:02:55,800 Speaker 1: his house and they held him for questioning. And they 1087 01:02:55,800 --> 01:02:59,040 Speaker 1: were concerned not just with his involvement with the valve 1088 01:02:59,120 --> 01:03:02,800 Speaker 1: infiltration and the leaking of the half life source code. 1089 01:03:02,840 --> 01:03:05,960 Speaker 1: In fact, that really wasn't what they were really worried about. 1090 01:03:06,040 --> 01:03:09,600 Speaker 1: They thought that he might have had some involvement with 1091 01:03:09,920 --> 01:03:13,000 Speaker 1: a different piece of malware called the sassor worm. I'll 1092 01:03:13,040 --> 01:03:15,080 Speaker 1: have to do a full episode about the Sassor worm. 1093 01:03:15,120 --> 01:03:17,800 Speaker 1: It was a big deal at the time. Axel actually 1094 01:03:17,800 --> 01:03:20,520 Speaker 1: was a bit insulted by this accusation because he felt 1095 01:03:20,520 --> 01:03:24,640 Speaker 1: the Sassor worm was shoddy coding. He actually said, well, 1096 01:03:24,640 --> 01:03:27,760 Speaker 1: the the malware of the Sassor worm. Sure, it's based 1097 01:03:27,800 --> 01:03:32,040 Speaker 1: off the same basic vulnerability that my stuff was based 1098 01:03:32,040 --> 01:03:34,920 Speaker 1: off of. But the sasser worm would cause your system 1099 01:03:34,960 --> 01:03:37,040 Speaker 1: to crash where his mind would keep it stable. So 1100 01:03:37,200 --> 01:03:39,960 Speaker 1: I would never code something that crappy. It's kind of 1101 01:03:39,960 --> 01:03:42,960 Speaker 1: funny really, but authorities were really concerned about it. It 1102 01:03:43,000 --> 01:03:47,640 Speaker 1: was freaking havoc in Europe. So Axel admitted uh to 1103 01:03:48,080 --> 01:03:51,120 Speaker 1: infiltrating Valve. He explained the whole thing, how he was 1104 01:03:51,200 --> 01:03:55,000 Speaker 1: able to do it, what he had stolen. He continued 1105 01:03:55,040 --> 01:03:57,960 Speaker 1: to to say that he was not the person to 1106 01:03:58,000 --> 01:04:00,960 Speaker 1: share the information on the internet, but he did, you know, 1107 01:04:01,000 --> 01:04:03,840 Speaker 1: he was ultimately responsible for the code getting out there 1108 01:04:03,920 --> 01:04:06,080 Speaker 1: because he was the one who gave that code to 1109 01:04:06,120 --> 01:04:09,280 Speaker 1: the person who did share it. And um, he said 1110 01:04:09,280 --> 01:04:11,160 Speaker 1: the whole thing was motivated by his desire to play 1111 01:04:11,200 --> 01:04:14,080 Speaker 1: the games, that he wasn't trying to do industrial sabotage 1112 01:04:14,160 --> 01:04:17,840 Speaker 1: or anything like that. The German authorities told him that 1113 01:04:17,920 --> 01:04:20,640 Speaker 1: he was actually lucky to have been apprehended in Germany 1114 01:04:20,760 --> 01:04:23,560 Speaker 1: rather than finding himself overseas and in the custody of 1115 01:04:23,600 --> 01:04:27,080 Speaker 1: the FBI. Axel eventually would stand trial for his crimes 1116 01:04:27,120 --> 01:04:30,880 Speaker 1: against Valve and was sentenced to two years probation, and 1117 01:04:30,960 --> 01:04:34,120 Speaker 1: since then he's expressed deep regret over his action, saying 1118 01:04:34,120 --> 01:04:36,560 Speaker 1: he wished he could go back in time and not 1119 01:04:36,840 --> 01:04:40,760 Speaker 1: do those things because he genuinely loved the games, and 1120 01:04:40,800 --> 01:04:43,080 Speaker 1: while he was motivated with a desire to play the games, 1121 01:04:43,080 --> 01:04:47,600 Speaker 1: he realizes that that was a kind of childish and 1122 01:04:47,840 --> 01:04:51,960 Speaker 1: selfish motivation and ultimately it caused a lot of problems 1123 01:04:51,960 --> 01:04:54,920 Speaker 1: for Valve, the very company that he loved, and he 1124 01:04:55,000 --> 01:04:59,000 Speaker 1: loves the games from Valve. So he certainly feels a 1125 01:04:59,040 --> 01:05:01,520 Speaker 1: lot of regret for his role in that whole thing, 1126 01:05:02,120 --> 01:05:03,880 Speaker 1: and he says that, you know, he you know, he 1127 01:05:03,920 --> 01:05:09,080 Speaker 1: has apologized numerous times and interviews for those actions, and 1128 01:05:09,120 --> 01:05:12,000 Speaker 1: I think that's an important little thing to look at 1129 01:05:12,080 --> 01:05:16,640 Speaker 1: as well outside of Valve, just this whole motivation for 1130 01:05:16,760 --> 01:05:19,400 Speaker 1: you know, why hackers do what they do. Not everyone 1131 01:05:19,520 --> 01:05:21,560 Speaker 1: is doing it in a way to actually make a 1132 01:05:21,600 --> 01:05:25,400 Speaker 1: profit or to hurt anyone and yet their actions can 1133 01:05:25,440 --> 01:05:28,960 Speaker 1: cause a great deal of harm, so you can't dismiss it. 1134 01:05:29,560 --> 01:05:33,040 Speaker 1: But you also can't just assume the darkest of motivators 1135 01:05:33,080 --> 01:05:36,000 Speaker 1: on behalf of those hackers. As I mentioned earlier in 1136 01:05:36,040 --> 01:05:38,640 Speaker 1: this episode, two thousand three was also when Steam launched, 1137 01:05:38,640 --> 01:05:41,280 Speaker 1: although it was much more modest than what it is today. 1138 01:05:41,320 --> 01:05:44,280 Speaker 1: And Valve also acquired another popular Half Life mod in 1139 01:05:44,320 --> 01:05:47,040 Speaker 1: two thousand three, and that mod was called Day of 1140 01:05:47,200 --> 01:05:50,560 Speaker 1: Defeat and it featured the Western Front of World War 1141 01:05:50,600 --> 01:05:54,080 Speaker 1: Two as it's game setting. This was a multiplayer only 1142 01:05:54,160 --> 01:05:57,040 Speaker 1: game in which players chose characters of various classes to 1143 01:05:57,120 --> 01:06:01,680 Speaker 1: complete objectives either on the Allied side are the access side, 1144 01:06:02,320 --> 01:06:04,520 Speaker 1: and they would compete against other teams obviously on the 1145 01:06:04,560 --> 01:06:07,760 Speaker 1: other side of the game, which leads us up to 1146 01:06:07,800 --> 01:06:10,200 Speaker 1: two thousand four. Now, that would end up being a 1147 01:06:10,280 --> 01:06:13,240 Speaker 1: huge year for Valve, and I think I'm gonna have 1148 01:06:13,320 --> 01:06:16,120 Speaker 1: to wrap up right here and include two thousand four 1149 01:06:16,120 --> 01:06:19,120 Speaker 1: in our next episode, and we'll build from there. But 1150 01:06:19,560 --> 01:06:23,040 Speaker 1: as a preview for what happens in two thousand four, 1151 01:06:23,320 --> 01:06:25,520 Speaker 1: the stuff I'm going to cover more thoroughly in our 1152 01:06:25,560 --> 01:06:29,680 Speaker 1: next episode. Two thousand four would see Valve release a 1153 01:06:29,680 --> 01:06:32,959 Speaker 1: new game engine called Source. So they had been using 1154 01:06:32,960 --> 01:06:35,520 Speaker 1: a game engine called gold Source, which was based off 1155 01:06:35,600 --> 01:06:38,280 Speaker 1: the Quake game engine, and as I mentioned in the 1156 01:06:38,320 --> 01:06:41,440 Speaker 1: previous episode, they changed about seventy of the code in 1157 01:06:41,560 --> 01:06:45,680 Speaker 1: Quake Engine to become gold Source. Source would be a 1158 01:06:45,720 --> 01:06:49,440 Speaker 1: further branch off of that and become the next generation 1159 01:06:49,480 --> 01:06:53,280 Speaker 1: of game engines upon which most of Valves games would 1160 01:06:53,320 --> 01:06:56,160 Speaker 1: be based from that point forward. It's also the year 1161 01:06:56,200 --> 01:06:59,480 Speaker 1: that Half Life two would come out. So in our 1162 01:06:59,480 --> 01:07:02,160 Speaker 1: next episod and we'll talk about the Source engine, we'll 1163 01:07:02,160 --> 01:07:04,360 Speaker 1: talk about Half Life two, we'll talk about the evolution 1164 01:07:04,360 --> 01:07:07,760 Speaker 1: of Steam and where Valve is today. So we'll compress 1165 01:07:07,800 --> 01:07:10,920 Speaker 1: a lot of things our next episode. I know that 1166 01:07:11,040 --> 01:07:14,320 Speaker 1: in Part one and Part two I was getting really 1167 01:07:14,360 --> 01:07:17,920 Speaker 1: granular year by year with what was going on with Valve, 1168 01:07:17,960 --> 01:07:20,040 Speaker 1: but again, this was so that we could understand the 1169 01:07:20,120 --> 01:07:24,880 Speaker 1: corporate culture of Valve and its effects on how things 1170 01:07:24,960 --> 01:07:27,880 Speaker 1: came out, as well as get a deeper understanding of 1171 01:07:27,920 --> 01:07:33,760 Speaker 1: why gamers are so emotionally invested in this company. In 1172 01:07:33,880 --> 01:07:36,560 Speaker 1: large part is because the company had already shown a 1173 01:07:36,680 --> 01:07:42,479 Speaker 1: great deal of respect and value toward its customers. So 1174 01:07:42,560 --> 01:07:47,000 Speaker 1: in our next episode will kind of compress the last 1175 01:07:47,120 --> 01:07:50,680 Speaker 1: decade a little bit more than that of Valves existence, 1176 01:07:50,800 --> 01:07:53,960 Speaker 1: and talk about where it's gone from there, including what 1177 01:07:54,160 --> 01:07:57,520 Speaker 1: the heck happened to Half Life three, a question that 1178 01:07:57,640 --> 01:08:01,280 Speaker 1: refuses to die well. Also talk about some other games 1179 01:08:01,280 --> 01:08:05,040 Speaker 1: like Left for Dead and the Portals series and how 1180 01:08:05,080 --> 01:08:08,600 Speaker 1: those got started and how they got wrapped up in Valve. 1181 01:08:09,240 --> 01:08:11,840 Speaker 1: But for now, it's time to close this episode down. 1182 01:08:11,880 --> 01:08:14,880 Speaker 1: I hope you enjoyed this episode. Remember if you have 1183 01:08:14,920 --> 01:08:18,680 Speaker 1: any questions or suggestions for future episodes, whether it's a 1184 01:08:18,720 --> 01:08:20,719 Speaker 1: topic you want me to cover, maybe it's a company, 1185 01:08:20,800 --> 01:08:24,639 Speaker 1: maybe it's a specific technology, maybe it's a person who's 1186 01:08:24,680 --> 01:08:27,680 Speaker 1: influential in technology, you should send me a message. Or 1187 01:08:27,720 --> 01:08:30,400 Speaker 1: if you have any suggestions for people I should interview 1188 01:08:30,680 --> 01:08:33,320 Speaker 1: or guest hosts who should join me on an episode 1189 01:08:33,320 --> 01:08:35,400 Speaker 1: of tech Stuff. You can get in touch with me 1190 01:08:35,479 --> 01:08:38,320 Speaker 1: by sending me an email. The address is tech Stuff 1191 01:08:38,560 --> 01:08:41,880 Speaker 1: at how stuff works dot com, or drop me a 1192 01:08:41,920 --> 01:08:44,479 Speaker 1: line on Twitter or Facebook. The handle for both of 1193 01:08:44,479 --> 01:08:49,200 Speaker 1: those is tech Stuff hs W. Remember I stream these 1194 01:08:49,240 --> 01:08:53,360 Speaker 1: episodes live on twitch dot tv slash tech Stuff every 1195 01:08:53,400 --> 01:08:57,240 Speaker 1: Wednesday and Friday. Please join me on those days and 1196 01:08:57,280 --> 01:08:59,120 Speaker 1: you can be part of the chat room and talk 1197 01:08:59,200 --> 01:09:02,479 Speaker 1: with me. I'm always happy to have conversations with the 1198 01:09:02,520 --> 01:09:05,080 Speaker 1: chat room, let you know what's going on. You also 1199 01:09:05,120 --> 01:09:08,280 Speaker 1: get to see when I goof up, which happens, you know, 1200 01:09:08,439 --> 01:09:11,599 Speaker 1: a few times per episode, so you never know. Also, 1201 01:09:11,680 --> 01:09:15,639 Speaker 1: occasionally I'll just serenade you. That could also be a warning. 1202 01:09:16,400 --> 01:09:18,760 Speaker 1: Remember go to twitch dot tv slash tech stuff. You'll 1203 01:09:18,760 --> 01:09:21,240 Speaker 1: see the schedule there and I will talk to you again. 1204 01:09:22,000 --> 01:09:30,360 Speaker 1: Really sick for more on this and thousands of other 1205 01:09:30,439 --> 01:09:42,439 Speaker 1: topics because it has stop works dot com