1 00:00:04,519 --> 00:00:13,240 Speaker 1: Technology with tech Stuff from dot Com. Hey there, and 2 00:00:13,320 --> 00:00:19,040 Speaker 1: welcome to tex Stuff. I'm your host, Jonathan Strickland, Podcast extraordinaire, 3 00:00:20,320 --> 00:00:22,880 Speaker 1: even a podcaster. I am glad that you could join 4 00:00:22,920 --> 00:00:27,320 Speaker 1: me here for the part three of the Valve story. Hey, 5 00:00:27,520 --> 00:00:29,960 Speaker 1: if you haven't listened to parts one and two, you 6 00:00:30,000 --> 00:00:32,960 Speaker 1: should probably go do that, because otherwise this episode is 7 00:00:32,960 --> 00:00:35,000 Speaker 1: not going to make a whole lot of sense. We're 8 00:00:35,040 --> 00:00:39,000 Speaker 1: looking at the company Valve, the game developer company that 9 00:00:39,080 --> 00:00:42,839 Speaker 1: was launched by a couple of Microsoft millionaires. And as 10 00:00:42,920 --> 00:00:45,280 Speaker 1: I mentioned in part two of this series, we were 11 00:00:45,360 --> 00:00:49,840 Speaker 1: leaving off at two thousand three. That was when Steam launched. 12 00:00:49,960 --> 00:00:53,520 Speaker 1: That would be Valves online platform. It was much more 13 00:00:53,600 --> 00:00:56,720 Speaker 1: modest at that time than what it is today. So 14 00:00:57,200 --> 00:01:00,680 Speaker 1: when Steam launched, it was largely meant to do three things. 15 00:01:01,120 --> 00:01:04,319 Speaker 1: It was meant to roll out patches for Valve games 16 00:01:04,360 --> 00:01:07,080 Speaker 1: that already existed, so you could get them up to 17 00:01:07,240 --> 00:01:11,280 Speaker 1: the latest version and therefore make them compatible with other players. 18 00:01:11,400 --> 00:01:14,400 Speaker 1: A lot of Valves games are multiplayer games, and you 19 00:01:14,440 --> 00:01:18,040 Speaker 1: have to have everybody using the same basic game rules 20 00:01:18,360 --> 00:01:20,880 Speaker 1: in order to be able to play together. That's what 21 00:01:21,000 --> 00:01:24,240 Speaker 1: Steam was meant to do. For the first part I 22 00:01:24,240 --> 00:01:27,160 Speaker 1: would let players match up against each other without any conflicts. 23 00:01:27,200 --> 00:01:30,720 Speaker 1: The second purpose for Steam was to activate some digital 24 00:01:30,800 --> 00:01:35,520 Speaker 1: rights management strategies by requiring players to essentially check in 25 00:01:35,760 --> 00:01:39,360 Speaker 1: online when their games were active to verify that they 26 00:01:39,360 --> 00:01:43,199 Speaker 1: were in fact playing with legitimate copies of that game. 27 00:01:43,720 --> 00:01:47,560 Speaker 1: And the third purpose was to sell Valve Games as 28 00:01:47,560 --> 00:01:50,880 Speaker 1: an online store, with Half Life two becoming the title 29 00:01:50,920 --> 00:01:54,280 Speaker 1: that would lead that charge. This would mark the beginning 30 00:01:54,360 --> 00:01:58,800 Speaker 1: of a shift toward digital delivery rather than physical media 31 00:01:58,880 --> 00:02:02,600 Speaker 1: for games, though obviously that did not happen right away. 32 00:02:02,640 --> 00:02:05,880 Speaker 1: It wasn't an overnight success. For one thing, not everyone 33 00:02:05,920 --> 00:02:09,560 Speaker 1: had a fast enough Internet connection, so many folks didn't 34 00:02:09,600 --> 00:02:13,639 Speaker 1: really like the idea of spending a day or longer 35 00:02:13,800 --> 00:02:16,200 Speaker 1: just to download a single game when you could just 36 00:02:16,440 --> 00:02:18,760 Speaker 1: drive over to a video game store down the street 37 00:02:18,840 --> 00:02:22,760 Speaker 1: and pick up a physical copy right there. Valve also 38 00:02:23,120 --> 00:02:26,959 Speaker 1: moved to acquire another popular Half Life mod in that year. 39 00:02:27,320 --> 00:02:31,720 Speaker 1: That mod was called Day of Defeat and it featured 40 00:02:31,760 --> 00:02:35,240 Speaker 1: the Western Front of World War Two as the game setting, 41 00:02:35,400 --> 00:02:39,679 Speaker 1: So it was taking the basic game engine and graphics 42 00:02:39,760 --> 00:02:42,640 Speaker 1: of Half Life but modifying it for this World War 43 00:02:42,680 --> 00:02:45,919 Speaker 1: two setting, and it was a multiplayer only game in 44 00:02:45,960 --> 00:02:50,160 Speaker 1: which players could choose characters of various classes of various 45 00:02:50,160 --> 00:02:53,640 Speaker 1: sides of the conflict to complete objectives and compete against 46 00:02:53,639 --> 00:02:57,000 Speaker 1: each other in team based play. And that leads us 47 00:02:57,120 --> 00:03:00,560 Speaker 1: up to two thousand four, which was a huge year 48 00:03:00,840 --> 00:03:04,960 Speaker 1: for Valve. First things first, Early in the year, Valve 49 00:03:04,960 --> 00:03:08,120 Speaker 1: announced a new game engine. So it had been using 50 00:03:08,160 --> 00:03:11,560 Speaker 1: one called gold Source g O L D s r C, 51 00:03:12,120 --> 00:03:15,840 Speaker 1: which was a heavily modified Quake engine. It had been 52 00:03:15,919 --> 00:03:20,360 Speaker 1: relying upon that since the foundation of Valve. Now it 53 00:03:20,400 --> 00:03:23,320 Speaker 1: had a new game engine and they called it Source, 54 00:03:24,560 --> 00:03:30,040 Speaker 1: So so so you r ce. Source wasn't built from scratch exactly. 55 00:03:30,080 --> 00:03:32,880 Speaker 1: It was more of a fork off of the Quake 56 00:03:32,960 --> 00:03:36,560 Speaker 1: engine code that was the foundation for gold Source. So 57 00:03:36,680 --> 00:03:39,600 Speaker 1: on one branch of that fork you would find yourself 58 00:03:39,640 --> 00:03:42,440 Speaker 1: heading toward gold Source, the engine that powered Half Life 59 00:03:42,440 --> 00:03:45,640 Speaker 1: and the numerous mods like counter Strike and Day of Defeat. 60 00:03:46,240 --> 00:03:51,040 Speaker 1: Along the other branch you had Source, the more risky 61 00:03:51,200 --> 00:03:54,119 Speaker 1: game engine, stuff that needed work so that it could 62 00:03:54,120 --> 00:03:58,080 Speaker 1: become usable and stable. And with the Steam platform, Valve 63 00:03:58,120 --> 00:04:00,840 Speaker 1: could roll out updates to the Source gin across its 64 00:04:00,920 --> 00:04:03,480 Speaker 1: user base on a regular basis. And it also meant 65 00:04:03,480 --> 00:04:07,800 Speaker 1: the company could avoid backwards compatibility issues. Everyone would always 66 00:04:07,840 --> 00:04:09,960 Speaker 1: be on the same page as long as they were 67 00:04:10,320 --> 00:04:14,840 Speaker 1: maintaining their Steam account. The Source engine itself would branch 68 00:04:14,920 --> 00:04:17,880 Speaker 1: for different games in the future, so the version for 69 00:04:18,000 --> 00:04:20,440 Speaker 1: Left for Dead is significantly different than the one for 70 00:04:20,520 --> 00:04:23,840 Speaker 1: Half Life Too. But we'll get into more about those 71 00:04:23,880 --> 00:04:26,960 Speaker 1: games later on. The Source Engine actually got its debut 72 00:04:27,120 --> 00:04:29,760 Speaker 1: with the launch of Half Life two. It was the 73 00:04:29,800 --> 00:04:33,520 Speaker 1: first game to really push the Steam platform, as gamers 74 00:04:33,520 --> 00:04:36,120 Speaker 1: could buy the game in stores or they could purchase 75 00:04:36,200 --> 00:04:39,800 Speaker 1: it digitally through Steam. It also would become the second 76 00:04:39,800 --> 00:04:43,799 Speaker 1: title the company produced for the Xbox platform. The first 77 00:04:43,839 --> 00:04:46,640 Speaker 1: one was counter Strike, which came out the year before. 78 00:04:47,240 --> 00:04:50,880 Speaker 1: Both Counterstrike and the original Half Life would get Source 79 00:04:51,040 --> 00:04:54,760 Speaker 1: re releases in two thousand four. The counter Strike one 80 00:04:54,960 --> 00:04:57,640 Speaker 1: was called counter Strike Source. It also came out the 81 00:04:57,680 --> 00:05:01,600 Speaker 1: same year as counter Strike zero, so that's a little confusing, 82 00:05:01,960 --> 00:05:05,440 Speaker 1: especially since Counterstrike zero was still based off the old 83 00:05:05,600 --> 00:05:10,040 Speaker 1: Gold Source engine and counter Strike Source was obviously based 84 00:05:10,080 --> 00:05:12,880 Speaker 1: off the Source game engine and had a lot of 85 00:05:12,960 --> 00:05:16,280 Speaker 1: visual upgrades compared to the original game. As for Half 86 00:05:16,279 --> 00:05:19,960 Speaker 1: Life Too, it was eagerly received by the gaming public. 87 00:05:20,360 --> 00:05:23,479 Speaker 1: The game had taken six years to complete and forty 88 00:05:23,560 --> 00:05:27,760 Speaker 1: million dollars to develop. In the game, you are once 89 00:05:27,800 --> 00:05:32,000 Speaker 1: again playing as the character Gordon Freeman, the silent protagonist. 90 00:05:32,080 --> 00:05:34,400 Speaker 1: You are a physicist who's out of his elements, so 91 00:05:34,440 --> 00:05:37,960 Speaker 1: to speak, and you're awakened by the government agent the 92 00:05:38,040 --> 00:05:42,000 Speaker 1: g Man from the end of the first Half Life game. Now, 93 00:05:42,000 --> 00:05:45,360 Speaker 1: this sequel assumes that at the end of Half Life 94 00:05:45,400 --> 00:05:49,760 Speaker 1: you accepted the G Man's offer to work for his organization, 95 00:05:50,400 --> 00:05:52,960 Speaker 1: because obviously if you did not accept that job, you 96 00:05:53,040 --> 00:05:55,800 Speaker 1: got teleported into an area filled with an endless stream 97 00:05:55,839 --> 00:05:58,760 Speaker 1: of enemies and you would eventually die. So you start 98 00:05:58,760 --> 00:06:01,160 Speaker 1: off the game as an lay of the G Man, 99 00:06:01,200 --> 00:06:04,080 Speaker 1: and you learn that there is an extra dimensional alien 100 00:06:04,160 --> 00:06:07,720 Speaker 1: called the Combine, and it is pretty much wrecked shop 101 00:06:07,800 --> 00:06:11,839 Speaker 1: and taken over everything. It's your job to free humanity 102 00:06:11,880 --> 00:06:15,640 Speaker 1: from the oppressive alien force. And like its predecessor, it 103 00:06:15,720 --> 00:06:19,279 Speaker 1: received critical and popular acclaim, It pulled in tons of 104 00:06:19,320 --> 00:06:23,359 Speaker 1: awards in the process and sold millions of copies, and 105 00:06:23,720 --> 00:06:26,760 Speaker 1: it would set up an expectation among gamers that would 106 00:06:26,800 --> 00:06:31,000 Speaker 1: plague the company up to and including the present day. 107 00:06:31,120 --> 00:06:35,080 Speaker 1: I am talking about the expectation for a Half Life three. 108 00:06:35,720 --> 00:06:39,480 Speaker 1: Spoiler alert that's part of the Valve story that doesn't 109 00:06:39,520 --> 00:06:43,040 Speaker 1: really have a resolution even as we speak, so don't 110 00:06:43,040 --> 00:06:45,880 Speaker 1: get your hopes up. I do not have any insider 111 00:06:45,960 --> 00:06:50,000 Speaker 1: information about a magical release of Half Life three, So 112 00:06:50,200 --> 00:06:56,000 Speaker 1: if that's what you're listening for, uh, I'm sorry. But 113 00:06:56,080 --> 00:06:59,279 Speaker 1: in two thousand five, Steam took its first big step 114 00:06:59,320 --> 00:07:03,480 Speaker 1: into becoming the powerhouse that is today, because that's when 115 00:07:03,560 --> 00:07:08,080 Speaker 1: Valve began to carry third party games on the Steam platform. 116 00:07:08,120 --> 00:07:10,640 Speaker 1: So if you've never used Steam or you aren't into 117 00:07:10,680 --> 00:07:12,760 Speaker 1: games at all, here's kind of how it shakes out. 118 00:07:12,960 --> 00:07:16,400 Speaker 1: Imagine you have an online store similar to something like Amazon, 119 00:07:16,880 --> 00:07:21,320 Speaker 1: only in this particular online store you're primarily buying games 120 00:07:21,680 --> 00:07:27,160 Speaker 1: or expansion packs or downloadable content stuff like that. You're 121 00:07:27,160 --> 00:07:29,920 Speaker 1: doing it digitally, so once you make the purchase, you 122 00:07:29,960 --> 00:07:34,120 Speaker 1: can download that data to your computer. Games you've purchased 123 00:07:34,120 --> 00:07:37,640 Speaker 1: remain attached to your Steam account. Now that means even 124 00:07:37,640 --> 00:07:40,400 Speaker 1: if you delete the game off of your machine, there's 125 00:07:40,400 --> 00:07:43,280 Speaker 1: still a record of your purchase and that exists on 126 00:07:43,320 --> 00:07:45,640 Speaker 1: your Steam account, which means that you can download the 127 00:07:45,680 --> 00:07:48,240 Speaker 1: game again at some future point if you have the 128 00:07:48,320 --> 00:07:51,000 Speaker 1: desire to do so. It also means that you can 129 00:07:51,040 --> 00:07:54,840 Speaker 1: download that same game to different computers using your Steam account. 130 00:07:54,840 --> 00:07:56,960 Speaker 1: You log into your Steam account and then you can 131 00:07:57,000 --> 00:08:01,040 Speaker 1: download it to that machine. Typically, there are imitations as 132 00:08:01,040 --> 00:08:04,000 Speaker 1: to how many instances of the same game can be 133 00:08:04,040 --> 00:08:07,000 Speaker 1: active at one time. So in other words, you might 134 00:08:07,120 --> 00:08:09,760 Speaker 1: have the same game on three different computers, but you 135 00:08:09,800 --> 00:08:12,440 Speaker 1: may only be able to run it on one computer 136 00:08:12,480 --> 00:08:15,880 Speaker 1: at a time. You can't just download the game endlessly 137 00:08:16,040 --> 00:08:19,960 Speaker 1: on different machines and therefore distribute one title to say 138 00:08:20,000 --> 00:08:25,080 Speaker 1: all of your friends. They thought about that ahead of time, 139 00:08:25,200 --> 00:08:28,200 Speaker 1: so it's convenient for gamers, but it also tries to 140 00:08:28,440 --> 00:08:33,760 Speaker 1: avoid abuse of the system. And also you need to 141 00:08:33,920 --> 00:08:36,320 Speaker 1: typically have an Internet connection to play a lot of 142 00:08:36,360 --> 00:08:39,880 Speaker 1: these games because of that DRM segment. It's checking back 143 00:08:39,920 --> 00:08:43,760 Speaker 1: in with the home server to make sure that, in fact, 144 00:08:43,840 --> 00:08:47,400 Speaker 1: you are playing the one and only allowable instance of 145 00:08:47,440 --> 00:08:51,640 Speaker 1: that game. Now, Valve makes money from these sales of 146 00:08:51,720 --> 00:08:54,720 Speaker 1: third party games. The company didn't make those games. They're 147 00:08:54,760 --> 00:08:58,400 Speaker 1: just acting as a store, virtual shelf for those games 148 00:08:58,400 --> 00:09:01,840 Speaker 1: to exist upon the actual details of how much money 149 00:09:02,000 --> 00:09:05,120 Speaker 1: Valve makes and whether it's the same across all games 150 00:09:05,200 --> 00:09:09,120 Speaker 1: studios remains a secret. However, a general rule in the 151 00:09:09,160 --> 00:09:13,000 Speaker 1: industry is that a platform like Steam takes a thirty 152 00:09:13,080 --> 00:09:16,080 Speaker 1: percent cut of all sales, with the rest of it 153 00:09:16,120 --> 00:09:19,600 Speaker 1: going to the game's publisher. So if you spend sixty 154 00:09:19,640 --> 00:09:22,480 Speaker 1: dollars on a game on Steam, Valve would take an 155 00:09:22,480 --> 00:09:25,120 Speaker 1: eighteen dollar cut of that. The other forty two dollars 156 00:09:25,120 --> 00:09:28,080 Speaker 1: would go to the publisher. As Steam has grown to 157 00:09:28,120 --> 00:09:32,880 Speaker 1: carry games from various publishers, it has earned Valve a 158 00:09:32,960 --> 00:09:36,400 Speaker 1: truly enormous sum of money every year. And how much 159 00:09:36,400 --> 00:09:41,720 Speaker 1: are we talking about? Well, and and sixteen Valve took 160 00:09:41,720 --> 00:09:45,880 Speaker 1: in about three and a half billion dollars from Steam 161 00:09:45,960 --> 00:09:50,719 Speaker 1: sales alone. Now, games Industry Biz points out that that 162 00:09:50,800 --> 00:09:54,840 Speaker 1: really means that the growth was flat in Steam sales 163 00:09:54,880 --> 00:09:56,360 Speaker 1: across the two years. It was three and a half 164 00:09:56,400 --> 00:09:58,400 Speaker 1: billion and twenty fifteen, three and a half billion and 165 00:09:58,440 --> 00:10:01,440 Speaker 1: twenty sixteen. But one, that's three and a half billion 166 00:10:01,480 --> 00:10:05,280 Speaker 1: dollars largely made by selling other people's stuff. That's not 167 00:10:05,520 --> 00:10:09,320 Speaker 1: bad now for those of you who want to impress 168 00:10:09,480 --> 00:10:13,760 Speaker 1: or perhaps disturb people with your knowledge of Steam based trivia. 169 00:10:14,080 --> 00:10:17,720 Speaker 1: The first two non Valve games to hit the virtual 170 00:10:17,760 --> 00:10:24,360 Speaker 1: market were rag Doll Kung Fu and Darwinia. Rag Doll 171 00:10:24,440 --> 00:10:27,520 Speaker 1: Kung Fu was the brainchild of Mark Keeley, who at 172 00:10:27,520 --> 00:10:30,600 Speaker 1: the time was working at Lionhead Studios, and it requires 173 00:10:30,640 --> 00:10:33,880 Speaker 1: players to control fighters who move kind of like marionettes, 174 00:10:33,960 --> 00:10:36,640 Speaker 1: like stretchy marionettes. You can grab parts of their body 175 00:10:36,679 --> 00:10:40,960 Speaker 1: and move them around and then make them engage in 176 00:10:41,040 --> 00:10:44,679 Speaker 1: fierce kung fu battles. It looks absolutely ridiculous. You can 177 00:10:44,679 --> 00:10:49,120 Speaker 1: find game footage online. Darwinia, however, was a tactical real 178 00:10:49,240 --> 00:10:51,679 Speaker 1: time strategy game in which you could would control these 179 00:10:51,760 --> 00:10:56,640 Speaker 1: artificially intelligent polygonal constructs against a malicious computer virus. So 180 00:10:57,240 --> 00:11:00,400 Speaker 1: think of like an RTS game, something like war Raft 181 00:11:00,600 --> 00:11:03,720 Speaker 1: or something along those lines, where you're controlling different units 182 00:11:03,840 --> 00:11:07,079 Speaker 1: and you're positioning them and making them attack enemies. It's 183 00:11:07,120 --> 00:11:10,400 Speaker 1: kind of like that, except it was all very tron 184 00:11:10,679 --> 00:11:15,679 Speaker 1: esque and that you're working with virtual constructs, not representations 185 00:11:15,679 --> 00:11:20,200 Speaker 1: of units. In two thousand five, Valve also released Half 186 00:11:20,280 --> 00:11:24,080 Speaker 1: Life two, Lost Coast as a tech demo and the 187 00:11:24,200 --> 00:11:28,120 Speaker 1: source version of Day of Defeat. The company also decided 188 00:11:28,160 --> 00:11:32,280 Speaker 1: to hire on six students from Digipin Institute of Technology. 189 00:11:32,480 --> 00:11:37,000 Speaker 1: The students had created a game called Narbacular Drop. Now. 190 00:11:37,040 --> 00:11:40,440 Speaker 1: In that game, the player had to navigate puzzles inside 191 00:11:40,440 --> 00:11:44,319 Speaker 1: of a dungeon using the ability to create magical gateways 192 00:11:44,440 --> 00:11:48,120 Speaker 1: or portals from one point to another. Placing those portals 193 00:11:48,160 --> 00:11:51,120 Speaker 1: in particular ways would allow players to cross big gaps 194 00:11:51,320 --> 00:11:53,719 Speaker 1: or avoid enemies and traps. You would put one in 195 00:11:53,880 --> 00:11:56,160 Speaker 1: the portal near you the other end of the portals, 196 00:11:56,200 --> 00:11:58,760 Speaker 1: say on the other side of a big gap. You 197 00:11:58,800 --> 00:12:01,800 Speaker 1: walk through your side, and you come out the other side. 198 00:12:02,080 --> 00:12:05,800 Speaker 1: The game impressed Valve so much that the company began 199 00:12:05,840 --> 00:12:10,480 Speaker 1: development on its own spin, using that same basic gameplay mechanic. 200 00:12:10,960 --> 00:12:13,840 Speaker 1: Now that game would eventually become portal and would impress 201 00:12:13,880 --> 00:12:17,200 Speaker 1: gamers when it launched a few years later. But before 202 00:12:17,240 --> 00:12:19,280 Speaker 1: we get to that, we still have two thousand six 203 00:12:19,360 --> 00:12:22,400 Speaker 1: to talk about. And that's when Valve released Half Life two, 204 00:12:22,480 --> 00:12:28,240 Speaker 1: Episode one, and here's where we get into some tricky territory. 205 00:12:28,640 --> 00:12:31,520 Speaker 1: Valve made the decision to take an episodic approach to 206 00:12:31,600 --> 00:12:35,800 Speaker 1: releasing a sequel to Half Life Too. Originally, they released 207 00:12:35,840 --> 00:12:39,520 Speaker 1: the game and called it Half Life to Aftermath. Because 208 00:12:39,600 --> 00:12:42,280 Speaker 1: Valve had not yet revealed that they were looking at 209 00:12:42,320 --> 00:12:44,720 Speaker 1: this from an episodic point of view, they wanted to 210 00:12:44,760 --> 00:12:48,120 Speaker 1: kind of test the waters. It was a success, so 211 00:12:48,360 --> 00:12:53,720 Speaker 1: they retroactively renamed it Half Life two Episode one, and 212 00:12:53,800 --> 00:12:55,880 Speaker 1: this was to be the first in a trilogy of 213 00:12:55,920 --> 00:12:58,720 Speaker 1: episodes that would follow the events that happened in Half 214 00:12:58,720 --> 00:13:01,160 Speaker 1: Life to The second episode would come out in two 215 00:13:01,200 --> 00:13:07,080 Speaker 1: thousand seven, and the third episode, well, we're still waiting 216 00:13:07,320 --> 00:13:11,079 Speaker 1: on Half Life two episode three. Half Life two Episode 217 00:13:11,160 --> 00:13:13,600 Speaker 1: two came out in two thousand seven, and ten years later, 218 00:13:13,840 --> 00:13:16,880 Speaker 1: episode three is nowhere to be seen. Back when episodes 219 00:13:16,920 --> 00:13:19,160 Speaker 1: one and two came out, Valve announced that their intent 220 00:13:19,480 --> 00:13:23,400 Speaker 1: was to release episodes between six and eight months apart 221 00:13:23,440 --> 00:13:25,920 Speaker 1: from each other, and in fact, there was even talk 222 00:13:25,920 --> 00:13:28,360 Speaker 1: of an episode four that would be developed by a 223 00:13:28,440 --> 00:13:31,959 Speaker 1: different game studio but then published by Valve under the 224 00:13:32,040 --> 00:13:35,360 Speaker 1: half Life two brand. But the only thing we've seen 225 00:13:35,480 --> 00:13:38,600 Speaker 1: of episode three over the last decade are some examples 226 00:13:38,640 --> 00:13:41,480 Speaker 1: of concept art, and there was a synopsis of what 227 00:13:41,600 --> 00:13:45,079 Speaker 1: the story was supposed to be. Now, within the gaming community, 228 00:13:45,600 --> 00:13:48,840 Speaker 1: there's been a lot of discussion about this, and discussion 229 00:13:48,920 --> 00:13:51,439 Speaker 1: is a kind word for what has been going on 230 00:13:51,760 --> 00:13:55,160 Speaker 1: for the last ten years. Some people think Valve made 231 00:13:55,240 --> 00:13:59,920 Speaker 1: a decision to drop episode three entirely and instead develop 232 00:14:00,080 --> 00:14:03,120 Speaker 1: up an all new Half Life three, a fully formed 233 00:14:03,240 --> 00:14:05,440 Speaker 1: sequel to Half Life two that would take whatever the 234 00:14:05,480 --> 00:14:09,319 Speaker 1: elements of Episode three and incorporated into a larger game 235 00:14:09,600 --> 00:14:13,360 Speaker 1: with a new game engine, new graphics, something along those lines. 236 00:14:14,840 --> 00:14:18,000 Speaker 1: Maybe they said Episode three was just getting too complicated, 237 00:14:18,040 --> 00:14:21,000 Speaker 1: too big to be an episodic game. It had to 238 00:14:21,000 --> 00:14:23,160 Speaker 1: be something more than that, or maybe there were other 239 00:14:23,200 --> 00:14:28,040 Speaker 1: problems during the development process. Valve has been infamously quiet 240 00:14:28,080 --> 00:14:30,760 Speaker 1: about the whole thing, to the point that employees get 241 00:14:30,840 --> 00:14:34,520 Speaker 1: visibly irritated when asked about it. There's been no official 242 00:14:34,560 --> 00:14:38,400 Speaker 1: confirmation from Valve that the series is over, which leaves 243 00:14:38,440 --> 00:14:40,720 Speaker 1: fans somewhat in the lurch as they wonder if they'll 244 00:14:40,760 --> 00:14:43,960 Speaker 1: ever see another entry. In fact, Half Like three has 245 00:14:44,000 --> 00:14:48,280 Speaker 1: now supplanted Duke knewkeambe Forever as the poster child for vaporware, 246 00:14:48,640 --> 00:14:51,040 Speaker 1: since Duke Nukem Forever finally came out in two thousand 247 00:14:51,040 --> 00:14:53,840 Speaker 1: eleven after years of being in development. And if you 248 00:14:53,880 --> 00:14:57,480 Speaker 1: don't know what vapor ware is, vaporware is when a 249 00:14:57,480 --> 00:15:01,480 Speaker 1: company announces a product and the product never seems to 250 00:15:01,520 --> 00:15:05,160 Speaker 1: come out. There are tons of different examples, and in fact, 251 00:15:05,240 --> 00:15:08,040 Speaker 1: if you search through the Tech Stuff archives, you will 252 00:15:08,080 --> 00:15:11,480 Speaker 1: find that we've done full episodes about the concept of 253 00:15:11,560 --> 00:15:14,400 Speaker 1: vaporware and given lots of different examples of it throughout 254 00:15:14,440 --> 00:15:17,680 Speaker 1: the years. Now I'm gonna get back to the timeline 255 00:15:17,960 --> 00:15:19,960 Speaker 1: for Valve in a second, but figured this is as 256 00:15:19,960 --> 00:15:22,120 Speaker 1: good a place as any to wrap up the half 257 00:15:22,200 --> 00:15:25,840 Speaker 1: life part of the history, because there's no resolution to this. 258 00:15:25,960 --> 00:15:30,360 Speaker 1: It's still ongoing, it's still nebulous, and it's better to 259 00:15:30,400 --> 00:15:32,840 Speaker 1: go ahead and rip off the band aid here than 260 00:15:32,920 --> 00:15:35,440 Speaker 1: just prolonged it throughout the rest of the episode. In 261 00:15:36,440 --> 00:15:39,800 Speaker 1: Mark laid Law, who you'll remember, was an author who 262 00:15:39,920 --> 00:15:43,560 Speaker 1: joined Valve back in its earliest days and helped define 263 00:15:43,800 --> 00:15:48,120 Speaker 1: valves approach to gamemaking as being very story centric. He 264 00:15:48,200 --> 00:15:51,720 Speaker 1: left the company left the company in twenty six. Perhaps 265 00:15:51,720 --> 00:15:53,680 Speaker 1: at that point he had come to the conclusion that 266 00:15:53,760 --> 00:15:57,400 Speaker 1: Valve had no more need for storytellers, as maybe there 267 00:15:57,400 --> 00:15:59,720 Speaker 1: were no plans to develop any games that were revolve 268 00:15:59,800 --> 00:16:04,280 Speaker 1: around the cohesive story. Well, whatever his reasons were, he left, 269 00:16:04,600 --> 00:16:08,040 Speaker 1: and he also wrote a piece called Epistle three in 270 00:16:08,080 --> 00:16:11,040 Speaker 1: the voice of Gordon Freeman himself, which is a bit 271 00:16:11,080 --> 00:16:14,720 Speaker 1: ironic since Gordon never actually spoke in the games, but 272 00:16:14,800 --> 00:16:16,680 Speaker 1: it was from his point of view, and in that 273 00:16:16,760 --> 00:16:20,440 Speaker 1: letter laid Law gave out information about what the plot 274 00:16:20,440 --> 00:16:23,360 Speaker 1: of Episode three was supposed to be. I'm not going 275 00:16:23,440 --> 00:16:26,320 Speaker 1: to go into detail about that here because some of 276 00:16:26,360 --> 00:16:28,680 Speaker 1: you might still want to read it for yourselves, or 277 00:16:28,760 --> 00:16:31,520 Speaker 1: maybe you're holding out hope that at some point, in 278 00:16:31,560 --> 00:16:34,960 Speaker 1: some form this game will finally emerge in those story 279 00:16:35,000 --> 00:16:37,960 Speaker 1: points will be incorporated into it. But it does exist 280 00:16:38,000 --> 00:16:40,520 Speaker 1: online if you want to find it. It's called Epistle 281 00:16:40,640 --> 00:16:43,200 Speaker 1: three and it's from Mark laid Law. Now, when we 282 00:16:43,280 --> 00:16:46,040 Speaker 1: come back, we'll jump in Devolves timeline and talk about 283 00:16:46,080 --> 00:16:48,160 Speaker 1: some of the other big events that have shaped the 284 00:16:48,200 --> 00:16:51,880 Speaker 1: company and how it found itself moving away from developing games, 285 00:16:52,240 --> 00:16:55,280 Speaker 1: or at least appeared to. But first, let's take a 286 00:16:55,360 --> 00:17:05,480 Speaker 1: quick break and thank our sponsor. Back before I jumped 287 00:17:05,480 --> 00:17:07,840 Speaker 1: on the Half Life two and three, tangent I was 288 00:17:07,880 --> 00:17:10,440 Speaker 1: talking about the year two thousand and six. That year, 289 00:17:10,560 --> 00:17:13,320 Speaker 1: Valve began to add more content to Steam, so not 290 00:17:13,400 --> 00:17:15,640 Speaker 1: only could you purchase games and use it to get 291 00:17:15,640 --> 00:17:18,600 Speaker 1: the latest patches for your game library, you could also 292 00:17:18,720 --> 00:17:22,400 Speaker 1: visit Steam to get HD videos or you could get 293 00:17:22,440 --> 00:17:25,080 Speaker 1: demos of upcoming games. By the end of the year, 294 00:17:25,160 --> 00:17:28,399 Speaker 1: Steam carried about one games, and it wasn't enough to 295 00:17:28,440 --> 00:17:32,080 Speaker 1: make Brick and mortar stores nervous, but it was starting 296 00:17:32,119 --> 00:17:36,040 Speaker 1: to build some serious momentum. In two thousand seven, Valve 297 00:17:36,119 --> 00:17:39,560 Speaker 1: released a collection of games under the title The Orange Box. 298 00:17:39,920 --> 00:17:42,840 Speaker 1: The collection included Half Life two and Half Life two 299 00:17:42,920 --> 00:17:46,080 Speaker 1: Episode one, both of which had already been published, but 300 00:17:46,359 --> 00:17:50,399 Speaker 1: it also included Half Life two Episode two, Portal, and 301 00:17:50,520 --> 00:17:53,400 Speaker 1: the game Gabe Newell had announced after the first Half 302 00:17:53,440 --> 00:17:57,280 Speaker 1: Life went gold so many years before Team Fortress Too. 303 00:17:57,720 --> 00:17:59,880 Speaker 1: We've already talked about Half Life two, so let's talk 304 00:18:00,000 --> 00:18:03,119 Speaker 1: a little bit about these other games. Portal, as I 305 00:18:03,160 --> 00:18:05,720 Speaker 1: mentioned earlier, was created by the team that built the 306 00:18:05,920 --> 00:18:08,880 Speaker 1: similar dungeon puzzle game called an Arbocular Drop, and as 307 00:18:08,880 --> 00:18:11,119 Speaker 1: I mentioned, in that game, you could create gateways that 308 00:18:11,160 --> 00:18:14,520 Speaker 1: linked to different points in space. Together, passed through one gateway, 309 00:18:14,720 --> 00:18:17,080 Speaker 1: you emerge out of the other. The same game mechanic 310 00:18:17,200 --> 00:18:21,120 Speaker 1: exists in Portal. One interesting aspect of this gameplay mechanic 311 00:18:21,560 --> 00:18:24,199 Speaker 1: is that the laws of motion remain in effect with 312 00:18:24,359 --> 00:18:27,000 Speaker 1: the portals. So if you were to open up one 313 00:18:27,040 --> 00:18:29,919 Speaker 1: portal on the ceiling and a second on the floor 314 00:18:29,960 --> 00:18:34,520 Speaker 1: directly underneath the first portal, dropping something into the floor 315 00:18:34,560 --> 00:18:37,480 Speaker 1: portal will cause it to fall through the top. One 316 00:18:37,760 --> 00:18:40,240 Speaker 1: all the way down into the bottom one, again through 317 00:18:40,280 --> 00:18:42,800 Speaker 1: the top one, and it will continue this until it 318 00:18:42,840 --> 00:18:45,919 Speaker 1: reaches terminal velocity, until it falls as fast as it 319 00:18:45,920 --> 00:18:49,119 Speaker 1: can possibly go. Then you can open up a portal 320 00:18:49,200 --> 00:18:51,479 Speaker 1: on a wall, closing the one that's on the ceiling, 321 00:18:51,880 --> 00:18:55,720 Speaker 1: and the falling object will shoot out of that at 322 00:18:56,240 --> 00:18:59,199 Speaker 1: the same velocity it was falling earlier, except now it's 323 00:18:59,240 --> 00:19:00,840 Speaker 1: going to go in a different direction. So if you 324 00:19:00,880 --> 00:19:04,320 Speaker 1: switch it to go from a vertical alignment to horizontal, 325 00:19:04,359 --> 00:19:08,440 Speaker 1: it will suddenly shoot out across the game area. Sometimes 326 00:19:08,440 --> 00:19:11,720 Speaker 1: this object might end up being the player character herself, 327 00:19:12,520 --> 00:19:15,480 Speaker 1: so you could use it to get across particularly tricky 328 00:19:15,560 --> 00:19:19,320 Speaker 1: areas of the game. In the game Portal, you're playing 329 00:19:19,320 --> 00:19:22,880 Speaker 1: as a test subject, a woman attempting to escape from 330 00:19:22,960 --> 00:19:26,960 Speaker 1: Aperture Science Labs. Now that's an organization that exists in 331 00:19:27,000 --> 00:19:30,720 Speaker 1: the same universe as Black Mesub, the fictional research facility 332 00:19:30,840 --> 00:19:35,159 Speaker 1: in the Half Life franchise, there's an artificially intelligent construct 333 00:19:35,200 --> 00:19:39,760 Speaker 1: called Gladows, and GLaDOS claims to be testing your ability 334 00:19:39,800 --> 00:19:43,800 Speaker 1: to navigate puzzles, but simultaneously is hurling lots of passive 335 00:19:43,800 --> 00:19:48,280 Speaker 1: aggressive insults your way. She's a jerk. The game received 336 00:19:48,280 --> 00:19:51,119 Speaker 1: critical acclaim for its novel approach to problem solving and 337 00:19:51,200 --> 00:19:55,000 Speaker 1: the versatility of the portal gimmick. The game also featured 338 00:19:55,119 --> 00:19:58,439 Speaker 1: one of the greatest songs in video game history, in 339 00:19:58,480 --> 00:20:02,320 Speaker 1: my opinion, it's a sa called Still Alive, and in 340 00:20:02,359 --> 00:20:04,960 Speaker 1: the game it's sung by Gladows. It was a song 341 00:20:05,000 --> 00:20:07,520 Speaker 1: that was written by Jonathan Colton, who made a name 342 00:20:07,560 --> 00:20:11,480 Speaker 1: for himself by releasing his music online independently and writing 343 00:20:11,520 --> 00:20:14,240 Speaker 1: lots of geeky, nerdy songs. So if you're not familiar 344 00:20:14,280 --> 00:20:17,000 Speaker 1: with him, go check him out. Jonathan Colton. He's really great. 345 00:20:17,240 --> 00:20:19,479 Speaker 1: His earlier stuff tends to be a little bit more nerdy, 346 00:20:19,560 --> 00:20:22,480 Speaker 1: and his later stuff a little bit more melancholic kind 347 00:20:22,520 --> 00:20:28,719 Speaker 1: of uh, exploring the existential crises of the average person 348 00:20:28,800 --> 00:20:31,600 Speaker 1: in there the middle of their lives, that sort of stuff. 349 00:20:31,680 --> 00:20:34,119 Speaker 1: But all of it's great now. The other game I 350 00:20:34,160 --> 00:20:37,480 Speaker 1: mentioned Team Fortress too. That one had been announced way 351 00:20:37,520 --> 00:20:40,920 Speaker 1: back in n game. Newell said that was the next 352 00:20:40,920 --> 00:20:43,280 Speaker 1: game they were gonna work on after Half Life went Gold, 353 00:20:44,040 --> 00:20:46,480 Speaker 1: but then it seemed to kind of disappear into vapor. 354 00:20:46,800 --> 00:20:49,240 Speaker 1: Around two thousand was the last time the company had 355 00:20:49,400 --> 00:20:52,439 Speaker 1: ever publicly acknowledged the fact that Team Fortress Too was 356 00:20:52,560 --> 00:20:55,720 Speaker 1: in development, they just stopped talking about it after two thousand. 357 00:20:56,200 --> 00:20:58,760 Speaker 1: At that time, the word was developers were working to 358 00:20:58,840 --> 00:21:01,399 Speaker 1: adapt it to the new Source engine and that that 359 00:21:01,520 --> 00:21:05,359 Speaker 1: was slowing things down. The game that came out was 360 00:21:05,520 --> 00:21:09,560 Speaker 1: dramatically different from the original Team Fortress, which in itself 361 00:21:09,680 --> 00:21:13,040 Speaker 1: was a mod of the game Quake. The original Team 362 00:21:13,119 --> 00:21:17,560 Speaker 1: Fortress was a serious team based, competitive multiplayer game that 363 00:21:17,720 --> 00:21:21,560 Speaker 1: had vehicles in it. It had realistic violence, and strategic 364 00:21:21,600 --> 00:21:24,720 Speaker 1: elements like air drops were part of the game. That 365 00:21:24,840 --> 00:21:27,560 Speaker 1: all changed with Team Fortress Too. Valves said that while 366 00:21:27,560 --> 00:21:29,840 Speaker 1: it was working on Team Fortress, who had actually developed 367 00:21:29,840 --> 00:21:35,000 Speaker 1: three or four different style games almost to completion, and 368 00:21:35,880 --> 00:21:38,040 Speaker 1: there was a chance that any one of them could 369 00:21:38,040 --> 00:21:42,159 Speaker 1: have become the actual Team Fortress Too. But eventually Valve 370 00:21:42,280 --> 00:21:45,560 Speaker 1: decided that, for some reason or another, each of those 371 00:21:45,600 --> 00:21:48,600 Speaker 1: didn't work, and the one that did come out was 372 00:21:48,680 --> 00:21:54,359 Speaker 1: again very different from its predecessor. So some of the 373 00:21:54,440 --> 00:21:57,760 Speaker 1: ideas that didn't make it into Team Fortress Too included 374 00:21:57,840 --> 00:22:00,600 Speaker 1: setting it in the same universe as Half Life, something 375 00:22:00,640 --> 00:22:03,560 Speaker 1: that val has done a lot of, or allowing for 376 00:22:03,760 --> 00:22:07,920 Speaker 1: non player characters to appear in multiplayer matches. However, the 377 00:22:08,000 --> 00:22:10,080 Speaker 1: Team Fortress two game that did come out would just 378 00:22:10,200 --> 00:22:12,919 Speaker 1: feature a lot more not just that's unfair, but it 379 00:22:12,960 --> 00:22:17,440 Speaker 1: would feature more cartoonish and comedic characters and art styles, 380 00:22:17,640 --> 00:22:21,600 Speaker 1: with players selecting from ultimately nine character classes to play 381 00:22:21,640 --> 00:22:24,960 Speaker 1: on a team, and they would play against other teams. 382 00:22:25,000 --> 00:22:28,160 Speaker 1: So you and your team made up of various players 383 00:22:28,160 --> 00:22:31,639 Speaker 1: playing different classes of characters, would be competing against a 384 00:22:31,720 --> 00:22:36,560 Speaker 1: similar team operated by different people, and game modes would 385 00:22:36,560 --> 00:22:39,240 Speaker 1: include stuff like a King of the Hill style control 386 00:22:39,320 --> 00:22:42,240 Speaker 1: point mode. There was Captured the Flag games, a very 387 00:22:42,280 --> 00:22:46,879 Speaker 1: classic kind of online game attack defend modes in which 388 00:22:47,119 --> 00:22:49,280 Speaker 1: one team would have to defend a position and the 389 00:22:49,280 --> 00:22:51,520 Speaker 1: other one has to try and take that position away. 390 00:22:52,000 --> 00:22:56,440 Speaker 1: The game became enormously popular and developed a peculiar reputation 391 00:22:57,119 --> 00:23:01,560 Speaker 1: involving hats. So the hats thing would come a little 392 00:23:01,560 --> 00:23:03,320 Speaker 1: bit later, but let's go ahead and cover it now 393 00:23:03,359 --> 00:23:07,600 Speaker 1: because I think it's an interesting part of what makes 394 00:23:07,640 --> 00:23:11,439 Speaker 1: Team Fortress Too special. It also is another example of 395 00:23:11,480 --> 00:23:15,919 Speaker 1: how Valve did something that today has become a widespread 396 00:23:15,960 --> 00:23:21,000 Speaker 1: tactic in games across multiple genres. So within Team Fortress 397 00:23:21,040 --> 00:23:23,720 Speaker 1: to players can customize the look of their characters to 398 00:23:23,840 --> 00:23:27,639 Speaker 1: some extent with various accessories such as hats. Now, some 399 00:23:27,720 --> 00:23:30,200 Speaker 1: of those accessories are just included in the basic form 400 00:23:30,240 --> 00:23:34,040 Speaker 1: of the game, but others are called unusuals, and you 401 00:23:34,119 --> 00:23:39,720 Speaker 1: have to actually get earned those those types of of accessories, 402 00:23:39,840 --> 00:23:42,600 Speaker 1: and they can even have visual effects associated with them, 403 00:23:42,640 --> 00:23:44,920 Speaker 1: like particle effects, and it kind of gives you a 404 00:23:44,960 --> 00:23:47,880 Speaker 1: special kind of flare. Now, those effects don't give you 405 00:23:48,040 --> 00:23:51,160 Speaker 1: any special bonuses or advantages, but they are seen as 406 00:23:51,200 --> 00:23:54,520 Speaker 1: something of a status symbol. So within the game world, 407 00:23:54,520 --> 00:23:56,880 Speaker 1: if you have one of those cool hats, people will 408 00:23:56,920 --> 00:23:59,400 Speaker 1: take notice of it. It's not necessarily going to give 409 00:23:59,400 --> 00:24:01,880 Speaker 1: you a real advantage, but people might say, wow, it's 410 00:24:01,880 --> 00:24:06,440 Speaker 1: really cool. I want that. Within some groups, people who 411 00:24:06,520 --> 00:24:09,040 Speaker 1: play together regularly with a group of people, they may 412 00:24:09,080 --> 00:24:12,480 Speaker 1: all wear similar hats, so that would require each member 413 00:24:12,520 --> 00:24:14,840 Speaker 1: to get one of those hats for him or herself. 414 00:24:15,480 --> 00:24:18,480 Speaker 1: Special hats, those unusuals I was talking about, they can 415 00:24:18,520 --> 00:24:21,199 Speaker 1: only be found in crates, which you can purchase with 416 00:24:21,280 --> 00:24:23,640 Speaker 1: real money if you want to, or you can trade 417 00:24:24,000 --> 00:24:27,160 Speaker 1: with other players and get hats that way. This created 418 00:24:27,200 --> 00:24:30,040 Speaker 1: an ongoing economy and Team Fortress too, and opened up 419 00:24:30,040 --> 00:24:33,200 Speaker 1: a revenue stream for Valve. These days, it's not unusual 420 00:24:33,280 --> 00:24:35,880 Speaker 1: for a game to include some sort of paid content 421 00:24:36,000 --> 00:24:39,080 Speaker 1: element like this. The ones that tend to use it 422 00:24:39,160 --> 00:24:43,000 Speaker 1: as a way of setting apart your character cosmetically, those 423 00:24:43,040 --> 00:24:46,800 Speaker 1: seem to get a better reaction from the gaming community 424 00:24:46,880 --> 00:24:50,960 Speaker 1: than say, a game that offers up items and skills 425 00:24:51,040 --> 00:24:55,000 Speaker 1: that give you an advantage over other players. That strategy 426 00:24:55,320 --> 00:24:58,520 Speaker 1: a lot of people derisively referred to as pay to win. 427 00:24:59,600 --> 00:25:03,040 Speaker 1: You pay the money, you get the various weapons or 428 00:25:03,080 --> 00:25:06,560 Speaker 1: other items that give you an advantage, and then you 429 00:25:06,600 --> 00:25:09,080 Speaker 1: are making up for a lack of skill with the 430 00:25:09,160 --> 00:25:12,920 Speaker 1: willingness to pay money to get artificially better at a game. 431 00:25:13,000 --> 00:25:17,000 Speaker 1: That's the pay to win approach, whereas this was more 432 00:25:17,040 --> 00:25:19,439 Speaker 1: of a cosmetic thing. A lot of players I know 433 00:25:20,119 --> 00:25:22,200 Speaker 1: don't have a problem with this. Some of them don't 434 00:25:22,320 --> 00:25:25,560 Speaker 1: care for it, they don't purchase into it, but at 435 00:25:25,560 --> 00:25:28,320 Speaker 1: the same time, it ultimately makes no effect on the 436 00:25:28,320 --> 00:25:33,159 Speaker 1: gameplay itself, and so therefore it is more easily accepted 437 00:25:33,240 --> 00:25:37,960 Speaker 1: in some circles of the gaming community. Now you can 438 00:25:38,000 --> 00:25:41,480 Speaker 1: find this in lots of other games, like Overwatch. Overwatch 439 00:25:41,480 --> 00:25:44,040 Speaker 1: has a similar crates system, and you can earn crates 440 00:25:44,040 --> 00:25:48,480 Speaker 1: through gameplay at a certain speed, or you can spend 441 00:25:48,480 --> 00:25:51,000 Speaker 1: real money to buy several crates at a time and 442 00:25:51,000 --> 00:25:53,359 Speaker 1: try your luck opening one crate after the next to 443 00:25:53,400 --> 00:25:56,080 Speaker 1: try and get that one special item you're looking for. 444 00:25:57,000 --> 00:25:59,920 Speaker 1: And typically there's no guarantee that whatever it is you 445 00:26:00,080 --> 00:26:02,080 Speaker 1: want is going to be an any given crate, so 446 00:26:02,200 --> 00:26:03,760 Speaker 1: you could open it up and find a whole bunch 447 00:26:03,800 --> 00:26:05,359 Speaker 1: of neat stuff, but none of the things that you 448 00:26:05,480 --> 00:26:07,960 Speaker 1: specifically wanted, and you might end up finding out that 449 00:26:08,000 --> 00:26:10,399 Speaker 1: you're dropping as much cash as you spend on the game, 450 00:26:10,720 --> 00:26:13,720 Speaker 1: or more in some cases, just trying to chase that 451 00:26:13,760 --> 00:26:17,200 Speaker 1: one accessory. It's certainly true now that Team Fortress Too 452 00:26:17,240 --> 00:26:19,239 Speaker 1: Is is a free to play game, but at the 453 00:26:19,240 --> 00:26:22,280 Speaker 1: time you would actually purchase it. Not everyone is lured 454 00:26:22,280 --> 00:26:24,400 Speaker 1: by this promise, but enough people are to make it 455 00:26:24,560 --> 00:26:29,040 Speaker 1: very profitable. Meanwhile, Valve also upgraded Steam and added the 456 00:26:29,160 --> 00:26:32,760 Speaker 1: Steam Community, which was a suite of social networking features 457 00:26:32,840 --> 00:26:36,360 Speaker 1: on the online platform. This let people use Steam as 458 00:26:36,359 --> 00:26:39,400 Speaker 1: a virtual gathering place they could share information, they could 459 00:26:39,840 --> 00:26:43,040 Speaker 1: try and find groups with other like minded gamers to 460 00:26:43,119 --> 00:26:46,080 Speaker 1: play certain games, and according to Valve, around that time, 461 00:26:46,080 --> 00:26:50,360 Speaker 1: there were about fifteen million people using Steam regularly playing 462 00:26:50,359 --> 00:26:53,920 Speaker 1: around two hundred games. The new version of Steam also 463 00:26:53,960 --> 00:26:57,760 Speaker 1: incorporated Metacritic ratings for games, which gave players a chance 464 00:26:57,800 --> 00:27:02,240 Speaker 1: to see what other critics have thought about different game 465 00:27:02,240 --> 00:27:05,280 Speaker 1: titles before they made the commitment to purchase that game 466 00:27:05,320 --> 00:27:09,119 Speaker 1: for themselves. In two thousand and eight, Valve acquired a 467 00:27:09,119 --> 00:27:12,520 Speaker 1: game developer called Turtle Rock. That company had been hard 468 00:27:12,520 --> 00:27:15,199 Speaker 1: at work on a cooperative multiplayer game set in a 469 00:27:15,280 --> 00:27:20,280 Speaker 1: zombie apocalypse. The game was Left for Dead, with four 470 00:27:20,320 --> 00:27:23,919 Speaker 1: being the numeral for Turtle Rock had been developing the 471 00:27:23,960 --> 00:27:27,600 Speaker 1: game before Valve acquired the company, but the developers had 472 00:27:27,600 --> 00:27:31,400 Speaker 1: been receiving some funding from Valve toward the late stages 473 00:27:31,480 --> 00:27:34,520 Speaker 1: of game development. Valve would end up being the publisher 474 00:27:34,560 --> 00:27:37,080 Speaker 1: for Left for Dead, and this became another big hit. 475 00:27:37,760 --> 00:27:41,240 Speaker 1: Turtle Rock, however, would not remain part of Valve for 476 00:27:41,440 --> 00:27:44,720 Speaker 1: very long. It was a fairly curious turn of events. 477 00:27:44,800 --> 00:27:48,600 Speaker 1: Valve Is located out of Washington State, but Turtle Rocks 478 00:27:48,600 --> 00:27:52,920 Speaker 1: headquarters were in California, and at first Turtle Rock would 479 00:27:52,960 --> 00:27:56,920 Speaker 1: operate as an offshoot of Valve called Valve South. It 480 00:27:57,040 --> 00:27:59,640 Speaker 1: was a satellite office for Valve is the first time 481 00:27:59,640 --> 00:28:01,239 Speaker 1: the company he had really been trying to do that 482 00:28:01,320 --> 00:28:04,119 Speaker 1: but things didn't work out very well. The folks a 483 00:28:04,240 --> 00:28:07,320 Speaker 1: Valve South in general felt like they were largely forgotten 484 00:28:07,320 --> 00:28:10,320 Speaker 1: about and we're out of the loop. They had infrequent 485 00:28:10,359 --> 00:28:14,840 Speaker 1: communication with Valve HQ up in Washington. The developers at 486 00:28:14,840 --> 00:28:20,000 Speaker 1: the former Turtle Rock Studios also got frustrated with Valve time. 487 00:28:20,320 --> 00:28:23,520 Speaker 1: That's that lag time between when a company has said, 488 00:28:23,720 --> 00:28:26,240 Speaker 1: or when specifically when Valvis said it's going to develop 489 00:28:26,320 --> 00:28:29,760 Speaker 1: something and when it finally, if ever comes out. It's 490 00:28:29,760 --> 00:28:35,000 Speaker 1: that nebulous, indefinable amount of time, and the folks over 491 00:28:35,080 --> 00:28:38,280 Speaker 1: Turtle Rock didn't much care for that kind of uncertainty. 492 00:28:38,360 --> 00:28:41,240 Speaker 1: So after only a year or so of working with Valve, 493 00:28:41,640 --> 00:28:44,960 Speaker 1: Gabe Newell agreed with the folks over at Valve South 494 00:28:45,000 --> 00:28:47,560 Speaker 1: that it just wasn't a great arrangement and the group 495 00:28:47,600 --> 00:28:50,880 Speaker 1: split off again from Valve. It would re establish itself 496 00:28:50,920 --> 00:28:54,360 Speaker 1: once again as Turtle Rock Studios. Turtle Rock would continue 497 00:28:54,400 --> 00:28:57,320 Speaker 1: to collaborate with Valve, but it would operate as its 498 00:28:57,360 --> 00:29:01,920 Speaker 1: own independent entity from that moment forward. Valve in return, 499 00:29:02,240 --> 00:29:05,800 Speaker 1: received ownership of the left for dead intellectual property and 500 00:29:05,840 --> 00:29:09,440 Speaker 1: they got to work on the sequel. Steam also evolved 501 00:29:09,440 --> 00:29:12,680 Speaker 1: some more, allowing players to create cloud based saves so 502 00:29:12,720 --> 00:29:16,000 Speaker 1: that they could continue playing certain games across different devices 503 00:29:16,000 --> 00:29:17,880 Speaker 1: and pick up where they had left off. It also 504 00:29:17,920 --> 00:29:20,240 Speaker 1: meant that if you create a specific control scheme for 505 00:29:20,280 --> 00:29:23,760 Speaker 1: a game where you bind keys to specific in game actions, 506 00:29:24,120 --> 00:29:27,360 Speaker 1: you could save that configuration on Steam and have access 507 00:29:27,400 --> 00:29:30,920 Speaker 1: to it on a different machine under your account. Valve 508 00:29:31,000 --> 00:29:34,120 Speaker 1: also released a software suite called steam Works to third 509 00:29:34,120 --> 00:29:36,640 Speaker 1: party developers, which gave them the ability to use the 510 00:29:36,680 --> 00:29:39,720 Speaker 1: tools Valve had created over the years while they were 511 00:29:39,720 --> 00:29:43,000 Speaker 1: developing Steam itself. Team Fortress Too would also get a 512 00:29:43,000 --> 00:29:45,280 Speaker 1: few new classes in two thousand and eight which would 513 00:29:45,400 --> 00:29:48,880 Speaker 1: help refresh the game and players eyes. And the following year, 514 00:29:48,920 --> 00:29:51,680 Speaker 1: which was two thousand nine for those of you keeping score, 515 00:29:52,120 --> 00:29:54,280 Speaker 1: we would see the release of Left for Dead Too, 516 00:29:54,320 --> 00:29:56,600 Speaker 1: which is still one of my favorite games. It broke 517 00:29:56,640 --> 00:29:59,360 Speaker 1: all of valves records for pre sale figures, meaning more 518 00:29:59,360 --> 00:30:01,800 Speaker 1: people pay for the game before it was even available 519 00:30:02,080 --> 00:30:05,440 Speaker 1: than any other Valve game up to that point. That's 520 00:30:05,480 --> 00:30:07,840 Speaker 1: despite the fact that there was a growing movement online 521 00:30:07,840 --> 00:30:11,280 Speaker 1: to boycott the game. So what was that all about? Well, 522 00:30:12,120 --> 00:30:15,920 Speaker 1: the crux of the matter was in downloadable content or 523 00:30:16,040 --> 00:30:20,360 Speaker 1: DLC for the original Left for Dead game. Some players 524 00:30:20,400 --> 00:30:22,800 Speaker 1: who were fans of Left for Dead got very upset 525 00:30:22,840 --> 00:30:24,920 Speaker 1: when Valve announced that there was going to be a 526 00:30:24,960 --> 00:30:27,840 Speaker 1: sequel coming out just one year after Left for Dead 527 00:30:27,880 --> 00:30:31,000 Speaker 1: itself had come out. They said, that's too soon. That 528 00:30:31,040 --> 00:30:33,480 Speaker 1: means you're abandoning this other game. And you said you 529 00:30:33,520 --> 00:30:37,160 Speaker 1: were going to develop downloadable content. How dare you go 530 00:30:37,240 --> 00:30:40,000 Speaker 1: back on your promise? Valve, I shake my fist at 531 00:30:40,040 --> 00:30:43,160 Speaker 1: you and anger and say ger. So they felt like 532 00:30:43,240 --> 00:30:45,040 Speaker 1: they were never going to get the d L see 533 00:30:45,120 --> 00:30:47,719 Speaker 1: that they felt they had been promised, and as a result, 534 00:30:47,760 --> 00:30:51,239 Speaker 1: about forty thousand people banded together and said they were 535 00:30:51,240 --> 00:30:55,920 Speaker 1: going to boycott Left for Dead too. That turned out 536 00:30:55,920 --> 00:30:58,960 Speaker 1: to not matter so much. A lot of them ended 537 00:30:59,040 --> 00:31:02,200 Speaker 1: up buying the game on pre sales anyway, even though 538 00:31:02,240 --> 00:31:05,600 Speaker 1: they were saying they were going to boycott it, because 539 00:31:05,640 --> 00:31:09,120 Speaker 1: they really wanted to play the game. And further down 540 00:31:09,160 --> 00:31:11,960 Speaker 1: the line, Valve would release DLC both for the first 541 00:31:12,000 --> 00:31:14,720 Speaker 1: game and for Left for Dead too, including DLC that 542 00:31:14,760 --> 00:31:18,680 Speaker 1: would link the two games together because if you aren't familiar, 543 00:31:18,960 --> 00:31:23,280 Speaker 1: both games feature four sets of playable characters, but it's 544 00:31:23,280 --> 00:31:27,000 Speaker 1: two different sets of four, so you've got four characters 545 00:31:27,000 --> 00:31:30,080 Speaker 1: in Left for Dead one and four different characters, and 546 00:31:30,160 --> 00:31:33,560 Speaker 1: Left for Dead too. They released some DLC that had 547 00:31:33,600 --> 00:31:36,840 Speaker 1: a bridging character that would go between the two and 548 00:31:37,040 --> 00:31:40,880 Speaker 1: link them together. Otherwise they were independent titles within the 549 00:31:40,920 --> 00:31:45,280 Speaker 1: same universe. In two thousand ten, Steam users were treated 550 00:31:45,280 --> 00:31:47,840 Speaker 1: to a redesign that made the service much easier to 551 00:31:47,920 --> 00:31:51,040 Speaker 1: navigate and more attractive to boot. It also added in 552 00:31:51,080 --> 00:31:54,280 Speaker 1: more content, including stuff that wasn't related to gaming, so 553 00:31:54,320 --> 00:31:57,200 Speaker 1: you could get non gaming apps through Steam. At that point, 554 00:31:57,360 --> 00:31:59,760 Speaker 1: players could also get a look at games in development 555 00:31:59,760 --> 00:32:02,520 Speaker 1: through Steam green Light, which is a service that would 556 00:32:02,560 --> 00:32:07,000 Speaker 1: let potential game developers essentially audition their ideas an attempt 557 00:32:07,080 --> 00:32:09,920 Speaker 1: to get some funding to complete a full game. Valve 558 00:32:09,960 --> 00:32:13,480 Speaker 1: also learned the power of the Steam Sale. Those are 559 00:32:13,520 --> 00:32:16,880 Speaker 1: always big events on the Steam platform. Several times a year. 560 00:32:17,000 --> 00:32:21,520 Speaker 1: Valve will offer titles at severely discounted prices, and I 561 00:32:21,560 --> 00:32:23,440 Speaker 1: am definitely one of those people who have been known 562 00:32:23,480 --> 00:32:25,680 Speaker 1: to pick up a title or two, even titles that 563 00:32:25,720 --> 00:32:28,400 Speaker 1: I previously had not had much interest in because their 564 00:32:28,400 --> 00:32:30,680 Speaker 1: price so low that I feel like an idiot if 565 00:32:30,720 --> 00:32:34,400 Speaker 1: I don't buy them. And yes, there are games in 566 00:32:34,440 --> 00:32:37,200 Speaker 1: my Steam library that I have yet to even open, 567 00:32:37,640 --> 00:32:41,440 Speaker 1: so I am part of the problem. Oh. In was 568 00:32:41,480 --> 00:32:44,280 Speaker 1: also when Mac users would finally get support for Steam 569 00:32:44,320 --> 00:32:48,800 Speaker 1: and there was much rejoicing. Y I got a lot 570 00:32:48,800 --> 00:32:51,920 Speaker 1: more to say, but before I jump into the last 571 00:32:51,920 --> 00:32:55,400 Speaker 1: section of the last episode of the story of Valve, 572 00:32:55,640 --> 00:33:04,680 Speaker 1: let's take another quick break to thank our sponsor. A 573 00:33:04,720 --> 00:33:07,239 Speaker 1: couple of other things happened in that I had not 574 00:33:07,400 --> 00:33:10,120 Speaker 1: yet mentioned. One of those was that Valve moved to 575 00:33:10,160 --> 00:33:13,960 Speaker 1: a larger office space in Bellevue, Washington. It would stay 576 00:33:13,960 --> 00:33:18,760 Speaker 1: there until when it would move again. Valve also announced 577 00:33:18,800 --> 00:33:22,720 Speaker 1: it was working on Portal two and that the game 578 00:33:22,720 --> 00:33:27,400 Speaker 1: would release in twleven, and the company began development on 579 00:33:27,440 --> 00:33:31,280 Speaker 1: a little project called Doda Too. So what the heck 580 00:33:31,320 --> 00:33:34,400 Speaker 1: is Dota Too, And for that matter, what the heck 581 00:33:34,440 --> 00:33:37,320 Speaker 1: was Dota one and what happened to it? Well, let's 582 00:33:37,320 --> 00:33:41,040 Speaker 1: start at the beginning. DODA is an acronym d O 583 00:33:41,160 --> 00:33:44,560 Speaker 1: t A. It stands for Defense of the Ancients. At 584 00:33:44,600 --> 00:33:49,200 Speaker 1: least the original DODA did. This was a multiplayer online 585 00:33:49,320 --> 00:33:53,160 Speaker 1: battle arena game or mobile game. So if you've ever 586 00:33:53,200 --> 00:33:57,760 Speaker 1: heard the term mobile, it stands for multiplayer online battle arena. 587 00:33:58,280 --> 00:34:02,520 Speaker 1: This particular one was based of Blizzards title Warcraft three 588 00:34:02,680 --> 00:34:05,440 Speaker 1: Reign of Chaos, as well as an expansion for that 589 00:34:05,480 --> 00:34:08,840 Speaker 1: game called The Frozen Throne. Now, the way a mobile 590 00:34:08,880 --> 00:34:12,560 Speaker 1: game typically works because you have two teams that are 591 00:34:12,560 --> 00:34:15,960 Speaker 1: fighting against each other and the goal is to destroy 592 00:34:16,000 --> 00:34:19,440 Speaker 1: the opposite team's structure. It might be a base or 593 00:34:19,560 --> 00:34:22,440 Speaker 1: some other representation of that team. So you are to 594 00:34:22,520 --> 00:34:25,760 Speaker 1: try and take your character from your end of the map, 595 00:34:26,440 --> 00:34:28,960 Speaker 1: go across the map to the enemy side of the 596 00:34:29,000 --> 00:34:32,640 Speaker 1: map and destroy their structure while they're trying to do 597 00:34:32,680 --> 00:34:35,840 Speaker 1: the same thing to you. So you control a unit. 598 00:34:36,000 --> 00:34:39,880 Speaker 1: In DODA, they are called heroes. These are characters that 599 00:34:39,920 --> 00:34:44,160 Speaker 1: have particular powerful abilities, sometimes their time based, so you 600 00:34:44,200 --> 00:34:46,240 Speaker 1: can use an ability and then it's on a cool 601 00:34:46,320 --> 00:34:48,719 Speaker 1: down period until you can use it again. Some other 602 00:34:48,800 --> 00:34:52,000 Speaker 1: games might use something similar, like a Manna meter where 603 00:34:52,040 --> 00:34:53,480 Speaker 1: you have to fill up the meter in order to 604 00:34:53,560 --> 00:34:56,799 Speaker 1: use special abilities, but the basic idea is the same. 605 00:34:56,880 --> 00:35:00,239 Speaker 1: You're not just allowed to spam the enemy to team 606 00:35:00,280 --> 00:35:02,400 Speaker 1: with an ability over and over again. There's a cool 607 00:35:02,440 --> 00:35:05,520 Speaker 1: down period built in one way or another, so you 608 00:35:05,560 --> 00:35:09,600 Speaker 1: have to preserve your side while destroying their side, and 609 00:35:09,719 --> 00:35:12,960 Speaker 1: they're typically different pathways to get from your end of 610 00:35:13,000 --> 00:35:15,040 Speaker 1: the map to the other end of the map. That's 611 00:35:15,080 --> 00:35:19,719 Speaker 1: your basic MOBI and Doda was a great example of that. Well, 612 00:35:19,800 --> 00:35:23,400 Speaker 1: Valves saw the value in that style of game. They 613 00:35:23,400 --> 00:35:27,279 Speaker 1: didn't have one of those themselves, and they decided to 614 00:35:27,360 --> 00:35:31,400 Speaker 1: hire abdul Ismail, better known as ice Frog, who was 615 00:35:31,440 --> 00:35:34,840 Speaker 1: one of the developers for that Doda mod back in 616 00:35:34,880 --> 00:35:37,840 Speaker 1: the day, so they brought him on board to develop 617 00:35:37,920 --> 00:35:42,640 Speaker 1: the sequel. Now, this relied upon valves source engine instead 618 00:35:42,640 --> 00:35:45,239 Speaker 1: of on the Blizzard game and Valve launched the game 619 00:35:45,360 --> 00:35:49,400 Speaker 1: at the game's con conference in Germany, Inn and that 620 00:35:49,520 --> 00:35:54,120 Speaker 1: became the first Dota to Championship tournament. It remains an 621 00:35:54,120 --> 00:35:58,719 Speaker 1: insanely popular mobile and is frequently featured in various pro 622 00:35:58,800 --> 00:36:02,480 Speaker 1: gaming tournaments. For a very long time, it was consistently 623 00:36:02,560 --> 00:36:08,000 Speaker 1: the most played game by concurrent players on Steam. Recently, 624 00:36:08,520 --> 00:36:12,080 Speaker 1: it has been replaced by a little game called Player 625 00:36:12,200 --> 00:36:15,880 Speaker 1: Unknowns Battlegrounds, a game I am so bad at that 626 00:36:15,920 --> 00:36:18,279 Speaker 1: you're gonna want me to be in the game if 627 00:36:18,320 --> 00:36:21,520 Speaker 1: you ever play, because I'm guaranteed to soak up those 628 00:36:21,560 --> 00:36:25,759 Speaker 1: bullets for you. Well, Valves Dota to tiptoed around the 629 00:36:25,760 --> 00:36:28,160 Speaker 1: fact that it was a sequel to a mod to 630 00:36:28,280 --> 00:36:32,560 Speaker 1: a game that Valve you know, didn't actually make. Blizzard 631 00:36:32,760 --> 00:36:35,799 Speaker 1: wasn't quite ready to concede and ended up filing a 632 00:36:35,880 --> 00:36:40,440 Speaker 1: lawsuit against Valve. That lawsuit would stretch into twelve but 633 00:36:40,480 --> 00:36:44,800 Speaker 1: it was eventually settled out of court. Back in Valve 634 00:36:44,880 --> 00:36:47,600 Speaker 1: made the decision to switch Team Fortress to two free 635 00:36:47,600 --> 00:36:49,640 Speaker 1: to play mode at that point, and that means you 636 00:36:49,640 --> 00:36:53,320 Speaker 1: can download and play Team Fortress too absolutely free. Players 637 00:36:53,320 --> 00:36:55,680 Speaker 1: can still pay to get access to crates in an 638 00:36:55,719 --> 00:36:58,960 Speaker 1: effort to find unusuals, and lots of people still do that, 639 00:36:59,120 --> 00:37:02,000 Speaker 1: which means Team Interest Too is profitable even though the 640 00:37:02,040 --> 00:37:08,040 Speaker 1: company gives away the basic game for free. Gabe Newell 641 00:37:08,960 --> 00:37:13,200 Speaker 1: had some pretty hefty criticisms for his former employer, that 642 00:37:13,320 --> 00:37:18,080 Speaker 1: being Microsoft in the year that was when Microsoft launched 643 00:37:18,200 --> 00:37:22,480 Speaker 1: Windows eight, and Gabe Newell called it quote a catastrophe 644 00:37:22,520 --> 00:37:26,439 Speaker 1: for everyone in the PC space end quote. He went 645 00:37:26,520 --> 00:37:29,879 Speaker 1: on to say, and I quote, I think we'll lose 646 00:37:29,920 --> 00:37:32,520 Speaker 1: some of the top tier PC O E M s 647 00:37:32,800 --> 00:37:35,360 Speaker 1: who will exit the market. I think margins will be 648 00:37:35,400 --> 00:37:39,560 Speaker 1: destroyed for a bunch of people. End quote. He was saying, 649 00:37:39,640 --> 00:37:43,000 Speaker 1: essentially that the platform wasn't as open as it should 650 00:37:43,080 --> 00:37:46,040 Speaker 1: be and that Microsoft was taking too much of a 651 00:37:46,120 --> 00:37:49,479 Speaker 1: micromanagement approach as to what could and could not run 652 00:37:49,719 --> 00:37:53,160 Speaker 1: on their platform, and this was a hint that Valve 653 00:37:53,239 --> 00:37:56,000 Speaker 1: was starting to look around at other options, including developing 654 00:37:56,040 --> 00:37:59,760 Speaker 1: something that could run on a Lenox based machine, Lenox 655 00:37:59,800 --> 00:38:02,920 Speaker 1: being totally different operating system, and it stirred rumors that 656 00:38:02,960 --> 00:38:05,920 Speaker 1: the company might be looking into creating a console like 657 00:38:06,160 --> 00:38:08,840 Speaker 1: device of its own. This would become the foundation for 658 00:38:08,880 --> 00:38:12,560 Speaker 1: the stories about the fabled Steam machine. At the end 659 00:38:12,600 --> 00:38:14,640 Speaker 1: of twenty twelve of the company announced that it in 660 00:38:14,680 --> 00:38:17,360 Speaker 1: fact was working on a set top box dubbed the 661 00:38:17,440 --> 00:38:21,800 Speaker 1: steam Box. Valve planned on creating a piece of hardware 662 00:38:21,880 --> 00:38:25,960 Speaker 1: in house that they called Bigfoot. This was the internal 663 00:38:26,360 --> 00:38:29,680 Speaker 1: name for the device, and that the purpose of this 664 00:38:29,800 --> 00:38:33,120 Speaker 1: was to be a model upon which other manufacturers could 665 00:38:33,120 --> 00:38:36,000 Speaker 1: base their designs. So, in other words, Valve wanted to 666 00:38:36,000 --> 00:38:39,319 Speaker 1: make steam boxes a new type of hardware, not just 667 00:38:39,440 --> 00:38:43,160 Speaker 1: a single product. It's not like the Microsoft Xbox. It's 668 00:38:43,160 --> 00:38:47,640 Speaker 1: more like an offshoot of the PC itself. So they 669 00:38:47,640 --> 00:38:50,680 Speaker 1: would open this up so other manufacturers could make their 670 00:38:50,680 --> 00:38:54,720 Speaker 1: own version of the steambox using the Steam operating system 671 00:38:54,760 --> 00:38:58,400 Speaker 1: and some other basic parameters. That meant that you could purchase, 672 00:38:58,560 --> 00:39:02,600 Speaker 1: presumably a steambox from any number of different providers, each 673 00:39:02,600 --> 00:39:05,319 Speaker 1: of whom would determine the design and components of the 674 00:39:05,320 --> 00:39:10,759 Speaker 1: box pursuant to the various parameters that Valve had set up. 675 00:39:11,960 --> 00:39:16,240 Speaker 1: Val revealed some of the Steam OS devices in along 676 00:39:16,280 --> 00:39:19,600 Speaker 1: with a special controller that resembled the game pads found 677 00:39:19,680 --> 00:39:21,920 Speaker 1: with consoles like the Xbox, although it had a lot 678 00:39:21,960 --> 00:39:24,680 Speaker 1: of touchpad type stuff with it. I never got a 679 00:39:24,760 --> 00:39:26,960 Speaker 1: chance to actually play with one of those myself, but 680 00:39:27,080 --> 00:39:29,600 Speaker 1: I heard a lot of my friends criticize it for 681 00:39:29,760 --> 00:39:33,239 Speaker 1: the way they performed, and also the Steam controller was 682 00:39:33,280 --> 00:39:38,360 Speaker 1: one of those devices that underwent numerous changes throughout its development, 683 00:39:38,440 --> 00:39:40,480 Speaker 1: to the point where gamers were starting to get a 684 00:39:40,520 --> 00:39:44,239 Speaker 1: little frustrated with that story as well. Steam devices went 685 00:39:44,239 --> 00:39:46,920 Speaker 1: into beta testing in ten with the goal of releasing 686 00:39:46,920 --> 00:39:51,040 Speaker 1: them as commercial hardware, and eventually Valve would push that 687 00:39:51,160 --> 00:39:54,920 Speaker 1: date back to November two thousand fifteen, and today you 688 00:39:55,000 --> 00:39:58,839 Speaker 1: can go out and buy a Steam OS box from 689 00:39:58,880 --> 00:40:01,240 Speaker 1: the few places that will have them. They just haven't 690 00:40:01,280 --> 00:40:04,839 Speaker 1: sold very well, so a lot of manufacturers discontinued their 691 00:40:04,840 --> 00:40:07,560 Speaker 1: Steam product lines as a result, and it might mean 692 00:40:07,600 --> 00:40:10,719 Speaker 1: that you can't find one anywhere, So why didn't they 693 00:40:10,719 --> 00:40:14,240 Speaker 1: take off? Well, they're probably a lot of different answers 694 00:40:14,239 --> 00:40:16,800 Speaker 1: to that question, but one of them maybe that gamers 695 00:40:16,880 --> 00:40:20,000 Speaker 1: tend to be drawn either to the consoles or to 696 00:40:20,120 --> 00:40:24,359 Speaker 1: the PCs. In the extreme, they might own both, but 697 00:40:24,719 --> 00:40:27,160 Speaker 1: there don't appear to be very many who care for 698 00:40:27,239 --> 00:40:31,360 Speaker 1: something that seems to straddle between the two different extremes. 699 00:40:32,080 --> 00:40:36,560 Speaker 1: In Valve launched a Steam app for smartphones, which gave 700 00:40:36,680 --> 00:40:39,680 Speaker 1: users the chance to interact on online forums or peruse 701 00:40:39,760 --> 00:40:41,680 Speaker 1: the Steam Shop even when they were on the go, 702 00:40:42,040 --> 00:40:44,359 Speaker 1: which meant, never again, what a player need to worry 703 00:40:44,360 --> 00:40:46,600 Speaker 1: about missing out on one of those Steam sales just 704 00:40:46,640 --> 00:40:50,279 Speaker 1: because they weren't away or they weren't near, Rather their 705 00:40:50,360 --> 00:40:54,439 Speaker 1: gaming rig at home. Valve released a successor to their 706 00:40:54,480 --> 00:40:59,120 Speaker 1: Source game engine, called fittingly enough, Source two in two 707 00:40:59,120 --> 00:41:01,440 Speaker 1: thousand fifteen, and the first game to get the Source 708 00:41:01,480 --> 00:41:05,200 Speaker 1: to treatment was Dota Too. They updated Dota two to 709 00:41:05,239 --> 00:41:08,920 Speaker 1: the Source to engine. Steam has continued to evolve over 710 00:41:08,960 --> 00:41:11,759 Speaker 1: time and is now one of the primary stores for 711 00:41:11,840 --> 00:41:15,759 Speaker 1: PC games, including virtual reality games. It has also become 712 00:41:15,800 --> 00:41:18,000 Speaker 1: the tool of players when they want to send a 713 00:41:18,040 --> 00:41:21,640 Speaker 1: message to the video game industry. If a developer does 714 00:41:21,719 --> 00:41:25,839 Speaker 1: something that displeases gamers. Sometimes they will organize and they 715 00:41:25,880 --> 00:41:29,200 Speaker 1: will head over to Steam and they will leave reactionary reviews, 716 00:41:29,560 --> 00:41:33,480 Speaker 1: negative ones. Typically for that developers games. This is called 717 00:41:33,640 --> 00:41:37,720 Speaker 1: review bombing. It does not necessarily reflect how people feel 718 00:41:37,760 --> 00:41:41,360 Speaker 1: about the specific game they're reviewing. That's kind of messed 719 00:41:41,400 --> 00:41:43,480 Speaker 1: up when you think about it. So here's an example. 720 00:41:44,120 --> 00:41:48,400 Speaker 1: Some players felt that Valve abandoned development of Dota two. 721 00:41:48,600 --> 00:41:52,520 Speaker 1: And these are hardcore Dota two players that want more content, 722 00:41:52,640 --> 00:41:56,320 Speaker 1: They want more development on that game, and they continue 723 00:41:56,360 --> 00:41:59,239 Speaker 1: to play Dota two, but they will go and leave 724 00:41:59,560 --> 00:42:02,560 Speaker 1: negative reviews on Steam about Dota two to voice their 725 00:42:02,560 --> 00:42:06,239 Speaker 1: disappointment to Valve that the company is no longer actively 726 00:42:06,560 --> 00:42:10,240 Speaker 1: seeming to support them. Now, those negative reviews don't indicate 727 00:42:10,360 --> 00:42:12,800 Speaker 1: that the game itself is bad. In fact, the players 728 00:42:12,800 --> 00:42:15,480 Speaker 1: still love the game. The negative reviews are there because 729 00:42:15,520 --> 00:42:18,080 Speaker 1: they love the game so much they want more of 730 00:42:18,120 --> 00:42:21,040 Speaker 1: it and they're not getting it. But let's say you're 731 00:42:21,080 --> 00:42:24,160 Speaker 1: a new player. You're someone who's just now coming to 732 00:42:24,239 --> 00:42:26,440 Speaker 1: look at Dota two, and then you see all these 733 00:42:26,480 --> 00:42:29,759 Speaker 1: negative reviews are there. You might be disinclined to get 734 00:42:29,760 --> 00:42:31,719 Speaker 1: it for yourself because you think oh, this must be 735 00:42:31,760 --> 00:42:34,279 Speaker 1: a bad game. Look at all the negative reviews. It 736 00:42:34,440 --> 00:42:37,560 Speaker 1: becomes sort of a self defeating strategy for gamers, really, 737 00:42:37,600 --> 00:42:41,080 Speaker 1: because lower adoption rates of a game are not the 738 00:42:41,120 --> 00:42:43,759 Speaker 1: best motivator for a company to go and throw some 739 00:42:43,840 --> 00:42:47,880 Speaker 1: support behind that product. There's even more extreme examples than that. 740 00:42:47,920 --> 00:42:50,600 Speaker 1: In fact, here's a recent one, a story that continues 741 00:42:50,640 --> 00:42:55,080 Speaker 1: to unfold as I record this episode. The YouTube personality 742 00:42:55,120 --> 00:42:59,240 Speaker 1: Beauty Pie, who has the largest following on YouTube, found 743 00:42:59,280 --> 00:43:02,640 Speaker 1: himself the tar to get of game developer Campo Santo's 744 00:43:02,719 --> 00:43:06,759 Speaker 1: ire after the streamer had used a racial slur in 745 00:43:06,800 --> 00:43:11,400 Speaker 1: a live streamed gaming session. So Campo Santo's response was 746 00:43:11,480 --> 00:43:14,920 Speaker 1: to issue a Digital Millennium Copyright Act or d m 747 00:43:15,040 --> 00:43:19,440 Speaker 1: C a takedown request of all of put Pies gameplay 748 00:43:19,560 --> 00:43:22,960 Speaker 1: videos that featured him playing one of their games, and 749 00:43:23,040 --> 00:43:28,440 Speaker 1: YouTube complied. And that's a sizeable portion of Pauti Pies videos, 750 00:43:28,480 --> 00:43:31,960 Speaker 1: not all of them, obviously, he's done hundreds of videos, 751 00:43:32,000 --> 00:43:35,200 Speaker 1: but he was making money off of those videos and 752 00:43:35,280 --> 00:43:40,680 Speaker 1: now they're gone. A sizeable group of his audience responded 753 00:43:40,680 --> 00:43:45,000 Speaker 1: by flocking to Steam to give Compo Santo's title fire 754 00:43:45,040 --> 00:43:50,319 Speaker 1: Watch a negative review. They skewed the score dramatically, so 755 00:43:50,600 --> 00:43:54,600 Speaker 1: they weren't actually feeling like Firewatch was a bad game. 756 00:43:55,000 --> 00:44:00,480 Speaker 1: They were expressing their disdain for the game developer or 757 00:44:00,560 --> 00:44:03,719 Speaker 1: issuing the d m C a takedown notice in response 758 00:44:03,760 --> 00:44:07,319 Speaker 1: to this racial slur. It's all pretty ugly when you 759 00:44:07,360 --> 00:44:10,319 Speaker 1: get down to it. Valve has attempted to address this 760 00:44:10,360 --> 00:44:12,279 Speaker 1: in a couple of ways, the most recent of which 761 00:44:12,280 --> 00:44:15,879 Speaker 1: is to create a means of visualizing when a game 762 00:44:15,960 --> 00:44:19,200 Speaker 1: gets a dramatic number of extreme reviews. So this idea 763 00:44:19,239 --> 00:44:22,400 Speaker 1: being that you can see a visualization of here's the 764 00:44:22,480 --> 00:44:25,400 Speaker 1: date where all these negative reviews piled in, and you 765 00:44:25,440 --> 00:44:30,440 Speaker 1: can see that it is correlated with this other development 766 00:44:30,440 --> 00:44:33,799 Speaker 1: that happened and therefore may not have any connection to 767 00:44:34,040 --> 00:44:37,600 Speaker 1: the quality of the game itself. So presumably this will 768 00:44:37,640 --> 00:44:40,719 Speaker 1: give gamers more information so that they can make a 769 00:44:40,760 --> 00:44:43,799 Speaker 1: decision about buying a game and not feel like that 770 00:44:43,960 --> 00:44:48,800 Speaker 1: decision was influenced by unfair reviews that don't actually reflect 771 00:44:48,840 --> 00:44:51,680 Speaker 1: the quality of that game. However, there's some critics who 772 00:44:51,719 --> 00:44:56,440 Speaker 1: say this strategy really just prolongs and possibly enhances the 773 00:44:56,480 --> 00:44:59,920 Speaker 1: effects of those negative reviews, and that it may do 774 00:45:00,120 --> 00:45:03,520 Speaker 1: more harm than good. But Valve may always go back 775 00:45:03,560 --> 00:45:05,839 Speaker 1: and change this up again, tweak it again. In fact, 776 00:45:05,880 --> 00:45:11,160 Speaker 1: they're constantly tweaking Steam to make it more effective, usable, 777 00:45:11,560 --> 00:45:14,719 Speaker 1: and to have more features. Valve continues to have an 778 00:45:14,800 --> 00:45:18,640 Speaker 1: enormous impact on the PC games industry. Will we see 779 00:45:18,680 --> 00:45:22,960 Speaker 1: any more transformative titles emerged from the company, actual titles 780 00:45:23,280 --> 00:45:27,120 Speaker 1: developed by Valve and not just published or or sold 781 00:45:27,200 --> 00:45:30,160 Speaker 1: by Valve. Well that's hard to say, because everyone at Valve, 782 00:45:30,400 --> 00:45:33,520 Speaker 1: all thirty five of them or so, or pretty quiet 783 00:45:33,560 --> 00:45:36,040 Speaker 1: about what they're working on. But there's no doubt the 784 00:45:36,080 --> 00:45:39,880 Speaker 1: company will continue to be a major mover and shaker 785 00:45:40,000 --> 00:45:44,120 Speaker 1: in the PC gaming world moving forward. Well that's all 786 00:45:44,120 --> 00:45:46,319 Speaker 1: I've got to say about the story of Valve in 787 00:45:46,400 --> 00:45:49,440 Speaker 1: these three episodes. And again, the reason I decided to 788 00:45:49,440 --> 00:45:52,560 Speaker 1: break it out into that many is because so many 789 00:45:52,800 --> 00:45:58,719 Speaker 1: of those elements spill out beyond Valve to affect the 790 00:45:58,760 --> 00:46:03,480 Speaker 1: gaming industry and general also just the general PC industry 791 00:46:03,520 --> 00:46:08,880 Speaker 1: in ways that are felt today well beyond video games. 792 00:46:08,920 --> 00:46:13,560 Speaker 1: So things like having the online store platform, the online forums, 793 00:46:13,600 --> 00:46:18,160 Speaker 1: the community, having this issue of a community acting as 794 00:46:18,960 --> 00:46:23,799 Speaker 1: a block vote against stuff because they feel that that 795 00:46:23,960 --> 00:46:27,880 Speaker 1: is their way to voice displeasure or their opinions. There 796 00:46:27,920 --> 00:46:30,320 Speaker 1: are a lot of these issues that are plaguing various 797 00:46:30,560 --> 00:46:33,399 Speaker 1: companies or or challenged to various companies that have nothing 798 00:46:33,440 --> 00:46:35,319 Speaker 1: to do with video games. But Valve is a great 799 00:46:35,320 --> 00:46:39,319 Speaker 1: example of how those play out. And it's just a 800 00:46:39,360 --> 00:46:42,799 Speaker 1: fascinating story all on its own right. And I know 801 00:46:42,880 --> 00:46:46,279 Speaker 1: there are plenty of people out there eagerly hoping that 802 00:46:46,520 --> 00:46:50,680 Speaker 1: someday they'll hear something about another Half Life game. Keep 803 00:46:50,680 --> 00:46:54,160 Speaker 1: holding out, hope, just don't hold your breath. If you 804 00:46:54,200 --> 00:46:57,560 Speaker 1: guys have any suggestions for future topics for tech Stuff, 805 00:46:57,600 --> 00:47:03,799 Speaker 1: whether it's a person or a company specific technology, let 806 00:47:03,840 --> 00:47:06,520 Speaker 1: me know. Send me an email the addresses tech Stuff 807 00:47:06,600 --> 00:47:08,920 Speaker 1: at how stuff works dot com, or you can drop 808 00:47:08,920 --> 00:47:11,960 Speaker 1: me a line on any social media platform you like, 809 00:47:12,160 --> 00:47:14,880 Speaker 1: as long as it's Twitter or Facebook. The handle of 810 00:47:14,960 --> 00:47:18,840 Speaker 1: both of those is tech Stuff hs W. Remember I 811 00:47:18,960 --> 00:47:23,360 Speaker 1: often will stream this show live on twitch dot tv 812 00:47:23,560 --> 00:47:27,359 Speaker 1: slash tech Stuff. I record on Wednesdays and Fridays, so 813 00:47:27,480 --> 00:47:29,680 Speaker 1: just head over to twitch dot tv slash tech Stuff. 814 00:47:29,680 --> 00:47:32,560 Speaker 1: You'll see the recording schedule there. You can join me 815 00:47:32,600 --> 00:47:35,680 Speaker 1: for a live recording. I often will chat with the 816 00:47:35,760 --> 00:47:38,799 Speaker 1: chat room answer questions. You get to see me mess up. 817 00:47:38,960 --> 00:47:41,480 Speaker 1: It's a good old time for everybody, and now I'll 818 00:47:41,480 --> 00:47:49,759 Speaker 1: talk to you again really soon for more on this 819 00:47:49,920 --> 00:47:52,640 Speaker 1: and thousands of other topics. Because it stop works dot 820 00:47:52,640 --> 00:48:00,360 Speaker 1: com eight