WEBVTT - The Story of Valve Part Three

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<v Speaker 1>Technology with tech Stuff from dot Com. Hey there, and

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<v Speaker 1>welcome to tex Stuff. I'm your host, Jonathan Strickland, Podcast extraordinaire,

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<v Speaker 1>even a podcaster. I am glad that you could join

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<v Speaker 1>me here for the part three of the Valve story. Hey,

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<v Speaker 1>if you haven't listened to parts one and two, you

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<v Speaker 1>should probably go do that, because otherwise this episode is

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<v Speaker 1>not going to make a whole lot of sense. We're

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<v Speaker 1>looking at the company Valve, the game developer company that

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<v Speaker 1>was launched by a couple of Microsoft millionaires. And as

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<v Speaker 1>I mentioned in part two of this series, we were

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<v Speaker 1>leaving off at two thousand three. That was when Steam launched.

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<v Speaker 1>That would be Valves online platform. It was much more

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<v Speaker 1>modest at that time than what it is today. So

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<v Speaker 1>when Steam launched, it was largely meant to do three things.

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<v Speaker 1>It was meant to roll out patches for Valve games

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<v Speaker 1>that already existed, so you could get them up to

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<v Speaker 1>the latest version and therefore make them compatible with other players.

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<v Speaker 1>A lot of Valves games are multiplayer games, and you

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<v Speaker 1>have to have everybody using the same basic game rules

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<v Speaker 1>in order to be able to play together. That's what

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<v Speaker 1>Steam was meant to do. For the first part I

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<v Speaker 1>would let players match up against each other without any conflicts.

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<v Speaker 1>The second purpose for Steam was to activate some digital

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<v Speaker 1>rights management strategies by requiring players to essentially check in

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<v Speaker 1>online when their games were active to verify that they

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<v Speaker 1>were in fact playing with legitimate copies of that game.

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<v Speaker 1>And the third purpose was to sell Valve Games as

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<v Speaker 1>an online store, with Half Life two becoming the title

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<v Speaker 1>that would lead that charge. This would mark the beginning

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<v Speaker 1>of a shift toward digital delivery rather than physical media

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<v Speaker 1>for games, though obviously that did not happen right away.

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<v Speaker 1>It wasn't an overnight success. For one thing, not everyone

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<v Speaker 1>had a fast enough Internet connection, so many folks didn't

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<v Speaker 1>really like the idea of spending a day or longer

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<v Speaker 1>just to download a single game when you could just

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<v Speaker 1>drive over to a video game store down the street

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<v Speaker 1>and pick up a physical copy right there. Valve also

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<v Speaker 1>moved to acquire another popular Half Life mod in that year.

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<v Speaker 1>That mod was called Day of Defeat and it featured

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<v Speaker 1>the Western Front of World War Two as the game setting,

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<v Speaker 1>So it was taking the basic game engine and graphics

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<v Speaker 1>of Half Life but modifying it for this World War

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<v Speaker 1>two setting, and it was a multiplayer only game in

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<v Speaker 1>which players could choose characters of various classes of various

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<v Speaker 1>sides of the conflict to complete objectives and compete against

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<v Speaker 1>each other in team based play. And that leads us

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<v Speaker 1>up to two thousand four, which was a huge year

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<v Speaker 1>for Valve. First things first, Early in the year, Valve

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<v Speaker 1>announced a new game engine. So it had been using

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<v Speaker 1>one called gold Source g O L D s r C,

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<v Speaker 1>which was a heavily modified Quake engine. It had been

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<v Speaker 1>relying upon that since the foundation of Valve. Now it

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<v Speaker 1>had a new game engine and they called it Source,

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<v Speaker 1>So so so you r ce. Source wasn't built from scratch exactly.

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<v Speaker 1>It was more of a fork off of the Quake

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<v Speaker 1>engine code that was the foundation for gold Source. So

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<v Speaker 1>on one branch of that fork you would find yourself

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<v Speaker 1>heading toward gold Source, the engine that powered Half Life

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<v Speaker 1>and the numerous mods like counter Strike and Day of Defeat.

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<v Speaker 1>Along the other branch you had Source, the more risky

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<v Speaker 1>game engine, stuff that needed work so that it could

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<v Speaker 1>become usable and stable. And with the Steam platform, Valve

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<v Speaker 1>could roll out updates to the Source gin across its

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<v Speaker 1>user base on a regular basis. And it also meant

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<v Speaker 1>the company could avoid backwards compatibility issues. Everyone would always

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<v Speaker 1>be on the same page as long as they were

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<v Speaker 1>maintaining their Steam account. The Source engine itself would branch

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<v Speaker 1>for different games in the future, so the version for

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<v Speaker 1>Left for Dead is significantly different than the one for

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<v Speaker 1>Half Life Too. But we'll get into more about those

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<v Speaker 1>games later on. The Source Engine actually got its debut

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<v Speaker 1>with the launch of Half Life two. It was the

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<v Speaker 1>first game to really push the Steam platform, as gamers

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<v Speaker 1>could buy the game in stores or they could purchase

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<v Speaker 1>it digitally through Steam. It also would become the second

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<v Speaker 1>title the company produced for the Xbox platform. The first

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<v Speaker 1>one was counter Strike, which came out the year before.

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<v Speaker 1>Both Counterstrike and the original Half Life would get Source

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<v Speaker 1>re releases in two thousand four. The counter Strike one

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<v Speaker 1>was called counter Strike Source. It also came out the

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<v Speaker 1>same year as counter Strike zero, so that's a little confusing,

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<v Speaker 1>especially since Counterstrike zero was still based off the old

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<v Speaker 1>Gold Source engine and counter Strike Source was obviously based

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<v Speaker 1>off the Source game engine and had a lot of

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<v Speaker 1>visual upgrades compared to the original game. As for Half

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<v Speaker 1>Life Too, it was eagerly received by the gaming public.

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<v Speaker 1>The game had taken six years to complete and forty

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<v Speaker 1>million dollars to develop. In the game, you are once

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<v Speaker 1>again playing as the character Gordon Freeman, the silent protagonist.

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<v Speaker 1>You are a physicist who's out of his elements, so

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<v Speaker 1>to speak, and you're awakened by the government agent the

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<v Speaker 1>g Man from the end of the first Half Life game. Now,

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<v Speaker 1>this sequel assumes that at the end of Half Life

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<v Speaker 1>you accepted the G Man's offer to work for his organization,

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<v Speaker 1>because obviously if you did not accept that job, you

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<v Speaker 1>got teleported into an area filled with an endless stream

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<v Speaker 1>of enemies and you would eventually die. So you start

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<v Speaker 1>off the game as an lay of the G Man,

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<v Speaker 1>and you learn that there is an extra dimensional alien

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<v Speaker 1>called the Combine, and it is pretty much wrecked shop

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<v Speaker 1>and taken over everything. It's your job to free humanity

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<v Speaker 1>from the oppressive alien force. And like its predecessor, it

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<v Speaker 1>received critical and popular acclaim, It pulled in tons of

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<v Speaker 1>awards in the process and sold millions of copies, and

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<v Speaker 1>it would set up an expectation among gamers that would

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<v Speaker 1>plague the company up to and including the present day.

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<v Speaker 1>I am talking about the expectation for a Half Life three.

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<v Speaker 1>Spoiler alert that's part of the Valve story that doesn't

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<v Speaker 1>really have a resolution even as we speak, so don't

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<v Speaker 1>get your hopes up. I do not have any insider

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<v Speaker 1>information about a magical release of Half Life three, So

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<v Speaker 1>if that's what you're listening for, uh, I'm sorry. But

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<v Speaker 1>in two thousand five, Steam took its first big step

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<v Speaker 1>into becoming the powerhouse that is today, because that's when

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<v Speaker 1>Valve began to carry third party games on the Steam platform.

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<v Speaker 1>So if you've never used Steam or you aren't into

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<v Speaker 1>games at all, here's kind of how it shakes out.

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<v Speaker 1>Imagine you have an online store similar to something like Amazon,

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<v Speaker 1>only in this particular online store you're primarily buying games

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<v Speaker 1>or expansion packs or downloadable content stuff like that. You're

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<v Speaker 1>doing it digitally, so once you make the purchase, you

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<v Speaker 1>can download that data to your computer. Games you've purchased

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<v Speaker 1>remain attached to your Steam account. Now that means even

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<v Speaker 1>if you delete the game off of your machine, there's

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<v Speaker 1>still a record of your purchase and that exists on

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<v Speaker 1>your Steam account, which means that you can download the

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<v Speaker 1>game again at some future point if you have the

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<v Speaker 1>desire to do so. It also means that you can

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<v Speaker 1>download that same game to different computers using your Steam account.

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<v Speaker 1>You log into your Steam account and then you can

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<v Speaker 1>download it to that machine. Typically, there are imitations as

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<v Speaker 1>to how many instances of the same game can be

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<v Speaker 1>active at one time. So in other words, you might

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<v Speaker 1>have the same game on three different computers, but you

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<v Speaker 1>may only be able to run it on one computer

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<v Speaker 1>at a time. You can't just download the game endlessly

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<v Speaker 1>on different machines and therefore distribute one title to say

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<v Speaker 1>all of your friends. They thought about that ahead of time,

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<v Speaker 1>so it's convenient for gamers, but it also tries to

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<v Speaker 1>avoid abuse of the system. And also you need to

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<v Speaker 1>typically have an Internet connection to play a lot of

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<v Speaker 1>these games because of that DRM segment. It's checking back

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<v Speaker 1>in with the home server to make sure that, in fact,

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<v Speaker 1>you are playing the one and only allowable instance of

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<v Speaker 1>that game. Now, Valve makes money from these sales of

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<v Speaker 1>third party games. The company didn't make those games. They're

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<v Speaker 1>just acting as a store, virtual shelf for those games

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<v Speaker 1>to exist upon the actual details of how much money

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<v Speaker 1>Valve makes and whether it's the same across all games

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<v Speaker 1>studios remains a secret. However, a general rule in the

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<v Speaker 1>industry is that a platform like Steam takes a thirty

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<v Speaker 1>percent cut of all sales, with the rest of it

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<v Speaker 1>going to the game's publisher. So if you spend sixty

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<v Speaker 1>dollars on a game on Steam, Valve would take an

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<v Speaker 1>eighteen dollar cut of that. The other forty two dollars

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<v Speaker 1>would go to the publisher. As Steam has grown to

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<v Speaker 1>carry games from various publishers, it has earned Valve a

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<v Speaker 1>truly enormous sum of money every year. And how much

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<v Speaker 1>are we talking about? Well, and and sixteen Valve took

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<v Speaker 1>in about three and a half billion dollars from Steam

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<v Speaker 1>sales alone. Now, games Industry Biz points out that that

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<v Speaker 1>really means that the growth was flat in Steam sales

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<v Speaker 1>across the two years. It was three and a half

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<v Speaker 1>billion and twenty fifteen, three and a half billion and

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<v Speaker 1>twenty sixteen. But one, that's three and a half billion

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<v Speaker 1>dollars largely made by selling other people's stuff. That's not

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<v Speaker 1>bad now for those of you who want to impress

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<v Speaker 1>or perhaps disturb people with your knowledge of Steam based trivia.

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<v Speaker 1>The first two non Valve games to hit the virtual

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<v Speaker 1>market were rag Doll Kung Fu and Darwinia. Rag Doll

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<v Speaker 1>Kung Fu was the brainchild of Mark Keeley, who at

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<v Speaker 1>the time was working at Lionhead Studios, and it requires

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<v Speaker 1>players to control fighters who move kind of like marionettes,

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<v Speaker 1>like stretchy marionettes. You can grab parts of their body

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<v Speaker 1>and move them around and then make them engage in

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<v Speaker 1>fierce kung fu battles. It looks absolutely ridiculous. You can

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<v Speaker 1>find game footage online. Darwinia, however, was a tactical real

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<v Speaker 1>time strategy game in which you could would control these

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<v Speaker 1>artificially intelligent polygonal constructs against a malicious computer virus. So

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<v Speaker 1>think of like an RTS game, something like war Raft

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<v Speaker 1>or something along those lines, where you're controlling different units

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<v Speaker 1>and you're positioning them and making them attack enemies. It's

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<v Speaker 1>kind of like that, except it was all very tron

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<v Speaker 1>esque and that you're working with virtual constructs, not representations

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<v Speaker 1>of units. In two thousand five, Valve also released Half

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<v Speaker 1>Life two, Lost Coast as a tech demo and the

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<v Speaker 1>source version of Day of Defeat. The company also decided

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<v Speaker 1>to hire on six students from Digipin Institute of Technology.

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<v Speaker 1>The students had created a game called Narbacular Drop. Now.

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<v Speaker 1>In that game, the player had to navigate puzzles inside

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<v Speaker 1>of a dungeon using the ability to create magical gateways

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<v Speaker 1>or portals from one point to another. Placing those portals

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<v Speaker 1>in particular ways would allow players to cross big gaps

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<v Speaker 1>or avoid enemies and traps. You would put one in

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<v Speaker 1>the portal near you the other end of the portals,

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<v Speaker 1>say on the other side of a big gap. You

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<v Speaker 1>walk through your side, and you come out the other side.

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<v Speaker 1>The game impressed Valve so much that the company began

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<v Speaker 1>development on its own spin, using that same basic gameplay mechanic.

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<v Speaker 1>Now that game would eventually become portal and would impress

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<v Speaker 1>gamers when it launched a few years later. But before

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<v Speaker 1>we get to that, we still have two thousand six

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<v Speaker 1>to talk about. And that's when Valve released Half Life two,

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<v Speaker 1>Episode one, and here's where we get into some tricky territory.

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<v Speaker 1>Valve made the decision to take an episodic approach to

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<v Speaker 1>releasing a sequel to Half Life Too. Originally, they released

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<v Speaker 1>the game and called it Half Life to Aftermath. Because

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<v Speaker 1>Valve had not yet revealed that they were looking at

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<v Speaker 1>this from an episodic point of view, they wanted to

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<v Speaker 1>kind of test the waters. It was a success, so

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<v Speaker 1>they retroactively renamed it Half Life two Episode one, and

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<v Speaker 1>this was to be the first in a trilogy of

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<v Speaker 1>episodes that would follow the events that happened in Half

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<v Speaker 1>Life to The second episode would come out in two

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<v Speaker 1>thousand seven, and the third episode, well, we're still waiting

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<v Speaker 1>on Half Life two episode three. Half Life two Episode

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<v Speaker 1>two came out in two thousand seven, and ten years later,

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<v Speaker 1>episode three is nowhere to be seen. Back when episodes

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<v Speaker 1>one and two came out, Valve announced that their intent

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<v Speaker 1>was to release episodes between six and eight months apart

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<v Speaker 1>from each other, and in fact, there was even talk

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<v Speaker 1>of an episode four that would be developed by a

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<v Speaker 1>different game studio but then published by Valve under the

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<v Speaker 1>half Life two brand. But the only thing we've seen

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<v Speaker 1>of episode three over the last decade are some examples

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<v Speaker 1>of concept art, and there was a synopsis of what

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<v Speaker 1>the story was supposed to be. Now, within the gaming community,

0:13:45.600 --> 0:13:48.840
<v Speaker 1>there's been a lot of discussion about this, and discussion

0:13:48.920 --> 0:13:51.439
<v Speaker 1>is a kind word for what has been going on

0:13:51.760 --> 0:13:55.160
<v Speaker 1>for the last ten years. Some people think Valve made

0:13:55.240 --> 0:13:59.920
<v Speaker 1>a decision to drop episode three entirely and instead develop

0:14:00.080 --> 0:14:03.120
<v Speaker 1>up an all new Half Life three, a fully formed

0:14:03.240 --> 0:14:05.440
<v Speaker 1>sequel to Half Life two that would take whatever the

0:14:05.480 --> 0:14:09.319
<v Speaker 1>elements of Episode three and incorporated into a larger game

0:14:09.600 --> 0:14:13.360
<v Speaker 1>with a new game engine, new graphics, something along those lines.

0:14:14.840 --> 0:14:18.000
<v Speaker 1>Maybe they said Episode three was just getting too complicated,

0:14:18.040 --> 0:14:21.000
<v Speaker 1>too big to be an episodic game. It had to

0:14:21.000 --> 0:14:23.160
<v Speaker 1>be something more than that, or maybe there were other

0:14:23.200 --> 0:14:28.040
<v Speaker 1>problems during the development process. Valve has been infamously quiet

0:14:28.080 --> 0:14:30.760
<v Speaker 1>about the whole thing, to the point that employees get

0:14:30.840 --> 0:14:34.520
<v Speaker 1>visibly irritated when asked about it. There's been no official

0:14:34.560 --> 0:14:38.400
<v Speaker 1>confirmation from Valve that the series is over, which leaves

0:14:38.440 --> 0:14:40.720
<v Speaker 1>fans somewhat in the lurch as they wonder if they'll

0:14:40.760 --> 0:14:43.960
<v Speaker 1>ever see another entry. In fact, Half Like three has

0:14:44.000 --> 0:14:48.280
<v Speaker 1>now supplanted Duke knewkeambe Forever as the poster child for vaporware,

0:14:48.640 --> 0:14:51.040
<v Speaker 1>since Duke Nukem Forever finally came out in two thousand

0:14:51.040 --> 0:14:53.840
<v Speaker 1>eleven after years of being in development. And if you

0:14:53.880 --> 0:14:57.480
<v Speaker 1>don't know what vapor ware is, vaporware is when a

0:14:57.480 --> 0:15:01.480
<v Speaker 1>company announces a product and the product never seems to

0:15:01.520 --> 0:15:05.160
<v Speaker 1>come out. There are tons of different examples, and in fact,

0:15:05.240 --> 0:15:08.040
<v Speaker 1>if you search through the Tech Stuff archives, you will

0:15:08.080 --> 0:15:11.480
<v Speaker 1>find that we've done full episodes about the concept of

0:15:11.560 --> 0:15:14.400
<v Speaker 1>vaporware and given lots of different examples of it throughout

0:15:14.440 --> 0:15:17.680
<v Speaker 1>the years. Now I'm gonna get back to the timeline

0:15:17.960 --> 0:15:19.960
<v Speaker 1>for Valve in a second, but figured this is as

0:15:19.960 --> 0:15:22.120
<v Speaker 1>good a place as any to wrap up the half

0:15:22.200 --> 0:15:25.840
<v Speaker 1>life part of the history, because there's no resolution to this.

0:15:25.960 --> 0:15:30.360
<v Speaker 1>It's still ongoing, it's still nebulous, and it's better to

0:15:30.400 --> 0:15:32.840
<v Speaker 1>go ahead and rip off the band aid here than

0:15:32.920 --> 0:15:35.440
<v Speaker 1>just prolonged it throughout the rest of the episode. In

0:15:36.440 --> 0:15:39.800
<v Speaker 1>Mark laid Law, who you'll remember, was an author who

0:15:39.920 --> 0:15:43.560
<v Speaker 1>joined Valve back in its earliest days and helped define

0:15:43.800 --> 0:15:48.120
<v Speaker 1>valves approach to gamemaking as being very story centric. He

0:15:48.200 --> 0:15:51.720
<v Speaker 1>left the company left the company in twenty six. Perhaps

0:15:51.720 --> 0:15:53.680
<v Speaker 1>at that point he had come to the conclusion that

0:15:53.760 --> 0:15:57.400
<v Speaker 1>Valve had no more need for storytellers, as maybe there

0:15:57.400 --> 0:15:59.720
<v Speaker 1>were no plans to develop any games that were revolve

0:15:59.800 --> 0:16:04.280
<v Speaker 1>around the cohesive story. Well, whatever his reasons were, he left,

0:16:04.600 --> 0:16:08.040
<v Speaker 1>and he also wrote a piece called Epistle three in

0:16:08.080 --> 0:16:11.040
<v Speaker 1>the voice of Gordon Freeman himself, which is a bit

0:16:11.080 --> 0:16:14.720
<v Speaker 1>ironic since Gordon never actually spoke in the games, but

0:16:14.800 --> 0:16:16.680
<v Speaker 1>it was from his point of view, and in that

0:16:16.760 --> 0:16:20.440
<v Speaker 1>letter laid Law gave out information about what the plot

0:16:20.440 --> 0:16:23.360
<v Speaker 1>of Episode three was supposed to be. I'm not going

0:16:23.440 --> 0:16:26.320
<v Speaker 1>to go into detail about that here because some of

0:16:26.360 --> 0:16:28.680
<v Speaker 1>you might still want to read it for yourselves, or

0:16:28.760 --> 0:16:31.520
<v Speaker 1>maybe you're holding out hope that at some point, in

0:16:31.560 --> 0:16:34.960
<v Speaker 1>some form this game will finally emerge in those story

0:16:35.000 --> 0:16:37.960
<v Speaker 1>points will be incorporated into it. But it does exist

0:16:38.000 --> 0:16:40.520
<v Speaker 1>online if you want to find it. It's called Epistle

0:16:40.640 --> 0:16:43.200
<v Speaker 1>three and it's from Mark laid Law. Now, when we

0:16:43.280 --> 0:16:46.040
<v Speaker 1>come back, we'll jump in Devolves timeline and talk about

0:16:46.080 --> 0:16:48.160
<v Speaker 1>some of the other big events that have shaped the

0:16:48.200 --> 0:16:51.880
<v Speaker 1>company and how it found itself moving away from developing games,

0:16:52.240 --> 0:16:55.280
<v Speaker 1>or at least appeared to. But first, let's take a

0:16:55.360 --> 0:17:05.480
<v Speaker 1>quick break and thank our sponsor. Back before I jumped

0:17:05.480 --> 0:17:07.840
<v Speaker 1>on the Half Life two and three, tangent I was

0:17:07.880 --> 0:17:10.440
<v Speaker 1>talking about the year two thousand and six. That year,

0:17:10.560 --> 0:17:13.320
<v Speaker 1>Valve began to add more content to Steam, so not

0:17:13.400 --> 0:17:15.640
<v Speaker 1>only could you purchase games and use it to get

0:17:15.640 --> 0:17:18.600
<v Speaker 1>the latest patches for your game library, you could also

0:17:18.720 --> 0:17:22.400
<v Speaker 1>visit Steam to get HD videos or you could get

0:17:22.440 --> 0:17:25.080
<v Speaker 1>demos of upcoming games. By the end of the year,

0:17:25.160 --> 0:17:28.399
<v Speaker 1>Steam carried about one games, and it wasn't enough to

0:17:28.440 --> 0:17:32.080
<v Speaker 1>make Brick and mortar stores nervous, but it was starting

0:17:32.119 --> 0:17:36.040
<v Speaker 1>to build some serious momentum. In two thousand seven, Valve

0:17:36.119 --> 0:17:39.560
<v Speaker 1>released a collection of games under the title The Orange Box.

0:17:39.920 --> 0:17:42.840
<v Speaker 1>The collection included Half Life two and Half Life two

0:17:42.920 --> 0:17:46.080
<v Speaker 1>Episode one, both of which had already been published, but

0:17:46.359 --> 0:17:50.399
<v Speaker 1>it also included Half Life two Episode two, Portal, and

0:17:50.520 --> 0:17:53.400
<v Speaker 1>the game Gabe Newell had announced after the first Half

0:17:53.440 --> 0:17:57.280
<v Speaker 1>Life went gold so many years before Team Fortress Too.

0:17:57.720 --> 0:17:59.880
<v Speaker 1>We've already talked about Half Life two, so let's talk

0:18:00.000 --> 0:18:03.119
<v Speaker 1>a little bit about these other games. Portal, as I

0:18:03.160 --> 0:18:05.720
<v Speaker 1>mentioned earlier, was created by the team that built the

0:18:05.920 --> 0:18:08.880
<v Speaker 1>similar dungeon puzzle game called an Arbocular Drop, and as

0:18:08.880 --> 0:18:11.119
<v Speaker 1>I mentioned, in that game, you could create gateways that

0:18:11.160 --> 0:18:14.520
<v Speaker 1>linked to different points in space. Together, passed through one gateway,

0:18:14.720 --> 0:18:17.080
<v Speaker 1>you emerge out of the other. The same game mechanic

0:18:17.200 --> 0:18:21.120
<v Speaker 1>exists in Portal. One interesting aspect of this gameplay mechanic

0:18:21.560 --> 0:18:24.199
<v Speaker 1>is that the laws of motion remain in effect with

0:18:24.359 --> 0:18:27.000
<v Speaker 1>the portals. So if you were to open up one

0:18:27.040 --> 0:18:29.919
<v Speaker 1>portal on the ceiling and a second on the floor

0:18:29.960 --> 0:18:34.520
<v Speaker 1>directly underneath the first portal, dropping something into the floor

0:18:34.560 --> 0:18:37.480
<v Speaker 1>portal will cause it to fall through the top. One

0:18:37.760 --> 0:18:40.240
<v Speaker 1>all the way down into the bottom one, again through

0:18:40.280 --> 0:18:42.800
<v Speaker 1>the top one, and it will continue this until it

0:18:42.840 --> 0:18:45.919
<v Speaker 1>reaches terminal velocity, until it falls as fast as it

0:18:45.920 --> 0:18:49.119
<v Speaker 1>can possibly go. Then you can open up a portal

0:18:49.200 --> 0:18:51.479
<v Speaker 1>on a wall, closing the one that's on the ceiling,

0:18:51.880 --> 0:18:55.720
<v Speaker 1>and the falling object will shoot out of that at

0:18:56.240 --> 0:18:59.199
<v Speaker 1>the same velocity it was falling earlier, except now it's

0:18:59.240 --> 0:19:00.840
<v Speaker 1>going to go in a different direction. So if you

0:19:00.880 --> 0:19:04.320
<v Speaker 1>switch it to go from a vertical alignment to horizontal,

0:19:04.359 --> 0:19:08.440
<v Speaker 1>it will suddenly shoot out across the game area. Sometimes

0:19:08.440 --> 0:19:11.720
<v Speaker 1>this object might end up being the player character herself,

0:19:12.520 --> 0:19:15.480
<v Speaker 1>so you could use it to get across particularly tricky

0:19:15.560 --> 0:19:19.320
<v Speaker 1>areas of the game. In the game Portal, you're playing

0:19:19.320 --> 0:19:22.880
<v Speaker 1>as a test subject, a woman attempting to escape from

0:19:22.960 --> 0:19:26.960
<v Speaker 1>Aperture Science Labs. Now that's an organization that exists in

0:19:27.000 --> 0:19:30.720
<v Speaker 1>the same universe as Black Mesub, the fictional research facility

0:19:30.840 --> 0:19:35.159
<v Speaker 1>in the Half Life franchise, there's an artificially intelligent construct

0:19:35.200 --> 0:19:39.760
<v Speaker 1>called Gladows, and GLaDOS claims to be testing your ability

0:19:39.800 --> 0:19:43.800
<v Speaker 1>to navigate puzzles, but simultaneously is hurling lots of passive

0:19:43.800 --> 0:19:48.280
<v Speaker 1>aggressive insults your way. She's a jerk. The game received

0:19:48.280 --> 0:19:51.119
<v Speaker 1>critical acclaim for its novel approach to problem solving and

0:19:51.200 --> 0:19:55.000
<v Speaker 1>the versatility of the portal gimmick. The game also featured

0:19:55.119 --> 0:19:58.439
<v Speaker 1>one of the greatest songs in video game history, in

0:19:58.480 --> 0:20:02.320
<v Speaker 1>my opinion, it's a sa called Still Alive, and in

0:20:02.359 --> 0:20:04.960
<v Speaker 1>the game it's sung by Gladows. It was a song

0:20:05.000 --> 0:20:07.520
<v Speaker 1>that was written by Jonathan Colton, who made a name

0:20:07.560 --> 0:20:11.480
<v Speaker 1>for himself by releasing his music online independently and writing

0:20:11.520 --> 0:20:14.240
<v Speaker 1>lots of geeky, nerdy songs. So if you're not familiar

0:20:14.280 --> 0:20:17.000
<v Speaker 1>with him, go check him out. Jonathan Colton. He's really great.

0:20:17.240 --> 0:20:19.479
<v Speaker 1>His earlier stuff tends to be a little bit more nerdy,

0:20:19.560 --> 0:20:22.480
<v Speaker 1>and his later stuff a little bit more melancholic kind

0:20:22.520 --> 0:20:28.719
<v Speaker 1>of uh, exploring the existential crises of the average person

0:20:28.800 --> 0:20:31.600
<v Speaker 1>in there the middle of their lives, that sort of stuff.

0:20:31.680 --> 0:20:34.119
<v Speaker 1>But all of it's great now. The other game I

0:20:34.160 --> 0:20:37.480
<v Speaker 1>mentioned Team Fortress too. That one had been announced way

0:20:37.520 --> 0:20:40.920
<v Speaker 1>back in n game. Newell said that was the next

0:20:40.920 --> 0:20:43.280
<v Speaker 1>game they were gonna work on after Half Life went Gold,

0:20:44.040 --> 0:20:46.480
<v Speaker 1>but then it seemed to kind of disappear into vapor.

0:20:46.800 --> 0:20:49.240
<v Speaker 1>Around two thousand was the last time the company had

0:20:49.400 --> 0:20:52.439
<v Speaker 1>ever publicly acknowledged the fact that Team Fortress Too was

0:20:52.560 --> 0:20:55.720
<v Speaker 1>in development, they just stopped talking about it after two thousand.

0:20:56.200 --> 0:20:58.760
<v Speaker 1>At that time, the word was developers were working to

0:20:58.840 --> 0:21:01.399
<v Speaker 1>adapt it to the new Source engine and that that

0:21:01.520 --> 0:21:05.359
<v Speaker 1>was slowing things down. The game that came out was

0:21:05.520 --> 0:21:09.560
<v Speaker 1>dramatically different from the original Team Fortress, which in itself

0:21:09.680 --> 0:21:13.040
<v Speaker 1>was a mod of the game Quake. The original Team

0:21:13.119 --> 0:21:17.560
<v Speaker 1>Fortress was a serious team based, competitive multiplayer game that

0:21:17.720 --> 0:21:21.560
<v Speaker 1>had vehicles in it. It had realistic violence, and strategic

0:21:21.600 --> 0:21:24.720
<v Speaker 1>elements like air drops were part of the game. That

0:21:24.840 --> 0:21:27.560
<v Speaker 1>all changed with Team Fortress Too. Valves said that while

0:21:27.560 --> 0:21:29.840
<v Speaker 1>it was working on Team Fortress, who had actually developed

0:21:29.840 --> 0:21:35.000
<v Speaker 1>three or four different style games almost to completion, and

0:21:35.880 --> 0:21:38.040
<v Speaker 1>there was a chance that any one of them could

0:21:38.040 --> 0:21:42.159
<v Speaker 1>have become the actual Team Fortress Too. But eventually Valve

0:21:42.280 --> 0:21:45.560
<v Speaker 1>decided that, for some reason or another, each of those

0:21:45.600 --> 0:21:48.600
<v Speaker 1>didn't work, and the one that did come out was

0:21:48.680 --> 0:21:54.359
<v Speaker 1>again very different from its predecessor. So some of the

0:21:54.440 --> 0:21:57.760
<v Speaker 1>ideas that didn't make it into Team Fortress Too included

0:21:57.840 --> 0:22:00.600
<v Speaker 1>setting it in the same universe as Half Life, something

0:22:00.640 --> 0:22:03.560
<v Speaker 1>that val has done a lot of, or allowing for

0:22:03.760 --> 0:22:07.920
<v Speaker 1>non player characters to appear in multiplayer matches. However, the

0:22:08.000 --> 0:22:10.080
<v Speaker 1>Team Fortress two game that did come out would just

0:22:10.200 --> 0:22:12.919
<v Speaker 1>feature a lot more not just that's unfair, but it

0:22:12.960 --> 0:22:17.440
<v Speaker 1>would feature more cartoonish and comedic characters and art styles,

0:22:17.640 --> 0:22:21.600
<v Speaker 1>with players selecting from ultimately nine character classes to play

0:22:21.640 --> 0:22:24.960
<v Speaker 1>on a team, and they would play against other teams.

0:22:25.000 --> 0:22:28.160
<v Speaker 1>So you and your team made up of various players

0:22:28.160 --> 0:22:31.639
<v Speaker 1>playing different classes of characters, would be competing against a

0:22:31.720 --> 0:22:36.560
<v Speaker 1>similar team operated by different people, and game modes would

0:22:36.560 --> 0:22:39.240
<v Speaker 1>include stuff like a King of the Hill style control

0:22:39.320 --> 0:22:42.240
<v Speaker 1>point mode. There was Captured the Flag games, a very

0:22:42.280 --> 0:22:46.879
<v Speaker 1>classic kind of online game attack defend modes in which

0:22:47.119 --> 0:22:49.280
<v Speaker 1>one team would have to defend a position and the

0:22:49.280 --> 0:22:51.520
<v Speaker 1>other one has to try and take that position away.

0:22:52.000 --> 0:22:56.440
<v Speaker 1>The game became enormously popular and developed a peculiar reputation

0:22:57.119 --> 0:23:01.560
<v Speaker 1>involving hats. So the hats thing would come a little

0:23:01.560 --> 0:23:03.320
<v Speaker 1>bit later, but let's go ahead and cover it now

0:23:03.359 --> 0:23:07.600
<v Speaker 1>because I think it's an interesting part of what makes

0:23:07.640 --> 0:23:11.439
<v Speaker 1>Team Fortress Too special. It also is another example of

0:23:11.480 --> 0:23:15.919
<v Speaker 1>how Valve did something that today has become a widespread

0:23:15.960 --> 0:23:21.000
<v Speaker 1>tactic in games across multiple genres. So within Team Fortress

0:23:21.040 --> 0:23:23.720
<v Speaker 1>to players can customize the look of their characters to

0:23:23.840 --> 0:23:27.639
<v Speaker 1>some extent with various accessories such as hats. Now, some

0:23:27.720 --> 0:23:30.200
<v Speaker 1>of those accessories are just included in the basic form

0:23:30.240 --> 0:23:34.040
<v Speaker 1>of the game, but others are called unusuals, and you

0:23:34.119 --> 0:23:39.720
<v Speaker 1>have to actually get earned those those types of of accessories,

0:23:39.840 --> 0:23:42.600
<v Speaker 1>and they can even have visual effects associated with them,

0:23:42.640 --> 0:23:44.920
<v Speaker 1>like particle effects, and it kind of gives you a

0:23:44.960 --> 0:23:47.880
<v Speaker 1>special kind of flare. Now, those effects don't give you

0:23:48.040 --> 0:23:51.160
<v Speaker 1>any special bonuses or advantages, but they are seen as

0:23:51.200 --> 0:23:54.520
<v Speaker 1>something of a status symbol. So within the game world,

0:23:54.520 --> 0:23:56.880
<v Speaker 1>if you have one of those cool hats, people will

0:23:56.920 --> 0:23:59.400
<v Speaker 1>take notice of it. It's not necessarily going to give

0:23:59.400 --> 0:24:01.880
<v Speaker 1>you a real advantage, but people might say, wow, it's

0:24:01.880 --> 0:24:06.440
<v Speaker 1>really cool. I want that. Within some groups, people who

0:24:06.520 --> 0:24:09.040
<v Speaker 1>play together regularly with a group of people, they may

0:24:09.080 --> 0:24:12.480
<v Speaker 1>all wear similar hats, so that would require each member

0:24:12.520 --> 0:24:14.840
<v Speaker 1>to get one of those hats for him or herself.

0:24:15.480 --> 0:24:18.480
<v Speaker 1>Special hats, those unusuals I was talking about, they can

0:24:18.520 --> 0:24:21.199
<v Speaker 1>only be found in crates, which you can purchase with

0:24:21.280 --> 0:24:23.640
<v Speaker 1>real money if you want to, or you can trade

0:24:24.000 --> 0:24:27.160
<v Speaker 1>with other players and get hats that way. This created

0:24:27.200 --> 0:24:30.040
<v Speaker 1>an ongoing economy and Team Fortress too, and opened up

0:24:30.040 --> 0:24:33.200
<v Speaker 1>a revenue stream for Valve. These days, it's not unusual

0:24:33.280 --> 0:24:35.880
<v Speaker 1>for a game to include some sort of paid content

0:24:36.000 --> 0:24:39.080
<v Speaker 1>element like this. The ones that tend to use it

0:24:39.160 --> 0:24:43.000
<v Speaker 1>as a way of setting apart your character cosmetically, those

0:24:43.040 --> 0:24:46.800
<v Speaker 1>seem to get a better reaction from the gaming community

0:24:46.880 --> 0:24:50.960
<v Speaker 1>than say, a game that offers up items and skills

0:24:51.040 --> 0:24:55.000
<v Speaker 1>that give you an advantage over other players. That strategy

0:24:55.320 --> 0:24:58.520
<v Speaker 1>a lot of people derisively referred to as pay to win.

0:24:59.600 --> 0:25:03.040
<v Speaker 1>You pay the money, you get the various weapons or

0:25:03.080 --> 0:25:06.560
<v Speaker 1>other items that give you an advantage, and then you

0:25:06.600 --> 0:25:09.080
<v Speaker 1>are making up for a lack of skill with the

0:25:09.160 --> 0:25:12.920
<v Speaker 1>willingness to pay money to get artificially better at a game.

0:25:13.000 --> 0:25:17.000
<v Speaker 1>That's the pay to win approach, whereas this was more

0:25:17.040 --> 0:25:19.439
<v Speaker 1>of a cosmetic thing. A lot of players I know

0:25:20.119 --> 0:25:22.200
<v Speaker 1>don't have a problem with this. Some of them don't

0:25:22.320 --> 0:25:25.560
<v Speaker 1>care for it, they don't purchase into it, but at

0:25:25.560 --> 0:25:28.320
<v Speaker 1>the same time, it ultimately makes no effect on the

0:25:28.320 --> 0:25:33.159
<v Speaker 1>gameplay itself, and so therefore it is more easily accepted

0:25:33.240 --> 0:25:37.960
<v Speaker 1>in some circles of the gaming community. Now you can

0:25:38.000 --> 0:25:41.480
<v Speaker 1>find this in lots of other games, like Overwatch. Overwatch

0:25:41.480 --> 0:25:44.040
<v Speaker 1>has a similar crates system, and you can earn crates

0:25:44.040 --> 0:25:48.480
<v Speaker 1>through gameplay at a certain speed, or you can spend

0:25:48.480 --> 0:25:51.000
<v Speaker 1>real money to buy several crates at a time and

0:25:51.000 --> 0:25:53.359
<v Speaker 1>try your luck opening one crate after the next to

0:25:53.400 --> 0:25:56.080
<v Speaker 1>try and get that one special item you're looking for.

0:25:57.000 --> 0:25:59.920
<v Speaker 1>And typically there's no guarantee that whatever it is you

0:26:00.080 --> 0:26:02.080
<v Speaker 1>want is going to be an any given crate, so

0:26:02.200 --> 0:26:03.760
<v Speaker 1>you could open it up and find a whole bunch

0:26:03.800 --> 0:26:05.359
<v Speaker 1>of neat stuff, but none of the things that you

0:26:05.480 --> 0:26:07.960
<v Speaker 1>specifically wanted, and you might end up finding out that

0:26:08.000 --> 0:26:10.399
<v Speaker 1>you're dropping as much cash as you spend on the game,

0:26:10.720 --> 0:26:13.720
<v Speaker 1>or more in some cases, just trying to chase that

0:26:13.760 --> 0:26:17.200
<v Speaker 1>one accessory. It's certainly true now that Team Fortress Too

0:26:17.240 --> 0:26:19.239
<v Speaker 1>Is is a free to play game, but at the

0:26:19.240 --> 0:26:22.280
<v Speaker 1>time you would actually purchase it. Not everyone is lured

0:26:22.280 --> 0:26:24.400
<v Speaker 1>by this promise, but enough people are to make it

0:26:24.560 --> 0:26:29.040
<v Speaker 1>very profitable. Meanwhile, Valve also upgraded Steam and added the

0:26:29.160 --> 0:26:32.760
<v Speaker 1>Steam Community, which was a suite of social networking features

0:26:32.840 --> 0:26:36.360
<v Speaker 1>on the online platform. This let people use Steam as

0:26:36.359 --> 0:26:39.400
<v Speaker 1>a virtual gathering place they could share information, they could

0:26:39.840 --> 0:26:43.040
<v Speaker 1>try and find groups with other like minded gamers to

0:26:43.119 --> 0:26:46.080
<v Speaker 1>play certain games, and according to Valve, around that time,

0:26:46.080 --> 0:26:50.360
<v Speaker 1>there were about fifteen million people using Steam regularly playing

0:26:50.359 --> 0:26:53.920
<v Speaker 1>around two hundred games. The new version of Steam also

0:26:53.960 --> 0:26:57.760
<v Speaker 1>incorporated Metacritic ratings for games, which gave players a chance

0:26:57.800 --> 0:27:02.240
<v Speaker 1>to see what other critics have thought about different game

0:27:02.240 --> 0:27:05.280
<v Speaker 1>titles before they made the commitment to purchase that game

0:27:05.320 --> 0:27:09.119
<v Speaker 1>for themselves. In two thousand and eight, Valve acquired a

0:27:09.119 --> 0:27:12.520
<v Speaker 1>game developer called Turtle Rock. That company had been hard

0:27:12.520 --> 0:27:15.199
<v Speaker 1>at work on a cooperative multiplayer game set in a

0:27:15.280 --> 0:27:20.280
<v Speaker 1>zombie apocalypse. The game was Left for Dead, with four

0:27:20.320 --> 0:27:23.919
<v Speaker 1>being the numeral for Turtle Rock had been developing the

0:27:23.960 --> 0:27:27.600
<v Speaker 1>game before Valve acquired the company, but the developers had

0:27:27.600 --> 0:27:31.400
<v Speaker 1>been receiving some funding from Valve toward the late stages

0:27:31.480 --> 0:27:34.520
<v Speaker 1>of game development. Valve would end up being the publisher

0:27:34.560 --> 0:27:37.080
<v Speaker 1>for Left for Dead, and this became another big hit.

0:27:37.760 --> 0:27:41.240
<v Speaker 1>Turtle Rock, however, would not remain part of Valve for

0:27:41.440 --> 0:27:44.720
<v Speaker 1>very long. It was a fairly curious turn of events.

0:27:44.800 --> 0:27:48.600
<v Speaker 1>Valve Is located out of Washington State, but Turtle Rocks

0:27:48.600 --> 0:27:52.920
<v Speaker 1>headquarters were in California, and at first Turtle Rock would

0:27:52.960 --> 0:27:56.920
<v Speaker 1>operate as an offshoot of Valve called Valve South. It

0:27:57.040 --> 0:27:59.640
<v Speaker 1>was a satellite office for Valve is the first time

0:27:59.640 --> 0:28:01.239
<v Speaker 1>the company he had really been trying to do that

0:28:01.320 --> 0:28:04.119
<v Speaker 1>but things didn't work out very well. The folks a

0:28:04.240 --> 0:28:07.320
<v Speaker 1>Valve South in general felt like they were largely forgotten

0:28:07.320 --> 0:28:10.320
<v Speaker 1>about and we're out of the loop. They had infrequent

0:28:10.359 --> 0:28:14.840
<v Speaker 1>communication with Valve HQ up in Washington. The developers at

0:28:14.840 --> 0:28:20.000
<v Speaker 1>the former Turtle Rock Studios also got frustrated with Valve time.

0:28:20.320 --> 0:28:23.520
<v Speaker 1>That's that lag time between when a company has said,

0:28:23.720 --> 0:28:26.240
<v Speaker 1>or when specifically when Valvis said it's going to develop

0:28:26.320 --> 0:28:29.760
<v Speaker 1>something and when it finally, if ever comes out. It's

0:28:29.760 --> 0:28:35.000
<v Speaker 1>that nebulous, indefinable amount of time, and the folks over

0:28:35.080 --> 0:28:38.280
<v Speaker 1>Turtle Rock didn't much care for that kind of uncertainty.

0:28:38.360 --> 0:28:41.240
<v Speaker 1>So after only a year or so of working with Valve,

0:28:41.640 --> 0:28:44.960
<v Speaker 1>Gabe Newell agreed with the folks over at Valve South

0:28:45.000 --> 0:28:47.560
<v Speaker 1>that it just wasn't a great arrangement and the group

0:28:47.600 --> 0:28:50.880
<v Speaker 1>split off again from Valve. It would re establish itself

0:28:50.920 --> 0:28:54.360
<v Speaker 1>once again as Turtle Rock Studios. Turtle Rock would continue

0:28:54.400 --> 0:28:57.320
<v Speaker 1>to collaborate with Valve, but it would operate as its

0:28:57.360 --> 0:29:01.920
<v Speaker 1>own independent entity from that moment forward. Valve in return,

0:29:02.240 --> 0:29:05.800
<v Speaker 1>received ownership of the left for dead intellectual property and

0:29:05.840 --> 0:29:09.440
<v Speaker 1>they got to work on the sequel. Steam also evolved

0:29:09.440 --> 0:29:12.680
<v Speaker 1>some more, allowing players to create cloud based saves so

0:29:12.720 --> 0:29:16.000
<v Speaker 1>that they could continue playing certain games across different devices

0:29:16.000 --> 0:29:17.880
<v Speaker 1>and pick up where they had left off. It also

0:29:17.920 --> 0:29:20.240
<v Speaker 1>meant that if you create a specific control scheme for

0:29:20.280 --> 0:29:23.760
<v Speaker 1>a game where you bind keys to specific in game actions,

0:29:24.120 --> 0:29:27.360
<v Speaker 1>you could save that configuration on Steam and have access

0:29:27.400 --> 0:29:30.920
<v Speaker 1>to it on a different machine under your account. Valve

0:29:31.000 --> 0:29:34.120
<v Speaker 1>also released a software suite called steam Works to third

0:29:34.120 --> 0:29:36.640
<v Speaker 1>party developers, which gave them the ability to use the

0:29:36.680 --> 0:29:39.720
<v Speaker 1>tools Valve had created over the years while they were

0:29:39.720 --> 0:29:43.000
<v Speaker 1>developing Steam itself. Team Fortress Too would also get a

0:29:43.000 --> 0:29:45.280
<v Speaker 1>few new classes in two thousand and eight which would

0:29:45.400 --> 0:29:48.880
<v Speaker 1>help refresh the game and players eyes. And the following year,

0:29:48.920 --> 0:29:51.680
<v Speaker 1>which was two thousand nine for those of you keeping score,

0:29:52.120 --> 0:29:54.280
<v Speaker 1>we would see the release of Left for Dead Too,

0:29:54.320 --> 0:29:56.600
<v Speaker 1>which is still one of my favorite games. It broke

0:29:56.640 --> 0:29:59.360
<v Speaker 1>all of valves records for pre sale figures, meaning more

0:29:59.360 --> 0:30:01.800
<v Speaker 1>people pay for the game before it was even available

0:30:02.080 --> 0:30:05.440
<v Speaker 1>than any other Valve game up to that point. That's

0:30:05.480 --> 0:30:07.840
<v Speaker 1>despite the fact that there was a growing movement online

0:30:07.840 --> 0:30:11.280
<v Speaker 1>to boycott the game. So what was that all about? Well,

0:30:12.120 --> 0:30:15.920
<v Speaker 1>the crux of the matter was in downloadable content or

0:30:16.040 --> 0:30:20.360
<v Speaker 1>DLC for the original Left for Dead game. Some players

0:30:20.400 --> 0:30:22.800
<v Speaker 1>who were fans of Left for Dead got very upset

0:30:22.840 --> 0:30:24.920
<v Speaker 1>when Valve announced that there was going to be a

0:30:24.960 --> 0:30:27.840
<v Speaker 1>sequel coming out just one year after Left for Dead

0:30:27.880 --> 0:30:31.000
<v Speaker 1>itself had come out. They said, that's too soon. That

0:30:31.040 --> 0:30:33.480
<v Speaker 1>means you're abandoning this other game. And you said you

0:30:33.520 --> 0:30:37.160
<v Speaker 1>were going to develop downloadable content. How dare you go

0:30:37.240 --> 0:30:40.000
<v Speaker 1>back on your promise? Valve, I shake my fist at

0:30:40.040 --> 0:30:43.160
<v Speaker 1>you and anger and say ger. So they felt like

0:30:43.240 --> 0:30:45.040
<v Speaker 1>they were never going to get the d L see

0:30:45.120 --> 0:30:47.719
<v Speaker 1>that they felt they had been promised, and as a result,

0:30:47.760 --> 0:30:51.239
<v Speaker 1>about forty thousand people banded together and said they were

0:30:51.240 --> 0:30:55.920
<v Speaker 1>going to boycott Left for Dead too. That turned out

0:30:55.920 --> 0:30:58.960
<v Speaker 1>to not matter so much. A lot of them ended

0:30:59.040 --> 0:31:02.200
<v Speaker 1>up buying the game on pre sales anyway, even though

0:31:02.240 --> 0:31:05.600
<v Speaker 1>they were saying they were going to boycott it, because

0:31:05.640 --> 0:31:09.120
<v Speaker 1>they really wanted to play the game. And further down

0:31:09.160 --> 0:31:11.960
<v Speaker 1>the line, Valve would release DLC both for the first

0:31:12.000 --> 0:31:14.720
<v Speaker 1>game and for Left for Dead too, including DLC that

0:31:14.760 --> 0:31:18.680
<v Speaker 1>would link the two games together because if you aren't familiar,

0:31:18.960 --> 0:31:23.280
<v Speaker 1>both games feature four sets of playable characters, but it's

0:31:23.280 --> 0:31:27.000
<v Speaker 1>two different sets of four, so you've got four characters

0:31:27.000 --> 0:31:30.080
<v Speaker 1>in Left for Dead one and four different characters, and

0:31:30.160 --> 0:31:33.560
<v Speaker 1>Left for Dead too. They released some DLC that had

0:31:33.600 --> 0:31:36.840
<v Speaker 1>a bridging character that would go between the two and

0:31:37.040 --> 0:31:40.880
<v Speaker 1>link them together. Otherwise they were independent titles within the

0:31:40.920 --> 0:31:45.280
<v Speaker 1>same universe. In two thousand ten, Steam users were treated

0:31:45.280 --> 0:31:47.840
<v Speaker 1>to a redesign that made the service much easier to

0:31:47.920 --> 0:31:51.040
<v Speaker 1>navigate and more attractive to boot. It also added in

0:31:51.080 --> 0:31:54.280
<v Speaker 1>more content, including stuff that wasn't related to gaming, so

0:31:54.320 --> 0:31:57.200
<v Speaker 1>you could get non gaming apps through Steam. At that point,

0:31:57.360 --> 0:31:59.760
<v Speaker 1>players could also get a look at games in development

0:31:59.760 --> 0:32:02.520
<v Speaker 1>through Steam green Light, which is a service that would

0:32:02.560 --> 0:32:07.000
<v Speaker 1>let potential game developers essentially audition their ideas an attempt

0:32:07.080 --> 0:32:09.920
<v Speaker 1>to get some funding to complete a full game. Valve

0:32:09.960 --> 0:32:13.480
<v Speaker 1>also learned the power of the Steam Sale. Those are

0:32:13.520 --> 0:32:16.880
<v Speaker 1>always big events on the Steam platform. Several times a year.

0:32:17.000 --> 0:32:21.520
<v Speaker 1>Valve will offer titles at severely discounted prices, and I

0:32:21.560 --> 0:32:23.440
<v Speaker 1>am definitely one of those people who have been known

0:32:23.480 --> 0:32:25.680
<v Speaker 1>to pick up a title or two, even titles that

0:32:25.720 --> 0:32:28.400
<v Speaker 1>I previously had not had much interest in because their

0:32:28.400 --> 0:32:30.680
<v Speaker 1>price so low that I feel like an idiot if

0:32:30.720 --> 0:32:34.400
<v Speaker 1>I don't buy them. And yes, there are games in

0:32:34.440 --> 0:32:37.200
<v Speaker 1>my Steam library that I have yet to even open,

0:32:37.640 --> 0:32:41.440
<v Speaker 1>so I am part of the problem. Oh. In was

0:32:41.480 --> 0:32:44.280
<v Speaker 1>also when Mac users would finally get support for Steam

0:32:44.320 --> 0:32:48.800
<v Speaker 1>and there was much rejoicing. Y I got a lot

0:32:48.800 --> 0:32:51.920
<v Speaker 1>more to say, but before I jump into the last

0:32:51.920 --> 0:32:55.400
<v Speaker 1>section of the last episode of the story of Valve,

0:32:55.640 --> 0:33:04.680
<v Speaker 1>let's take another quick break to thank our sponsor. A

0:33:04.720 --> 0:33:07.239
<v Speaker 1>couple of other things happened in that I had not

0:33:07.400 --> 0:33:10.120
<v Speaker 1>yet mentioned. One of those was that Valve moved to

0:33:10.160 --> 0:33:13.960
<v Speaker 1>a larger office space in Bellevue, Washington. It would stay

0:33:13.960 --> 0:33:18.760
<v Speaker 1>there until when it would move again. Valve also announced

0:33:18.800 --> 0:33:22.720
<v Speaker 1>it was working on Portal two and that the game

0:33:22.720 --> 0:33:27.400
<v Speaker 1>would release in twleven, and the company began development on

0:33:27.440 --> 0:33:31.280
<v Speaker 1>a little project called Doda Too. So what the heck

0:33:31.320 --> 0:33:34.400
<v Speaker 1>is Dota Too, And for that matter, what the heck

0:33:34.440 --> 0:33:37.320
<v Speaker 1>was Dota one and what happened to it? Well, let's

0:33:37.320 --> 0:33:41.040
<v Speaker 1>start at the beginning. DODA is an acronym d O

0:33:41.160 --> 0:33:44.560
<v Speaker 1>t A. It stands for Defense of the Ancients. At

0:33:44.600 --> 0:33:49.200
<v Speaker 1>least the original DODA did. This was a multiplayer online

0:33:49.320 --> 0:33:53.160
<v Speaker 1>battle arena game or mobile game. So if you've ever

0:33:53.200 --> 0:33:57.760
<v Speaker 1>heard the term mobile, it stands for multiplayer online battle arena.

0:33:58.280 --> 0:34:02.520
<v Speaker 1>This particular one was based of Blizzards title Warcraft three

0:34:02.680 --> 0:34:05.440
<v Speaker 1>Reign of Chaos, as well as an expansion for that

0:34:05.480 --> 0:34:08.840
<v Speaker 1>game called The Frozen Throne. Now, the way a mobile

0:34:08.880 --> 0:34:12.560
<v Speaker 1>game typically works because you have two teams that are

0:34:12.560 --> 0:34:15.960
<v Speaker 1>fighting against each other and the goal is to destroy

0:34:16.000 --> 0:34:19.440
<v Speaker 1>the opposite team's structure. It might be a base or

0:34:19.560 --> 0:34:22.440
<v Speaker 1>some other representation of that team. So you are to

0:34:22.520 --> 0:34:25.760
<v Speaker 1>try and take your character from your end of the map,

0:34:26.440 --> 0:34:28.960
<v Speaker 1>go across the map to the enemy side of the

0:34:29.000 --> 0:34:32.640
<v Speaker 1>map and destroy their structure while they're trying to do

0:34:32.680 --> 0:34:35.840
<v Speaker 1>the same thing to you. So you control a unit.

0:34:36.000 --> 0:34:39.880
<v Speaker 1>In DODA, they are called heroes. These are characters that

0:34:39.920 --> 0:34:44.160
<v Speaker 1>have particular powerful abilities, sometimes their time based, so you

0:34:44.200 --> 0:34:46.240
<v Speaker 1>can use an ability and then it's on a cool

0:34:46.320 --> 0:34:48.719
<v Speaker 1>down period until you can use it again. Some other

0:34:48.800 --> 0:34:52.000
<v Speaker 1>games might use something similar, like a Manna meter where

0:34:52.040 --> 0:34:53.480
<v Speaker 1>you have to fill up the meter in order to

0:34:53.560 --> 0:34:56.799
<v Speaker 1>use special abilities, but the basic idea is the same.

0:34:56.880 --> 0:35:00.239
<v Speaker 1>You're not just allowed to spam the enemy to team

0:35:00.280 --> 0:35:02.400
<v Speaker 1>with an ability over and over again. There's a cool

0:35:02.440 --> 0:35:05.520
<v Speaker 1>down period built in one way or another, so you

0:35:05.560 --> 0:35:09.600
<v Speaker 1>have to preserve your side while destroying their side, and

0:35:09.719 --> 0:35:12.960
<v Speaker 1>they're typically different pathways to get from your end of

0:35:13.000 --> 0:35:15.040
<v Speaker 1>the map to the other end of the map. That's

0:35:15.080 --> 0:35:19.719
<v Speaker 1>your basic MOBI and Doda was a great example of that. Well,

0:35:19.800 --> 0:35:23.400
<v Speaker 1>Valves saw the value in that style of game. They

0:35:23.400 --> 0:35:27.279
<v Speaker 1>didn't have one of those themselves, and they decided to

0:35:27.360 --> 0:35:31.400
<v Speaker 1>hire abdul Ismail, better known as ice Frog, who was

0:35:31.440 --> 0:35:34.840
<v Speaker 1>one of the developers for that Doda mod back in

0:35:34.880 --> 0:35:37.840
<v Speaker 1>the day, so they brought him on board to develop

0:35:37.920 --> 0:35:42.640
<v Speaker 1>the sequel. Now, this relied upon valves source engine instead

0:35:42.640 --> 0:35:45.239
<v Speaker 1>of on the Blizzard game and Valve launched the game

0:35:45.360 --> 0:35:49.400
<v Speaker 1>at the game's con conference in Germany, Inn and that

0:35:49.520 --> 0:35:54.120
<v Speaker 1>became the first Dota to Championship tournament. It remains an

0:35:54.120 --> 0:35:58.719
<v Speaker 1>insanely popular mobile and is frequently featured in various pro

0:35:58.800 --> 0:36:02.480
<v Speaker 1>gaming tournaments. For a very long time, it was consistently

0:36:02.560 --> 0:36:08.000
<v Speaker 1>the most played game by concurrent players on Steam. Recently,

0:36:08.520 --> 0:36:12.080
<v Speaker 1>it has been replaced by a little game called Player

0:36:12.200 --> 0:36:15.880
<v Speaker 1>Unknowns Battlegrounds, a game I am so bad at that

0:36:15.920 --> 0:36:18.279
<v Speaker 1>you're gonna want me to be in the game if

0:36:18.320 --> 0:36:21.520
<v Speaker 1>you ever play, because I'm guaranteed to soak up those

0:36:21.560 --> 0:36:25.759
<v Speaker 1>bullets for you. Well, Valves Dota to tiptoed around the

0:36:25.760 --> 0:36:28.160
<v Speaker 1>fact that it was a sequel to a mod to

0:36:28.280 --> 0:36:32.560
<v Speaker 1>a game that Valve you know, didn't actually make. Blizzard

0:36:32.760 --> 0:36:35.799
<v Speaker 1>wasn't quite ready to concede and ended up filing a

0:36:35.880 --> 0:36:40.440
<v Speaker 1>lawsuit against Valve. That lawsuit would stretch into twelve but

0:36:40.480 --> 0:36:44.800
<v Speaker 1>it was eventually settled out of court. Back in Valve

0:36:44.880 --> 0:36:47.600
<v Speaker 1>made the decision to switch Team Fortress to two free

0:36:47.600 --> 0:36:49.640
<v Speaker 1>to play mode at that point, and that means you

0:36:49.640 --> 0:36:53.320
<v Speaker 1>can download and play Team Fortress too absolutely free. Players

0:36:53.320 --> 0:36:55.680
<v Speaker 1>can still pay to get access to crates in an

0:36:55.719 --> 0:36:58.960
<v Speaker 1>effort to find unusuals, and lots of people still do that,

0:36:59.120 --> 0:37:02.000
<v Speaker 1>which means Team Interest Too is profitable even though the

0:37:02.040 --> 0:37:08.040
<v Speaker 1>company gives away the basic game for free. Gabe Newell

0:37:08.960 --> 0:37:13.200
<v Speaker 1>had some pretty hefty criticisms for his former employer, that

0:37:13.320 --> 0:37:18.080
<v Speaker 1>being Microsoft in the year that was when Microsoft launched

0:37:18.200 --> 0:37:22.480
<v Speaker 1>Windows eight, and Gabe Newell called it quote a catastrophe

0:37:22.520 --> 0:37:26.439
<v Speaker 1>for everyone in the PC space end quote. He went

0:37:26.520 --> 0:37:29.879
<v Speaker 1>on to say, and I quote, I think we'll lose

0:37:29.920 --> 0:37:32.520
<v Speaker 1>some of the top tier PC O E M s

0:37:32.800 --> 0:37:35.360
<v Speaker 1>who will exit the market. I think margins will be

0:37:35.400 --> 0:37:39.560
<v Speaker 1>destroyed for a bunch of people. End quote. He was saying,

0:37:39.640 --> 0:37:43.000
<v Speaker 1>essentially that the platform wasn't as open as it should

0:37:43.080 --> 0:37:46.040
<v Speaker 1>be and that Microsoft was taking too much of a

0:37:46.120 --> 0:37:49.479
<v Speaker 1>micromanagement approach as to what could and could not run

0:37:49.719 --> 0:37:53.160
<v Speaker 1>on their platform, and this was a hint that Valve

0:37:53.239 --> 0:37:56.000
<v Speaker 1>was starting to look around at other options, including developing

0:37:56.040 --> 0:37:59.760
<v Speaker 1>something that could run on a Lenox based machine, Lenox

0:37:59.800 --> 0:38:02.920
<v Speaker 1>being totally different operating system, and it stirred rumors that

0:38:02.960 --> 0:38:05.920
<v Speaker 1>the company might be looking into creating a console like

0:38:06.160 --> 0:38:08.840
<v Speaker 1>device of its own. This would become the foundation for

0:38:08.880 --> 0:38:12.560
<v Speaker 1>the stories about the fabled Steam machine. At the end

0:38:12.600 --> 0:38:14.640
<v Speaker 1>of twenty twelve of the company announced that it in

0:38:14.680 --> 0:38:17.360
<v Speaker 1>fact was working on a set top box dubbed the

0:38:17.440 --> 0:38:21.800
<v Speaker 1>steam Box. Valve planned on creating a piece of hardware

0:38:21.880 --> 0:38:25.960
<v Speaker 1>in house that they called Bigfoot. This was the internal

0:38:26.360 --> 0:38:29.680
<v Speaker 1>name for the device, and that the purpose of this

0:38:29.800 --> 0:38:33.120
<v Speaker 1>was to be a model upon which other manufacturers could

0:38:33.120 --> 0:38:36.000
<v Speaker 1>base their designs. So, in other words, Valve wanted to

0:38:36.000 --> 0:38:39.319
<v Speaker 1>make steam boxes a new type of hardware, not just

0:38:39.440 --> 0:38:43.160
<v Speaker 1>a single product. It's not like the Microsoft Xbox. It's

0:38:43.160 --> 0:38:47.640
<v Speaker 1>more like an offshoot of the PC itself. So they

0:38:47.640 --> 0:38:50.680
<v Speaker 1>would open this up so other manufacturers could make their

0:38:50.680 --> 0:38:54.720
<v Speaker 1>own version of the steambox using the Steam operating system

0:38:54.760 --> 0:38:58.400
<v Speaker 1>and some other basic parameters. That meant that you could purchase,

0:38:58.560 --> 0:39:02.600
<v Speaker 1>presumably a steambox from any number of different providers, each

0:39:02.600 --> 0:39:05.319
<v Speaker 1>of whom would determine the design and components of the

0:39:05.320 --> 0:39:10.759
<v Speaker 1>box pursuant to the various parameters that Valve had set up.

0:39:11.960 --> 0:39:16.240
<v Speaker 1>Val revealed some of the Steam OS devices in along

0:39:16.280 --> 0:39:19.600
<v Speaker 1>with a special controller that resembled the game pads found

0:39:19.680 --> 0:39:21.920
<v Speaker 1>with consoles like the Xbox, although it had a lot

0:39:21.960 --> 0:39:24.680
<v Speaker 1>of touchpad type stuff with it. I never got a

0:39:24.760 --> 0:39:26.960
<v Speaker 1>chance to actually play with one of those myself, but

0:39:27.080 --> 0:39:29.600
<v Speaker 1>I heard a lot of my friends criticize it for

0:39:29.760 --> 0:39:33.239
<v Speaker 1>the way they performed, and also the Steam controller was

0:39:33.280 --> 0:39:38.360
<v Speaker 1>one of those devices that underwent numerous changes throughout its development,

0:39:38.440 --> 0:39:40.480
<v Speaker 1>to the point where gamers were starting to get a

0:39:40.520 --> 0:39:44.239
<v Speaker 1>little frustrated with that story as well. Steam devices went

0:39:44.239 --> 0:39:46.920
<v Speaker 1>into beta testing in ten with the goal of releasing

0:39:46.920 --> 0:39:51.040
<v Speaker 1>them as commercial hardware, and eventually Valve would push that

0:39:51.160 --> 0:39:54.920
<v Speaker 1>date back to November two thousand fifteen, and today you

0:39:55.000 --> 0:39:58.839
<v Speaker 1>can go out and buy a Steam OS box from

0:39:58.880 --> 0:40:01.240
<v Speaker 1>the few places that will have them. They just haven't

0:40:01.280 --> 0:40:04.839
<v Speaker 1>sold very well, so a lot of manufacturers discontinued their

0:40:04.840 --> 0:40:07.560
<v Speaker 1>Steam product lines as a result, and it might mean

0:40:07.600 --> 0:40:10.719
<v Speaker 1>that you can't find one anywhere, So why didn't they

0:40:10.719 --> 0:40:14.240
<v Speaker 1>take off? Well, they're probably a lot of different answers

0:40:14.239 --> 0:40:16.800
<v Speaker 1>to that question, but one of them maybe that gamers

0:40:16.880 --> 0:40:20.000
<v Speaker 1>tend to be drawn either to the consoles or to

0:40:20.120 --> 0:40:24.359
<v Speaker 1>the PCs. In the extreme, they might own both, but

0:40:24.719 --> 0:40:27.160
<v Speaker 1>there don't appear to be very many who care for

0:40:27.239 --> 0:40:31.360
<v Speaker 1>something that seems to straddle between the two different extremes.

0:40:32.080 --> 0:40:36.560
<v Speaker 1>In Valve launched a Steam app for smartphones, which gave

0:40:36.680 --> 0:40:39.680
<v Speaker 1>users the chance to interact on online forums or peruse

0:40:39.760 --> 0:40:41.680
<v Speaker 1>the Steam Shop even when they were on the go,

0:40:42.040 --> 0:40:44.359
<v Speaker 1>which meant, never again, what a player need to worry

0:40:44.360 --> 0:40:46.600
<v Speaker 1>about missing out on one of those Steam sales just

0:40:46.640 --> 0:40:50.279
<v Speaker 1>because they weren't away or they weren't near, Rather their

0:40:50.360 --> 0:40:54.439
<v Speaker 1>gaming rig at home. Valve released a successor to their

0:40:54.480 --> 0:40:59.120
<v Speaker 1>Source game engine, called fittingly enough, Source two in two

0:40:59.120 --> 0:41:01.440
<v Speaker 1>thousand fifteen, and the first game to get the Source

0:41:01.480 --> 0:41:05.200
<v Speaker 1>to treatment was Dota Too. They updated Dota two to

0:41:05.239 --> 0:41:08.920
<v Speaker 1>the Source to engine. Steam has continued to evolve over

0:41:08.960 --> 0:41:11.759
<v Speaker 1>time and is now one of the primary stores for

0:41:11.840 --> 0:41:15.759
<v Speaker 1>PC games, including virtual reality games. It has also become

0:41:15.800 --> 0:41:18.000
<v Speaker 1>the tool of players when they want to send a

0:41:18.040 --> 0:41:21.640
<v Speaker 1>message to the video game industry. If a developer does

0:41:21.719 --> 0:41:25.839
<v Speaker 1>something that displeases gamers. Sometimes they will organize and they

0:41:25.880 --> 0:41:29.200
<v Speaker 1>will head over to Steam and they will leave reactionary reviews,

0:41:29.560 --> 0:41:33.480
<v Speaker 1>negative ones. Typically for that developers games. This is called

0:41:33.640 --> 0:41:37.720
<v Speaker 1>review bombing. It does not necessarily reflect how people feel

0:41:37.760 --> 0:41:41.360
<v Speaker 1>about the specific game they're reviewing. That's kind of messed

0:41:41.400 --> 0:41:43.480
<v Speaker 1>up when you think about it. So here's an example.

0:41:44.120 --> 0:41:48.400
<v Speaker 1>Some players felt that Valve abandoned development of Dota two.

0:41:48.600 --> 0:41:52.520
<v Speaker 1>And these are hardcore Dota two players that want more content,

0:41:52.640 --> 0:41:56.320
<v Speaker 1>They want more development on that game, and they continue

0:41:56.360 --> 0:41:59.239
<v Speaker 1>to play Dota two, but they will go and leave

0:41:59.560 --> 0:42:02.560
<v Speaker 1>negative reviews on Steam about Dota two to voice their

0:42:02.560 --> 0:42:06.239
<v Speaker 1>disappointment to Valve that the company is no longer actively

0:42:06.560 --> 0:42:10.240
<v Speaker 1>seeming to support them. Now, those negative reviews don't indicate

0:42:10.360 --> 0:42:12.800
<v Speaker 1>that the game itself is bad. In fact, the players

0:42:12.800 --> 0:42:15.480
<v Speaker 1>still love the game. The negative reviews are there because

0:42:15.520 --> 0:42:18.080
<v Speaker 1>they love the game so much they want more of

0:42:18.120 --> 0:42:21.040
<v Speaker 1>it and they're not getting it. But let's say you're

0:42:21.080 --> 0:42:24.160
<v Speaker 1>a new player. You're someone who's just now coming to

0:42:24.239 --> 0:42:26.440
<v Speaker 1>look at Dota two, and then you see all these

0:42:26.480 --> 0:42:29.759
<v Speaker 1>negative reviews are there. You might be disinclined to get

0:42:29.760 --> 0:42:31.719
<v Speaker 1>it for yourself because you think oh, this must be

0:42:31.760 --> 0:42:34.279
<v Speaker 1>a bad game. Look at all the negative reviews. It

0:42:34.440 --> 0:42:37.560
<v Speaker 1>becomes sort of a self defeating strategy for gamers, really,

0:42:37.600 --> 0:42:41.080
<v Speaker 1>because lower adoption rates of a game are not the

0:42:41.120 --> 0:42:43.759
<v Speaker 1>best motivator for a company to go and throw some

0:42:43.840 --> 0:42:47.880
<v Speaker 1>support behind that product. There's even more extreme examples than that.

0:42:47.920 --> 0:42:50.600
<v Speaker 1>In fact, here's a recent one, a story that continues

0:42:50.640 --> 0:42:55.080
<v Speaker 1>to unfold as I record this episode. The YouTube personality

0:42:55.120 --> 0:42:59.240
<v Speaker 1>Beauty Pie, who has the largest following on YouTube, found

0:42:59.280 --> 0:43:02.640
<v Speaker 1>himself the tar to get of game developer Campo Santo's

0:43:02.719 --> 0:43:06.759
<v Speaker 1>ire after the streamer had used a racial slur in

0:43:06.800 --> 0:43:11.400
<v Speaker 1>a live streamed gaming session. So Campo Santo's response was

0:43:11.480 --> 0:43:14.920
<v Speaker 1>to issue a Digital Millennium Copyright Act or d m

0:43:15.040 --> 0:43:19.440
<v Speaker 1>C a takedown request of all of put Pies gameplay

0:43:19.560 --> 0:43:22.960
<v Speaker 1>videos that featured him playing one of their games, and

0:43:23.040 --> 0:43:28.440
<v Speaker 1>YouTube complied. And that's a sizeable portion of Pauti Pies videos,

0:43:28.480 --> 0:43:31.960
<v Speaker 1>not all of them, obviously, he's done hundreds of videos,

0:43:32.000 --> 0:43:35.200
<v Speaker 1>but he was making money off of those videos and

0:43:35.280 --> 0:43:40.680
<v Speaker 1>now they're gone. A sizeable group of his audience responded

0:43:40.680 --> 0:43:45.000
<v Speaker 1>by flocking to Steam to give Compo Santo's title fire

0:43:45.040 --> 0:43:50.319
<v Speaker 1>Watch a negative review. They skewed the score dramatically, so

0:43:50.600 --> 0:43:54.600
<v Speaker 1>they weren't actually feeling like Firewatch was a bad game.

0:43:55.000 --> 0:44:00.480
<v Speaker 1>They were expressing their disdain for the game developer or

0:44:00.560 --> 0:44:03.719
<v Speaker 1>issuing the d m C a takedown notice in response

0:44:03.760 --> 0:44:07.319
<v Speaker 1>to this racial slur. It's all pretty ugly when you

0:44:07.360 --> 0:44:10.319
<v Speaker 1>get down to it. Valve has attempted to address this

0:44:10.360 --> 0:44:12.279
<v Speaker 1>in a couple of ways, the most recent of which

0:44:12.280 --> 0:44:15.879
<v Speaker 1>is to create a means of visualizing when a game

0:44:15.960 --> 0:44:19.200
<v Speaker 1>gets a dramatic number of extreme reviews. So this idea

0:44:19.239 --> 0:44:22.400
<v Speaker 1>being that you can see a visualization of here's the

0:44:22.480 --> 0:44:25.400
<v Speaker 1>date where all these negative reviews piled in, and you

0:44:25.440 --> 0:44:30.440
<v Speaker 1>can see that it is correlated with this other development

0:44:30.440 --> 0:44:33.799
<v Speaker 1>that happened and therefore may not have any connection to

0:44:34.040 --> 0:44:37.600
<v Speaker 1>the quality of the game itself. So presumably this will

0:44:37.640 --> 0:44:40.719
<v Speaker 1>give gamers more information so that they can make a

0:44:40.760 --> 0:44:43.799
<v Speaker 1>decision about buying a game and not feel like that

0:44:43.960 --> 0:44:48.800
<v Speaker 1>decision was influenced by unfair reviews that don't actually reflect

0:44:48.840 --> 0:44:51.680
<v Speaker 1>the quality of that game. However, there's some critics who

0:44:51.719 --> 0:44:56.440
<v Speaker 1>say this strategy really just prolongs and possibly enhances the

0:44:56.480 --> 0:44:59.920
<v Speaker 1>effects of those negative reviews, and that it may do

0:45:00.120 --> 0:45:03.520
<v Speaker 1>more harm than good. But Valve may always go back

0:45:03.560 --> 0:45:05.839
<v Speaker 1>and change this up again, tweak it again. In fact,

0:45:05.880 --> 0:45:11.160
<v Speaker 1>they're constantly tweaking Steam to make it more effective, usable,

0:45:11.560 --> 0:45:14.719
<v Speaker 1>and to have more features. Valve continues to have an

0:45:14.800 --> 0:45:18.640
<v Speaker 1>enormous impact on the PC games industry. Will we see

0:45:18.680 --> 0:45:22.960
<v Speaker 1>any more transformative titles emerged from the company, actual titles

0:45:23.280 --> 0:45:27.120
<v Speaker 1>developed by Valve and not just published or or sold

0:45:27.200 --> 0:45:30.160
<v Speaker 1>by Valve. Well that's hard to say, because everyone at Valve,

0:45:30.400 --> 0:45:33.520
<v Speaker 1>all thirty five of them or so, or pretty quiet

0:45:33.560 --> 0:45:36.040
<v Speaker 1>about what they're working on. But there's no doubt the

0:45:36.080 --> 0:45:39.880
<v Speaker 1>company will continue to be a major mover and shaker

0:45:40.000 --> 0:45:44.120
<v Speaker 1>in the PC gaming world moving forward. Well that's all

0:45:44.120 --> 0:45:46.319
<v Speaker 1>I've got to say about the story of Valve in

0:45:46.400 --> 0:45:49.440
<v Speaker 1>these three episodes. And again, the reason I decided to

0:45:49.440 --> 0:45:52.560
<v Speaker 1>break it out into that many is because so many

0:45:52.800 --> 0:45:58.719
<v Speaker 1>of those elements spill out beyond Valve to affect the

0:45:58.760 --> 0:46:03.480
<v Speaker 1>gaming industry and general also just the general PC industry

0:46:03.520 --> 0:46:08.880
<v Speaker 1>in ways that are felt today well beyond video games.

0:46:08.920 --> 0:46:13.560
<v Speaker 1>So things like having the online store platform, the online forums,

0:46:13.600 --> 0:46:18.160
<v Speaker 1>the community, having this issue of a community acting as

0:46:18.960 --> 0:46:23.799
<v Speaker 1>a block vote against stuff because they feel that that

0:46:23.960 --> 0:46:27.880
<v Speaker 1>is their way to voice displeasure or their opinions. There

0:46:27.920 --> 0:46:30.320
<v Speaker 1>are a lot of these issues that are plaguing various

0:46:30.560 --> 0:46:33.399
<v Speaker 1>companies or or challenged to various companies that have nothing

0:46:33.440 --> 0:46:35.319
<v Speaker 1>to do with video games. But Valve is a great

0:46:35.320 --> 0:46:39.319
<v Speaker 1>example of how those play out. And it's just a

0:46:39.360 --> 0:46:42.799
<v Speaker 1>fascinating story all on its own right. And I know

0:46:42.880 --> 0:46:46.279
<v Speaker 1>there are plenty of people out there eagerly hoping that

0:46:46.520 --> 0:46:50.680
<v Speaker 1>someday they'll hear something about another Half Life game. Keep

0:46:50.680 --> 0:46:54.160
<v Speaker 1>holding out, hope, just don't hold your breath. If you

0:46:54.200 --> 0:46:57.560
<v Speaker 1>guys have any suggestions for future topics for tech Stuff,

0:46:57.600 --> 0:47:03.799
<v Speaker 1>whether it's a person or a company specific technology, let

0:47:03.840 --> 0:47:06.520
<v Speaker 1>me know. Send me an email the addresses tech Stuff

0:47:06.600 --> 0:47:08.920
<v Speaker 1>at how stuff works dot com, or you can drop

0:47:08.920 --> 0:47:11.960
<v Speaker 1>me a line on any social media platform you like,

0:47:12.160 --> 0:47:14.880
<v Speaker 1>as long as it's Twitter or Facebook. The handle of

0:47:14.960 --> 0:47:18.840
<v Speaker 1>both of those is tech Stuff hs W. Remember I

0:47:18.960 --> 0:47:23.360
<v Speaker 1>often will stream this show live on twitch dot tv

0:47:23.560 --> 0:47:27.359
<v Speaker 1>slash tech Stuff. I record on Wednesdays and Fridays, so

0:47:27.480 --> 0:47:29.680
<v Speaker 1>just head over to twitch dot tv slash tech Stuff.

0:47:29.680 --> 0:47:32.560
<v Speaker 1>You'll see the recording schedule there. You can join me

0:47:32.600 --> 0:47:35.680
<v Speaker 1>for a live recording. I often will chat with the

0:47:35.760 --> 0:47:38.799
<v Speaker 1>chat room answer questions. You get to see me mess up.

0:47:38.960 --> 0:47:41.480
<v Speaker 1>It's a good old time for everybody, and now I'll

0:47:41.480 --> 0:47:49.759
<v Speaker 1>talk to you again really soon for more on this

0:47:49.920 --> 0:47:52.640
<v Speaker 1>and thousands of other topics. Because it stop works dot

0:47:52.640 --> 0:48:00.360
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