WEBVTT - The Story of Valve Part One

0:00:04.160 --> 0:00:07.480
<v Speaker 1>Get in text with technology with tech Stuff from stuff

0:00:07.520 --> 0:00:14.000
<v Speaker 1>works dot com. Hey there, and welcome to Tech Stuff.

0:00:14.040 --> 0:00:18.560
<v Speaker 1>I am your host, Jonathan Strickland. I'm a podcaster with

0:00:18.640 --> 0:00:24.599
<v Speaker 1>how stuff Works. Wow. Things be changing, y'all. Yes, I

0:00:24.640 --> 0:00:28.240
<v Speaker 1>am the podcaster host of Text Stuff, the show that's

0:00:28.240 --> 0:00:31.920
<v Speaker 1>been on the air waves of the internet for about

0:00:31.960 --> 0:00:35.880
<v Speaker 1>eight years now, nine years something like that. Nine years.

0:00:36.440 --> 0:00:39.560
<v Speaker 1>And we cover all things technology, you know, the stuff

0:00:39.600 --> 0:00:42.600
<v Speaker 1>that I love to chat about. Stuff what beeps, as

0:00:42.640 --> 0:00:46.839
<v Speaker 1>my former co host Chris Palette used to say. Today,

0:00:46.960 --> 0:00:50.680
<v Speaker 1>I'm gonna cover a topic that I have received numerous

0:00:50.720 --> 0:00:53.880
<v Speaker 1>requests to cover in the past. Multiple people have asked

0:00:53.920 --> 0:00:56.640
<v Speaker 1>me throughout the last few years to cover this topic,

0:00:56.680 --> 0:01:00.319
<v Speaker 1>and that is the company Valve. So to day, I'm

0:01:00.320 --> 0:01:03.760
<v Speaker 1>going to start down that pathway. But spoiler alert, that

0:01:03.920 --> 0:01:07.560
<v Speaker 1>story is pretty complex and pretty long, so it's going

0:01:07.600 --> 0:01:10.400
<v Speaker 1>to be more than a single part. I will do

0:01:10.480 --> 0:01:13.440
<v Speaker 1>at least two parts on this topic. I do not

0:01:13.600 --> 0:01:16.360
<v Speaker 1>know exactly how long it's going to go, because I've

0:01:16.400 --> 0:01:21.120
<v Speaker 1>only done enough research for one part. In full, I

0:01:21.200 --> 0:01:25.160
<v Speaker 1>suspect I will have enough to do three episodes about

0:01:25.280 --> 0:01:29.000
<v Speaker 1>Valve entirely to cover the full aspect of it. Unless

0:01:29.040 --> 0:01:32.400
<v Speaker 1>I really truncate things in part two. But since it's

0:01:32.440 --> 0:01:35.000
<v Speaker 1>too early for me to say, I'm not sure, I

0:01:35.040 --> 0:01:38.320
<v Speaker 1>will tell you another spoiler alert. This story could also

0:01:38.360 --> 0:01:41.720
<v Speaker 1>be called the Half Life story because the beginning of

0:01:41.840 --> 0:01:46.160
<v Speaker 1>Valve is very much concentrated on the development of their

0:01:46.200 --> 0:01:49.600
<v Speaker 1>first game, that is Half Life. And if you had

0:01:49.600 --> 0:01:51.680
<v Speaker 1>not guessed up to this point and you have not

0:01:51.800 --> 0:01:55.960
<v Speaker 1>heard of them before, Valve is a game developer company,

0:01:56.160 --> 0:01:58.480
<v Speaker 1>or at least that's how they started out. Today they're

0:01:58.480 --> 0:02:01.639
<v Speaker 1>known more for something else. But I'm getting ahead of myself.

0:02:02.960 --> 0:02:06.920
<v Speaker 1>They play a really important role in PC gaming, first

0:02:06.960 --> 0:02:09.080
<v Speaker 1>as the publisher of games and then of course as

0:02:09.120 --> 0:02:12.600
<v Speaker 1>the operator of the most successful online store for PC games.

0:02:12.639 --> 0:02:16.839
<v Speaker 1>But how did it all get started in the first place. Well,

0:02:16.840 --> 0:02:20.119
<v Speaker 1>you know me, I'm not gonna begin this episode with

0:02:20.240 --> 0:02:24.600
<v Speaker 1>the start date for the company itself. That's way too simplistic.

0:02:25.080 --> 0:02:27.920
<v Speaker 1>We need to look at the people who founded Valve,

0:02:28.800 --> 0:02:31.480
<v Speaker 1>where they came from, and how they got to where

0:02:31.520 --> 0:02:35.320
<v Speaker 1>they are. And those two people, the co founders of

0:02:35.440 --> 0:02:40.680
<v Speaker 1>Valve are Gabe Newell and Mike Harrington. Now, Gabe Newell

0:02:40.800 --> 0:02:44.959
<v Speaker 1>was born on November third, nineteen sixty two, in Washington, State.

0:02:45.360 --> 0:02:49.680
<v Speaker 1>After he graduated high school, he enrolled in Havid University.

0:02:50.600 --> 0:02:53.960
<v Speaker 1>He attended classes at Harvard from nineteen eighty until nineteen

0:02:54.000 --> 0:02:56.959
<v Speaker 1>eighty three, at which point he chose to drop out

0:02:57.000 --> 0:02:59.720
<v Speaker 1>of school and work for a little company called micro

0:03:00.040 --> 0:03:04.520
<v Speaker 1>offt The dropping out of school motif becomes a popular

0:03:04.639 --> 0:03:08.359
<v Speaker 1>one in this episode. That doesn't mean that, kids, you

0:03:08.400 --> 0:03:11.000
<v Speaker 1>should drop out of school if you want to become millionaires,

0:03:11.160 --> 0:03:14.200
<v Speaker 1>because trust me, it doesn't work out that way for everyone.

0:03:14.919 --> 0:03:18.679
<v Speaker 1>But in this case it worked out pretty well well.

0:03:18.720 --> 0:03:21.760
<v Speaker 1>He didn't just make the decision spontaneously to drop out

0:03:21.760 --> 0:03:24.600
<v Speaker 1>of Harvard. What actually happened was he was visiting his brother,

0:03:24.720 --> 0:03:28.200
<v Speaker 1>who worked for Microsoft out in Washington, and according to

0:03:28.240 --> 0:03:31.760
<v Speaker 1>Newell himself, he was getting in trouble with Steve Developers

0:03:31.800 --> 0:03:36.920
<v Speaker 1>Developers Developers Bomber for distracting his brother at work. See

0:03:36.960 --> 0:03:40.520
<v Speaker 1>it turned out his brother was so busy developing at

0:03:40.600 --> 0:03:43.440
<v Speaker 1>Microsoft that he couldn't take time off to go and

0:03:43.520 --> 0:03:47.480
<v Speaker 1>see the sites in Seattle with his brother Gabe. So

0:03:48.200 --> 0:03:50.880
<v Speaker 1>instead Gabe went to hang out with his brother over

0:03:50.920 --> 0:03:54.840
<v Speaker 1>at Microsoft. But because you know, he wanted to spend

0:03:54.920 --> 0:03:57.320
<v Speaker 1>time with his brother, he was taking some attention away

0:03:57.360 --> 0:04:00.600
<v Speaker 1>from his brother's tasks. Bomber said, Hey, I don't mind

0:04:00.600 --> 0:04:02.200
<v Speaker 1>if you hang out, but if you're gonna hang out,

0:04:02.320 --> 0:04:05.640
<v Speaker 1>you're gonna do some work. So Balmber actually put Gabe

0:04:05.680 --> 0:04:10.520
<v Speaker 1>Newell to work at Microsoft. Newell would later on say

0:04:10.560 --> 0:04:14.320
<v Speaker 1>that he learned more about computers and software development in

0:04:14.360 --> 0:04:18.560
<v Speaker 1>those three months working with Microsoft than he ever did

0:04:18.680 --> 0:04:22.200
<v Speaker 1>in his undergraduate studies over at Harvard, and so he

0:04:22.279 --> 0:04:26.760
<v Speaker 1>made the decision to quit school and started Microsoft full time.

0:04:27.360 --> 0:04:30.799
<v Speaker 1>He began to work mainly on the Windows operating system.

0:04:31.040 --> 0:04:34.719
<v Speaker 1>You might be familiar with it, or as Newell described it,

0:04:34.800 --> 0:04:38.480
<v Speaker 1>he was the producer of the first three releases of Windows.

0:04:38.880 --> 0:04:41.400
<v Speaker 1>He joined the ranks of what was known as the

0:04:41.480 --> 0:04:46.520
<v Speaker 1>Microsoft millionaires. These were employees during the relatively early days

0:04:46.560 --> 0:04:50.560
<v Speaker 1>of Microsoft who ended up making more than a million

0:04:50.600 --> 0:04:54.800
<v Speaker 1>dollars through their stock options with the company. So, Microsoft,

0:04:54.839 --> 0:04:58.520
<v Speaker 1>like a lot of software companies out there, would reward

0:04:58.600 --> 0:05:02.719
<v Speaker 1>their employees with stock options. As it turns out, Microsoft

0:05:02.839 --> 0:05:07.080
<v Speaker 1>was remarkably successful, as we all know, and so the

0:05:07.120 --> 0:05:10.800
<v Speaker 1>people who had been rewarded with those stock options made

0:05:10.800 --> 0:05:14.159
<v Speaker 1>out like bandits, except for the fact that they actually

0:05:14.200 --> 0:05:18.120
<v Speaker 1>earned the money that they earned. Right they created the

0:05:18.200 --> 0:05:22.880
<v Speaker 1>value in that company, and so the company grew exponentially,

0:05:23.000 --> 0:05:25.599
<v Speaker 1>and as a result, so did the value of those

0:05:25.640 --> 0:05:29.960
<v Speaker 1>stock options, So people like Gabe Newell became millionaires, at

0:05:30.040 --> 0:05:34.880
<v Speaker 1>least on paper. Well. Mike Harrington, the other co founder

0:05:34.960 --> 0:05:37.960
<v Speaker 1>of Valve, attended the University of Oregon before he too

0:05:38.080 --> 0:05:41.680
<v Speaker 1>dropped out of school. Now, he went originally to go

0:05:41.800 --> 0:05:45.520
<v Speaker 1>work for a company called Dynamics, that's d Y in

0:05:45.920 --> 0:05:49.640
<v Speaker 1>a m i X. This was a software company that

0:05:49.680 --> 0:05:54.680
<v Speaker 1>created titles for PC games publisher Activision. So in the

0:05:54.720 --> 0:05:57.880
<v Speaker 1>world of PC games, you typically have a couple of

0:05:57.880 --> 0:06:01.040
<v Speaker 1>different entities. Sometimes they can be one and the same,

0:06:01.120 --> 0:06:04.560
<v Speaker 1>but typically you will have game developers who actually make

0:06:04.800 --> 0:06:08.839
<v Speaker 1>the games you play, and game publishers that take the

0:06:08.880 --> 0:06:12.200
<v Speaker 1>games that other people have made and then published them

0:06:12.320 --> 0:06:15.080
<v Speaker 1>or get them out to consumers put them out on

0:06:15.120 --> 0:06:18.360
<v Speaker 1>the market. So in this case, Dynamics was a game

0:06:18.360 --> 0:06:22.080
<v Speaker 1>developer and Mike Harrington was working for Dynamics. They would

0:06:22.160 --> 0:06:24.479
<v Speaker 1>create games for Activision, which would then go on to

0:06:24.520 --> 0:06:29.720
<v Speaker 1>publish them. Now this would be a seven when he

0:06:29.880 --> 0:06:33.640
<v Speaker 1>was working for Dynamics and he leaves that company to

0:06:33.800 --> 0:06:37.560
<v Speaker 1>go and work for Microsoft. So he joins Microsoft in

0:06:37.960 --> 0:06:40.800
<v Speaker 1>seven whereas Newell had joined a couple of years earlier.

0:06:41.320 --> 0:06:44.800
<v Speaker 1>At Microsoft, Harrington worked as a software developer and later

0:06:44.880 --> 0:06:47.800
<v Speaker 1>a manager on a few big projects, including Windows in

0:06:47.920 --> 0:06:56.040
<v Speaker 1>T and the infamous software bomb known as Microsoft Bob.

0:06:56.920 --> 0:07:00.360
<v Speaker 1>His wife, Monica Harrington, was the communications man up from

0:07:00.360 --> 0:07:04.600
<v Speaker 1>Microsoft Bob. Although they were not married when Harrington first

0:07:04.600 --> 0:07:07.240
<v Speaker 1>went to go work for Microsoft, they met at Microsoft.

0:07:07.440 --> 0:07:10.200
<v Speaker 1>According to Monica Harrington, she was the one who was

0:07:10.240 --> 0:07:13.840
<v Speaker 1>really interested in getting married. They started dating for a while.

0:07:14.800 --> 0:07:18.040
<v Speaker 1>She wanted to marry him, he was not certain yet

0:07:18.120 --> 0:07:20.720
<v Speaker 1>if that's what he wanted, and then they broke up.

0:07:21.400 --> 0:07:24.200
<v Speaker 1>Then they decided to just kind of go on a

0:07:24.320 --> 0:07:26.600
<v Speaker 1>date together. They weren't even really going out. They just

0:07:26.640 --> 0:07:28.960
<v Speaker 1>spent the day together, and at the end of that day,

0:07:29.040 --> 0:07:32.080
<v Speaker 1>Harrington decided that in fact, he did want to marry Monica,

0:07:32.120 --> 0:07:34.320
<v Speaker 1>and he proposed and she accepted. And I think that's

0:07:34.360 --> 0:07:38.440
<v Speaker 1>a very sweet story. However, that sweet story is somewhat

0:07:39.640 --> 0:07:43.920
<v Speaker 1>balanced out by the terrible disaster that was Microsoft Bob.

0:07:44.880 --> 0:07:48.600
<v Speaker 1>Microsoft Bob is an incredible story, so incredible that I

0:07:48.640 --> 0:07:52.920
<v Speaker 1>actually did a full episode of tech Stuff about that

0:07:53.640 --> 0:07:57.200
<v Speaker 1>disastrous software release if you want to learn more about it.

0:07:57.520 --> 0:07:59.680
<v Speaker 1>And I encourage you to do so, because it is

0:07:59.760 --> 0:08:02.720
<v Speaker 1>an amazing story. You can listen to the Tech Stuff

0:08:02.720 --> 0:08:07.600
<v Speaker 1>episode titled what About Microsoft Bob, which published on May eighth,

0:08:07.800 --> 0:08:11.760
<v Speaker 1>two thousand thirteen. It's really the software package of the

0:08:11.840 --> 0:08:16.400
<v Speaker 1>millennium in my estimation, and Lauren Vogelbaum was my co

0:08:16.520 --> 0:08:18.640
<v Speaker 1>host on that episode, So if you guys, miss Lauren,

0:08:18.640 --> 0:08:20.640
<v Speaker 1>you should go back and listen to that episode and

0:08:20.760 --> 0:08:25.760
<v Speaker 1>learn all about that attempt to create an operating system

0:08:25.960 --> 0:08:29.720
<v Speaker 1>for the average person that ended up being a complete

0:08:29.720 --> 0:08:33.760
<v Speaker 1>and total failure in all sense of the word. Anyway,

0:08:33.920 --> 0:08:37.319
<v Speaker 1>Harrington also became a Microsoft millionaire because he was also

0:08:37.400 --> 0:08:41.920
<v Speaker 1>awarded stock options. And you had Newell and Harrington to

0:08:42.120 --> 0:08:46.760
<v Speaker 1>Microsoft employees who were at least on paper millionaires. But

0:08:46.880 --> 0:08:49.080
<v Speaker 1>what were they gonna do with all this filthy lucre.

0:08:50.120 --> 0:08:54.520
<v Speaker 1>The answer to that question followed a former Microsoft employees path,

0:08:54.679 --> 0:08:57.080
<v Speaker 1>and this is where we have to talk about another

0:08:57.080 --> 0:09:00.959
<v Speaker 1>guy named Michael A. Brash. Now A Brash attended the

0:09:01.000 --> 0:09:04.559
<v Speaker 1>University of Pennsylvania and had been programming since the early

0:09:04.679 --> 0:09:08.440
<v Speaker 1>nineteen eighties, and like Newell and Harrington, his work focused

0:09:08.440 --> 0:09:11.400
<v Speaker 1>on lots of different types of software. Now he cut

0:09:11.400 --> 0:09:14.160
<v Speaker 1>his teeth on building computer games, one of them being

0:09:14.520 --> 0:09:18.600
<v Speaker 1>Space Strike, which was essentially a clone of Space Invaders.

0:09:19.240 --> 0:09:23.880
<v Speaker 1>By the early nineteen nineties, he had joined Microsoft, and

0:09:23.960 --> 0:09:27.120
<v Speaker 1>he credits the science fiction novel snow Crash, which was

0:09:27.160 --> 0:09:30.600
<v Speaker 1>written by Neil Stevenson, with inspiring him to work on

0:09:30.640 --> 0:09:35.400
<v Speaker 1>a networked three D engine. In the world of snow Crash,

0:09:35.440 --> 0:09:40.320
<v Speaker 1>there is a virtual reality kind of Internet construct that

0:09:40.679 --> 0:09:45.160
<v Speaker 1>characters can enter into, and they have avatars within this

0:09:45.320 --> 0:09:48.840
<v Speaker 1>virtual world that they inhabit, and they can do all

0:09:48.880 --> 0:09:52.000
<v Speaker 1>sorts of stuff in the virtual world as a result

0:09:52.080 --> 0:09:56.040
<v Speaker 1>of that, and our main character, hero protagonist, which is

0:09:56.080 --> 0:10:00.240
<v Speaker 1>a great name, is one of the early developers in

0:10:00.320 --> 0:10:04.640
<v Speaker 1>this metaverse that is created in the world of snow Crash. Now,

0:10:06.080 --> 0:10:08.680
<v Speaker 1>we have a Brash who wants to create a three

0:10:08.800 --> 0:10:12.760
<v Speaker 1>D networked engine, and he's at Microsoft, and he tries

0:10:12.800 --> 0:10:15.720
<v Speaker 1>to convince people in Microsoft that this is a project

0:10:15.800 --> 0:10:19.160
<v Speaker 1>worth pursuing, but he doesn't get anywhere. No one really

0:10:19.200 --> 0:10:22.079
<v Speaker 1>shows any interest in supporting such a project. It doesn't

0:10:22.120 --> 0:10:27.199
<v Speaker 1>really align with Microsoft's plans at that point. So a

0:10:27.320 --> 0:10:30.520
<v Speaker 1>Brash ended up having a meeting with John Carmack of

0:10:30.640 --> 0:10:35.840
<v Speaker 1>IT software fame. This was a and Carmack and A

0:10:35.920 --> 0:10:41.440
<v Speaker 1>Brash started talking about networked persistent Internet game servers, and

0:10:41.559 --> 0:10:45.160
<v Speaker 1>Carmack had already tried to lure A Brash away from

0:10:45.240 --> 0:10:47.840
<v Speaker 1>Microsoft a couple of times in the past, but A

0:10:47.920 --> 0:10:52.720
<v Speaker 1>Bresh had always resisted this because Microsoft was a stable

0:10:53.200 --> 0:10:57.400
<v Speaker 1>and lucrative gig. Those stock options were no joke. A

0:10:57.480 --> 0:11:02.400
<v Speaker 1>Bresh would be leaving a guaranteed job with security to

0:11:02.520 --> 0:11:05.040
<v Speaker 1>go work for ID software, and he had never really

0:11:05.080 --> 0:11:08.720
<v Speaker 1>been tempted to seriously consider it before. But with this

0:11:08.760 --> 0:11:12.520
<v Speaker 1>conversation about these persistent game engines and the fact that

0:11:12.520 --> 0:11:14.880
<v Speaker 1>that seemed to be a step toward what A Bresh

0:11:15.040 --> 0:11:18.400
<v Speaker 1>envisioned as the future of the Internet, this future that

0:11:18.440 --> 0:11:22.360
<v Speaker 1>was envisioned in Neil stevenson snow Crash, A Brash felt

0:11:22.440 --> 0:11:27.320
<v Speaker 1>the sirens call and decided to go join in Software

0:11:27.400 --> 0:11:31.080
<v Speaker 1>finally after all those other failed attempts to lure him away.

0:11:32.440 --> 0:11:34.880
<v Speaker 1>So he was eager to try and create this metaverse

0:11:34.920 --> 0:11:36.840
<v Speaker 1>like the one in Stevenson's book, and he felt that

0:11:37.120 --> 0:11:40.839
<v Speaker 1>CarMax approach might be the right way to try this.

0:11:41.360 --> 0:11:44.360
<v Speaker 1>His departure from Microsoft to work for a game studio

0:11:44.440 --> 0:11:46.880
<v Speaker 1>we kind of serve as a sort of inspiration for

0:11:47.000 --> 0:11:50.840
<v Speaker 1>Newell and Harrington, they would not consider leaving for another

0:11:50.880 --> 0:11:54.440
<v Speaker 1>couple of years, So a brash leaves in n in

0:11:54.600 --> 0:11:58.319
<v Speaker 1>ninety six. That's when Harrington and Newell started to consider

0:11:58.600 --> 0:12:02.640
<v Speaker 1>doing something similar. Uh. Now, Abresh would later on become

0:12:02.679 --> 0:12:07.960
<v Speaker 1>an important liaison and even later still an employee over

0:12:08.040 --> 0:12:11.240
<v Speaker 1>at Valve Software. But that's getting ahead of the story

0:12:11.280 --> 0:12:14.760
<v Speaker 1>a bit. Let's talk about Harrington and Newell's decision to

0:12:14.840 --> 0:12:19.400
<v Speaker 1>strike out on their own and leave Microsoft behind. Harrington

0:12:19.559 --> 0:12:22.040
<v Speaker 1>was actually the one to make the first move, as

0:12:22.080 --> 0:12:25.800
<v Speaker 1>he would say later on in interviews, I like developing software,

0:12:26.080 --> 0:12:30.199
<v Speaker 1>good working environments, and games. I put all together and

0:12:30.280 --> 0:12:33.800
<v Speaker 1>decided that I couldn't just leave Microsoft and do nothing.

0:12:34.480 --> 0:12:37.960
<v Speaker 1>But he also knew he couldn't just do this by himself,

0:12:38.120 --> 0:12:41.240
<v Speaker 1>so he started to search around and see if there

0:12:41.280 --> 0:12:44.400
<v Speaker 1>was any interest among his co workers in striking out

0:12:44.480 --> 0:12:48.120
<v Speaker 1>and trying to create a new company. But he wasn't

0:12:48.240 --> 0:12:51.440
<v Speaker 1>meeting with a whole lot of enthusiasm. Most people were

0:12:51.440 --> 0:12:54.720
<v Speaker 1>interested in just pursuing research projects, whether it was at

0:12:54.760 --> 0:12:58.920
<v Speaker 1>Microsoft or striking out independently. But they didn't they didn't

0:12:58.920 --> 0:13:02.280
<v Speaker 1>really want to develop software. They were wanting to to

0:13:02.360 --> 0:13:05.280
<v Speaker 1>kind of push the envelope in finding out what you

0:13:05.320 --> 0:13:08.160
<v Speaker 1>can do with code, which is kind of cool, but

0:13:08.200 --> 0:13:11.640
<v Speaker 1>it wasn't really what Harrington was interested in. There was

0:13:11.679 --> 0:13:17.120
<v Speaker 1>one notable exception, Gabe Newell. Newell seemed interested in this

0:13:17.200 --> 0:13:20.600
<v Speaker 1>concept of going out and creating a game company. Harrington

0:13:20.600 --> 0:13:23.880
<v Speaker 1>and Newell decided that they would fund the company themselves.

0:13:23.960 --> 0:13:28.079
<v Speaker 1>They would cash in their stock options and fund this

0:13:28.200 --> 0:13:31.720
<v Speaker 1>whole formation of their new company out of pocket, and

0:13:31.760 --> 0:13:35.559
<v Speaker 1>they called the company Valve. Here's a fun bet of trivia.

0:13:35.840 --> 0:13:38.240
<v Speaker 1>They had other names that they were considering before they

0:13:38.240 --> 0:13:43.400
<v Speaker 1>settled on Valve. The next in line, the second most

0:13:43.520 --> 0:13:49.720
<v Speaker 1>popular of the contenders was hollow Box, so Valve could

0:13:49.720 --> 0:13:55.120
<v Speaker 1>have been called hollow Box had they gone a different way. Now.

0:13:55.160 --> 0:13:58.320
<v Speaker 1>The two had agreed already that they wanted their company

0:13:58.440 --> 0:14:03.400
<v Speaker 1>name to be something cool, but not be reflective of

0:14:03.480 --> 0:14:10.800
<v Speaker 1>some sort of macho, testosterone driven bro version of gaming.

0:14:10.840 --> 0:14:13.960
<v Speaker 1>They didn't want it to be you know, kicking the

0:14:14.000 --> 0:14:18.319
<v Speaker 1>pants games or anything like that, or or you know, uh,

0:14:18.679 --> 0:14:23.240
<v Speaker 1>biden nerd games. They didn't want something that had that

0:14:23.400 --> 0:14:27.200
<v Speaker 1>sense to it. They wanted something a little less aggressive,

0:14:27.320 --> 0:14:30.400
<v Speaker 1>I guess is the right word. They ended up signing

0:14:30.400 --> 0:14:34.920
<v Speaker 1>the limited liability company agreement for Valve on August twenty four.

0:14:37.360 --> 0:14:40.000
<v Speaker 1>That was a really big day for game Newell because

0:14:40.040 --> 0:14:43.640
<v Speaker 1>it wasn't just the day that Valve Software was officially born,

0:14:44.000 --> 0:14:47.000
<v Speaker 1>it was also his wedding day. He got married on

0:14:47.040 --> 0:14:48.960
<v Speaker 1>that day, so he took some time out from his

0:14:49.000 --> 0:14:53.120
<v Speaker 1>wedding day to sign the official papers to form this company.

0:14:53.400 --> 0:14:55.440
<v Speaker 1>It was also a big day for Harrington as well.

0:14:56.320 --> 0:15:00.360
<v Speaker 1>His wife, Monica was a little leery about this Elves

0:15:00.360 --> 0:15:03.280
<v Speaker 1>Software venture. When she first heard that Harrington wanted to

0:15:03.320 --> 0:15:05.400
<v Speaker 1>do this. She thought it was going to end up

0:15:05.400 --> 0:15:08.800
<v Speaker 1>being some sort of modest little side project, that it

0:15:08.840 --> 0:15:11.360
<v Speaker 1>was going to end up being a company run out

0:15:11.360 --> 0:15:15.280
<v Speaker 1>of their garage, which wouldn't be unusual in Silicon Valley.

0:15:15.320 --> 0:15:18.160
<v Speaker 1>If you've been listening to tech stuff, you know that

0:15:18.200 --> 0:15:22.480
<v Speaker 1>in Silicon Valley, which granted isn't in Washington, it's in California,

0:15:22.840 --> 0:15:26.160
<v Speaker 1>that it was a place where numerous companies got their

0:15:26.200 --> 0:15:30.000
<v Speaker 1>start in garages. You had like Apple getting started in

0:15:30.040 --> 0:15:33.560
<v Speaker 1>a garage, and HP and lots of other ones. Microsoft

0:15:33.600 --> 0:15:36.720
<v Speaker 1>too got started in a garage, although that was in Washington,

0:15:36.920 --> 0:15:40.760
<v Speaker 1>not in California. But it turns out this was not

0:15:41.040 --> 0:15:45.320
<v Speaker 1>what Newell and Harrington had in mind. Instead, they signed

0:15:45.320 --> 0:15:49.640
<v Speaker 1>a five year lease on an office space in Kirkland, Washington.

0:15:50.200 --> 0:15:54.280
<v Speaker 1>So this was real business here, and Monica Harrington was

0:15:54.280 --> 0:15:57.360
<v Speaker 1>a little bit nervous about it. She wasn't sure that

0:15:57.440 --> 0:16:00.560
<v Speaker 1>this was going to pan out to be a good

0:16:00.720 --> 0:16:07.760
<v Speaker 1>economic decision. Fortunately, her her worries were ultimately unfounded, although

0:16:07.880 --> 0:16:11.960
<v Speaker 1>it wasn't exactly smooth sailing from the start. Now, the

0:16:12.040 --> 0:16:14.800
<v Speaker 1>question then was what sort of game should they develop?

0:16:15.320 --> 0:16:19.000
<v Speaker 1>And it might seem unusual that a couple of people

0:16:19.080 --> 0:16:23.240
<v Speaker 1>would leave a very lucrative job to go form a

0:16:23.280 --> 0:16:26.440
<v Speaker 1>company and not already have a firm idea of where

0:16:26.480 --> 0:16:28.960
<v Speaker 1>they wanted to go, but that's kind of what was

0:16:29.040 --> 0:16:33.440
<v Speaker 1>happening with Valve in those early days. Now, they were

0:16:33.520 --> 0:16:38.200
<v Speaker 1>both interested in the burgeoning world of three D games,

0:16:38.240 --> 0:16:41.600
<v Speaker 1>specifically first person shooters. Keep in mind, in the mid

0:16:41.680 --> 0:16:45.680
<v Speaker 1>ninety nineties these were just starting to take off games

0:16:45.720 --> 0:16:49.840
<v Speaker 1>like Wolfenstein three D and Doom. They were really creating

0:16:49.880 --> 0:16:54.120
<v Speaker 1>a whole new genre of games for the PC. So

0:16:54.920 --> 0:16:57.400
<v Speaker 1>they wanted to create a first person shooter in that

0:16:57.520 --> 0:16:59.960
<v Speaker 1>Vein they wanted to have sort of a science fiction

0:17:00.040 --> 0:17:05.160
<v Speaker 1>in horror motif, but rather than start completely from scratch,

0:17:05.200 --> 0:17:07.520
<v Speaker 1>where they'd have to build everything from the ground up,

0:17:07.960 --> 0:17:11.440
<v Speaker 1>they decided that they would take elements that already existed

0:17:12.440 --> 0:17:15.720
<v Speaker 1>and then improve upon them, because that would be easier

0:17:15.760 --> 0:17:19.160
<v Speaker 1>than just building a game engine from the ground up.

0:17:20.200 --> 0:17:24.960
<v Speaker 1>That's enormously complicated, and they honestly didn't have any experience

0:17:25.080 --> 0:17:28.200
<v Speaker 1>in developing game engines on that level at this point,

0:17:29.400 --> 0:17:33.760
<v Speaker 1>So they decided that they would take the work out

0:17:33.760 --> 0:17:37.320
<v Speaker 1>of creating those underlying physics of the game off of

0:17:37.400 --> 0:17:40.000
<v Speaker 1>their plates. And they were able to get in touch

0:17:40.119 --> 0:17:44.520
<v Speaker 1>with A Brash. Remember he had been working for Microsoft

0:17:44.560 --> 0:17:46.399
<v Speaker 1>and then in ninety four he went to work for

0:17:46.480 --> 0:17:49.880
<v Speaker 1>ID Software. Well, they touched Base with a Brash. They said, hey,

0:17:50.119 --> 0:17:52.679
<v Speaker 1>we've decided we're going to create this game company. We

0:17:52.760 --> 0:17:55.399
<v Speaker 1>know you went to work for ID Software. We wondered

0:17:55.440 --> 0:17:57.480
<v Speaker 1>if maybe there was some way we could work with

0:17:57.560 --> 0:18:00.520
<v Speaker 1>you guys to get the source code for your Quake

0:18:00.640 --> 0:18:04.800
<v Speaker 1>engine and use that as the basis for our game

0:18:04.840 --> 0:18:07.560
<v Speaker 1>engine for the game we want to create. And A.

0:18:07.640 --> 0:18:10.879
<v Speaker 1>Bresh was able to secure for them a meeting for

0:18:10.920 --> 0:18:13.840
<v Speaker 1>them to come over to ID Software and meet with

0:18:13.920 --> 0:18:18.840
<v Speaker 1>the various executives over there and kind of pitch their idea. Now,

0:18:18.840 --> 0:18:21.840
<v Speaker 1>in an interview, A Bresh would elaborate on this and

0:18:21.880 --> 0:18:25.920
<v Speaker 1>he said, quote, I don't recall that when they came

0:18:26.040 --> 0:18:29.000
<v Speaker 1>down to it, there was a lot of great chemistry.

0:18:29.359 --> 0:18:31.920
<v Speaker 1>Let's put it this way. It wasn't like when nine

0:18:31.920 --> 0:18:34.840
<v Speaker 1>inch Nails came to visit that was a cool thing.

0:18:35.760 --> 0:18:39.240
<v Speaker 1>These were guys that worked on stuff like Microsoft, Bob

0:18:39.280 --> 0:18:42.280
<v Speaker 1>and home automation. You're not going to walk into the

0:18:42.320 --> 0:18:44.560
<v Speaker 1>coolest game company on the face of the earth and

0:18:44.600 --> 0:18:47.160
<v Speaker 1>have the guys say, Wow, nice to hang out with you.

0:18:48.359 --> 0:18:54.199
<v Speaker 1>End quote. Yikes. Nevertheless, they were able to secure this meeting,

0:18:54.520 --> 0:18:56.840
<v Speaker 1>and through that they were able to get a licensing

0:18:56.880 --> 0:19:00.119
<v Speaker 1>agreement for the Quake source code. And then they got

0:19:00.160 --> 0:19:04.320
<v Speaker 1>to work, and that work involved modifying that Quake engine.

0:19:04.520 --> 0:19:06.879
<v Speaker 1>So while they didn't have to build a physics engine

0:19:06.920 --> 0:19:11.000
<v Speaker 1>from the ground up, they did seriously rework the Quake

0:19:11.040 --> 0:19:14.439
<v Speaker 1>engine itself. Now. To do that, they looked for people

0:19:14.480 --> 0:19:18.480
<v Speaker 1>in the Quake community, which was filled with enterprising coders

0:19:18.480 --> 0:19:22.560
<v Speaker 1>who were bending quakes code to their will. So these

0:19:22.560 --> 0:19:25.240
<v Speaker 1>weren't people who worked for ID Software. These were people

0:19:25.240 --> 0:19:28.440
<v Speaker 1>who were using the Quake source code themselves. Are using

0:19:28.480 --> 0:19:33.520
<v Speaker 1>the Quake Engine to create their own modified games and levels.

0:19:34.880 --> 0:19:38.679
<v Speaker 1>So two of those developers who were in this world

0:19:38.960 --> 0:19:42.800
<v Speaker 1>were John Guthrie and Steve Bond. The two of them

0:19:43.040 --> 0:19:45.600
<v Speaker 1>were living out of Florida and they had launched a

0:19:45.640 --> 0:19:50.640
<v Speaker 1>fan site called Quake Command, and they both received invitations

0:19:50.640 --> 0:19:53.359
<v Speaker 1>from Gabe Newell to come to Washington and visit the

0:19:53.440 --> 0:19:56.520
<v Speaker 1>Valve office. And they were both very skeptical of this offer.

0:19:56.520 --> 0:19:59.280
<v Speaker 1>At first. They didn't think that this was really a

0:19:59.400 --> 0:20:01.679
<v Speaker 1>serious at ump to get them to come look at

0:20:01.680 --> 0:20:05.840
<v Speaker 1>a game development development company. They neither of them anticipated

0:20:05.880 --> 0:20:10.560
<v Speaker 1>that ever becoming a reality, but Steve Bond eventually agreed

0:20:10.680 --> 0:20:14.360
<v Speaker 1>to this and gave Newell flew him out to Seattle, Washington,

0:20:14.440 --> 0:20:16.879
<v Speaker 1>and gave him a car rental and a hotel and

0:20:17.280 --> 0:20:19.879
<v Speaker 1>had him stay for several days, and by the end

0:20:19.880 --> 0:20:22.600
<v Speaker 1>of it, Bond was convinced that Valve was the place

0:20:22.640 --> 0:20:25.359
<v Speaker 1>he wanted to work, and so he joined the company.

0:20:25.680 --> 0:20:29.240
<v Speaker 1>A couple of like a week later, Guthrie would also

0:20:29.600 --> 0:20:32.560
<v Speaker 1>join the company. He would drop out of college in

0:20:32.680 --> 0:20:36.200
<v Speaker 1>order to do so, so the tradition would continue another

0:20:36.320 --> 0:20:41.040
<v Speaker 1>college dropout to join Valve Software. Newell and Harrington. Meanwhile,

0:20:41.040 --> 0:20:44.120
<v Speaker 1>we're making other hires. They were luring people away from

0:20:44.119 --> 0:20:47.960
<v Speaker 1>companies like three D Realms and Microsoft, and once they

0:20:48.000 --> 0:20:52.440
<v Speaker 1>had their base team together, they began to work on

0:20:52.720 --> 0:20:56.800
<v Speaker 1>modifying the Quake engine. According to some estimates, they ended

0:20:56.880 --> 0:21:00.800
<v Speaker 1>up changing about seventy of that source code to create

0:21:01.040 --> 0:21:05.879
<v Speaker 1>Half Life, and that game at the time didn't have

0:21:06.000 --> 0:21:08.240
<v Speaker 1>that name. It wasn't called Half Life. It had a

0:21:08.280 --> 0:21:13.800
<v Speaker 1>code name called Quiver. Part of that massive modification was

0:21:13.840 --> 0:21:18.400
<v Speaker 1>the addition of skeletal animation valve, depended upon a developer

0:21:18.480 --> 0:21:22.800
<v Speaker 1>named Ken Birdwell. Birdwell's background was a bit unusual for

0:21:22.880 --> 0:21:25.400
<v Speaker 1>the video game industry. He had actually made a name

0:21:25.400 --> 0:21:29.520
<v Speaker 1>for himself developing software that would scan a person's foot

0:21:29.960 --> 0:21:33.400
<v Speaker 1>so that a custom shoe in Soul company could design

0:21:33.440 --> 0:21:37.080
<v Speaker 1>an insul for that person. So he was looking at

0:21:37.240 --> 0:21:40.680
<v Speaker 1>technology to actually look at the contours of a person's

0:21:40.680 --> 0:21:44.040
<v Speaker 1>foot in order to design insuls that would support that

0:21:44.080 --> 0:21:48.000
<v Speaker 1>person inside a shoe. It's kind of cool, but he

0:21:48.080 --> 0:21:51.119
<v Speaker 1>was the developer who actually created the skeletal animation system

0:21:51.200 --> 0:21:56.480
<v Speaker 1>that drastically simplified the animation process. So instead of having

0:21:56.520 --> 0:21:59.840
<v Speaker 1>to control all the elements of a body so that

0:22:00.000 --> 0:22:03.040
<v Speaker 1>at you could animate things on a very granular level,

0:22:03.800 --> 0:22:07.040
<v Speaker 1>the body ends up being essentially a skin laid over

0:22:07.119 --> 0:22:10.720
<v Speaker 1>top a digital skeleton which has various joints and points

0:22:10.760 --> 0:22:15.639
<v Speaker 1>of articulation. The skeletal animation system would end up indicating

0:22:15.680 --> 0:22:20.320
<v Speaker 1>how those skeletons could move, and that was developed by Birdwell.

0:22:21.040 --> 0:22:24.359
<v Speaker 1>Birdwell was even able to solve the problem of talking

0:22:24.480 --> 0:22:29.080
<v Speaker 1>characters by creating virtual bones around the mouths and then

0:22:29.160 --> 0:22:33.399
<v Speaker 1>animating those virtual bones, which sounds both fascinating and super

0:22:33.480 --> 0:22:38.000
<v Speaker 1>duper creepy. By the time all of these modifications were done,

0:22:38.080 --> 0:22:40.600
<v Speaker 1>the team was really working on a new game engine.

0:22:40.680 --> 0:22:43.840
<v Speaker 1>It really wasn't Quake anymore, so they gave it a

0:22:43.880 --> 0:22:47.320
<v Speaker 1>new name. It was called gold Source or g O

0:22:47.600 --> 0:22:51.840
<v Speaker 1>L D s r C. Now, an early challenge for

0:22:51.840 --> 0:22:54.919
<v Speaker 1>the team ended up not being technical in nature. It

0:22:55.000 --> 0:22:58.400
<v Speaker 1>was all on the business side. See Valve was set

0:22:58.480 --> 0:23:00.840
<v Speaker 1>up as a game developer coup, but they were not

0:23:01.000 --> 0:23:04.560
<v Speaker 1>a game publishing company. Remember I talked earlier about their

0:23:04.600 --> 0:23:08.280
<v Speaker 1>being developers and publishers, so they needed to find someone

0:23:08.359 --> 0:23:11.480
<v Speaker 1>out there who could publish their game. They just couldn't

0:23:11.480 --> 0:23:14.360
<v Speaker 1>handle that side of the business on their own, especially

0:23:14.440 --> 0:23:19.439
<v Speaker 1>not as a startup, So Newell and Harrington started looking around,

0:23:19.440 --> 0:23:23.360
<v Speaker 1>but they encountered resistance from a lot of established game publishers.

0:23:24.119 --> 0:23:28.320
<v Speaker 1>They found this really frustrating. Newell mentioned that it was

0:23:28.560 --> 0:23:32.520
<v Speaker 1>particularly difficult for him. He's had achieved really great success

0:23:32.560 --> 0:23:36.080
<v Speaker 1>and respect within the world of Microsoft, and yet he

0:23:36.119 --> 0:23:38.879
<v Speaker 1>was getting trouble even landing a meeting with some of

0:23:38.920 --> 0:23:42.000
<v Speaker 1>these game publishers. He said it was really kind of

0:23:42.000 --> 0:23:45.080
<v Speaker 1>insulting in a way, although if you think about it,

0:23:45.119 --> 0:23:49.120
<v Speaker 1>he was moving from developing operating system software to developing

0:23:49.160 --> 0:23:53.399
<v Speaker 1>game software. So from a publisher's standpoint, they were saying, well,

0:23:53.440 --> 0:23:56.040
<v Speaker 1>this is apples and oranges. You you haven't proved that

0:23:56.119 --> 0:23:58.520
<v Speaker 1>you know what you're doing in this world, so I

0:23:58.560 --> 0:24:00.720
<v Speaker 1>don't really think that it's a good use of our time.

0:24:02.040 --> 0:24:05.199
<v Speaker 1>But then they got lucky. Newell would end up writing

0:24:05.240 --> 0:24:09.000
<v Speaker 1>to Ken Williams, who was one of the real pioneers

0:24:09.040 --> 0:24:13.480
<v Speaker 1>of PC games and the founder of Sierra Online. Williams

0:24:13.520 --> 0:24:16.240
<v Speaker 1>had been looking for a game in that three D

0:24:16.440 --> 0:24:20.240
<v Speaker 1>first person shooter genre, something similar to Quake. He had

0:24:20.280 --> 0:24:24.000
<v Speaker 1>resisted getting into that field when it first started launching.

0:24:24.040 --> 0:24:26.920
<v Speaker 1>He wasn't sure that it was going to be very popular,

0:24:27.440 --> 0:24:29.720
<v Speaker 1>and then he really regretted the fact that he didn't

0:24:29.800 --> 0:24:32.800
<v Speaker 1>jump on it earlier. So when he got this email,

0:24:33.200 --> 0:24:36.000
<v Speaker 1>he got excited because he had already been thinking about

0:24:36.040 --> 0:24:39.000
<v Speaker 1>possibly getting into that realm and here was a company

0:24:39.040 --> 0:24:42.040
<v Speaker 1>saying we're creating a game in that realm, but we

0:24:42.080 --> 0:24:45.480
<v Speaker 1>need a publisher. Could we maybe work with you? And

0:24:45.560 --> 0:24:49.440
<v Speaker 1>so Williams said, it was the right email at the

0:24:49.560 --> 0:24:52.879
<v Speaker 1>right time. Now, I have a lot more to say

0:24:52.920 --> 0:24:56.520
<v Speaker 1>about the early days of Valve Software in the development

0:24:56.520 --> 0:24:58.520
<v Speaker 1>of Half Life, but before I get into that, let's

0:24:58.560 --> 0:25:08.520
<v Speaker 1>take a quick break and thank our sponsor. So game

0:25:08.600 --> 0:25:11.399
<v Speaker 1>Newell was given the chance to bring a team to

0:25:11.560 --> 0:25:16.760
<v Speaker 1>Sierra Online and present Valves pitch to Sierra and say, hey,

0:25:17.160 --> 0:25:20.560
<v Speaker 1>will you publish our game the day that they got

0:25:20.600 --> 0:25:22.320
<v Speaker 1>the invite, the or the day they were supposed to

0:25:22.320 --> 0:25:25.960
<v Speaker 1>have the meeting. It's snowed in Seattle. Now, this is

0:25:26.000 --> 0:25:29.320
<v Speaker 1>not something that commonly happens in Seattle. Despite the fact

0:25:29.359 --> 0:25:32.280
<v Speaker 1>that it's in the Upper Northwest, they actually don't get

0:25:32.280 --> 0:25:35.720
<v Speaker 1>that much snow in the city itself, and as a result,

0:25:35.960 --> 0:25:38.800
<v Speaker 1>the city kind of shut down. It's sort of the

0:25:38.800 --> 0:25:43.160
<v Speaker 1>way Atlanta shuts down whenever we get snow, or more frequently,

0:25:43.160 --> 0:25:47.800
<v Speaker 1>when we get ice. So there was some issues here,

0:25:47.840 --> 0:25:50.639
<v Speaker 1>but Newell was absolutely determined to make this meeting, so

0:25:50.680 --> 0:25:53.760
<v Speaker 1>he and his team piled into a four wheel drive vehicle.

0:25:54.359 --> 0:25:57.760
<v Speaker 1>They skidded their way across town and they got to

0:25:58.280 --> 0:26:03.280
<v Speaker 1>Sierra Online's headquarters, where there was all of one employee

0:26:03.359 --> 0:26:08.720
<v Speaker 1>in the building. Fortunately, that one employee was Ken Williams,

0:26:08.800 --> 0:26:12.040
<v Speaker 1>the guy who really mattered in the case of this

0:26:12.080 --> 0:26:17.119
<v Speaker 1>particular conversation. So Newell would later on say that kid

0:26:17.200 --> 0:26:20.640
<v Speaker 1>Williams was sold on the pitch and shut the presentation

0:26:20.760 --> 0:26:24.560
<v Speaker 1>down early before they could even deliver their big finish,

0:26:24.880 --> 0:26:28.960
<v Speaker 1>like the big push to get Sierra Online support. That

0:26:29.040 --> 0:26:32.679
<v Speaker 1>was a great sign they landed the agreement. While Williams

0:26:32.760 --> 0:26:36.400
<v Speaker 1>was instrumental in getting things moving, he actually would not

0:26:36.560 --> 0:26:40.479
<v Speaker 1>stick around. He would end up leaving Sierra not long

0:26:40.640 --> 0:26:44.880
<v Speaker 1>after this meeting took place, and Scott Lynch would then

0:26:44.960 --> 0:26:47.960
<v Speaker 1>become the head of Sierra Studios, which become the new

0:26:48.040 --> 0:26:52.240
<v Speaker 1>incarnation of Sierra Online. I have to do a full

0:26:52.320 --> 0:26:55.800
<v Speaker 1>episode about Sierra at some point, I'm sure, because they

0:26:55.800 --> 0:27:00.679
<v Speaker 1>were very important in the early days of PC gaming. Also,

0:27:01.000 --> 0:27:06.280
<v Speaker 1>the relationship between Sierra and Valve would not remain rosy forever,

0:27:06.520 --> 0:27:09.639
<v Speaker 1>but that is something will really have to explore in

0:27:09.680 --> 0:27:14.040
<v Speaker 1>a future episode on this topic because it happens after

0:27:14.680 --> 0:27:19.520
<v Speaker 1>this one ends. Spoiler alert. Well, it would be two

0:27:19.600 --> 0:27:26.199
<v Speaker 1>years before this game, code named Quiver, would launch, so

0:27:26.280 --> 0:27:30.080
<v Speaker 1>from nine the game is in development, and that game

0:27:30.200 --> 0:27:32.720
<v Speaker 1>would become one of the benchmarks for the first person

0:27:32.760 --> 0:27:36.119
<v Speaker 1>shooter genre, and it was of course called Half Life.

0:27:36.640 --> 0:27:39.040
<v Speaker 1>The thing that really set Half Life apart from other

0:27:39.080 --> 0:27:42.240
<v Speaker 1>first person shooter games of the era was the fact

0:27:42.240 --> 0:27:47.399
<v Speaker 1>that it was so dependent upon story. Now, in the

0:27:47.480 --> 0:27:51.000
<v Speaker 1>nineteen nineties, the first person shooter games that were coming

0:27:51.000 --> 0:27:54.679
<v Speaker 1>out were pretty light in the story department. Typically, the

0:27:54.760 --> 0:27:58.280
<v Speaker 1>story was reduced to just a basic premise. So here's

0:27:58.280 --> 0:28:02.840
<v Speaker 1>an example in the first episode of Wolfenstein three D,

0:28:03.080 --> 0:28:06.040
<v Speaker 1>which had three episodes. In the original game, you would

0:28:06.040 --> 0:28:08.960
<v Speaker 1>play as a World War two American soldier who was

0:28:09.000 --> 0:28:12.159
<v Speaker 1>trying to escape a fortress that was held by Nazis.

0:28:13.200 --> 0:28:17.639
<v Speaker 1>That's it. That was the extent of the story. In Doom,

0:28:17.680 --> 0:28:20.720
<v Speaker 1>you're a space marine who's fighting off demonic creatures in

0:28:20.720 --> 0:28:24.160
<v Speaker 1>a futuristic setting, and that was pretty much the extent

0:28:24.320 --> 0:28:27.320
<v Speaker 1>of the story in the first Doom game. Neither of

0:28:27.359 --> 0:28:29.840
<v Speaker 1>those games had really much of a narrative attached to them.

0:28:29.840 --> 0:28:33.160
<v Speaker 1>It was really just a setting, kind of a flavor

0:28:33.160 --> 0:28:35.600
<v Speaker 1>and atmosphere for you to play through, but there was

0:28:35.600 --> 0:28:40.320
<v Speaker 1>no real story developing throughout the game. Newell and Harrington

0:28:40.520 --> 0:28:45.920
<v Speaker 1>wanted to make Half Life a completely different experience. Now.

0:28:45.920 --> 0:28:48.600
<v Speaker 1>They weren't sure that their approach was going to work out.

0:28:48.960 --> 0:28:51.960
<v Speaker 1>It wasn't a proven thing at all. No one had

0:28:52.000 --> 0:28:55.360
<v Speaker 1>really done it. In fact, Newell would say in later

0:28:55.400 --> 0:28:57.880
<v Speaker 1>interviews that he was more than a little anxious about

0:28:57.880 --> 0:29:00.160
<v Speaker 1>putting so much focus on the story of Half Life.

0:29:00.160 --> 0:29:03.280
<v Speaker 1>I mean, keep in mind, the company Valve was being

0:29:03.320 --> 0:29:09.600
<v Speaker 1>funded through Newell and Harrington's stock option sales. They weren't.

0:29:09.800 --> 0:29:14.960
<v Speaker 1>They have never accepted money from outside investors. It was

0:29:15.040 --> 0:29:21.240
<v Speaker 1>always self funded and always a private company. So Newell

0:29:21.360 --> 0:29:26.320
<v Speaker 1>knew that the emphasis up to that point was just

0:29:26.520 --> 0:29:29.280
<v Speaker 1>how can I blow stuff up? He said, you know,

0:29:29.320 --> 0:29:31.600
<v Speaker 1>he would say that people were more concerned how can

0:29:31.640 --> 0:29:35.160
<v Speaker 1>I fire a rocket launcher faster in this first person

0:29:35.160 --> 0:29:37.440
<v Speaker 1>shooter game than I could in this other first person

0:29:37.480 --> 0:29:40.280
<v Speaker 1>shooter game. They weren't looking for story because no one

0:29:40.280 --> 0:29:43.400
<v Speaker 1>had really done it yet. Newell knew that Half Life

0:29:43.400 --> 0:29:47.120
<v Speaker 1>would need to have all the cool gimmicks and weapons

0:29:47.160 --> 0:29:49.760
<v Speaker 1>that the other first person shooters had, but he also

0:29:49.840 --> 0:29:52.120
<v Speaker 1>wanted there to be more to the game than just

0:29:52.440 --> 0:29:57.520
<v Speaker 1>great level design and challenging enemies. They took inspiration from

0:29:57.640 --> 0:30:03.520
<v Speaker 1>a Stephen King novella. It's called The Mist. It's coincidentally

0:30:03.560 --> 0:30:07.160
<v Speaker 1>one of my favorite works by Stephen King, partly because

0:30:07.600 --> 0:30:10.480
<v Speaker 1>when he writes in novella form, he has to be

0:30:10.640 --> 0:30:14.160
<v Speaker 1>much more concise than he is as a novelist, so

0:30:14.800 --> 0:30:17.800
<v Speaker 1>it's not as rambly as some of his other work.

0:30:18.280 --> 0:30:21.600
<v Speaker 1>The story follows a father and son as they try

0:30:21.640 --> 0:30:25.600
<v Speaker 1>to survive when otherworldly Missed appears to creep out from

0:30:25.600 --> 0:30:30.960
<v Speaker 1>a secret military installation and envelope a small New England community.

0:30:31.080 --> 0:30:34.720
<v Speaker 1>The founders of Valve liked that idea, this idea of

0:30:34.720 --> 0:30:38.520
<v Speaker 1>a secret military research project where something goes terribly wrong,

0:30:38.680 --> 0:30:41.440
<v Speaker 1>and that would be the core of their games conflict,

0:30:41.920 --> 0:30:46.680
<v Speaker 1>but neither Nwell or Harrington had any experience in world

0:30:46.720 --> 0:30:49.920
<v Speaker 1>building on that scale. They wanted to bring someone in

0:30:50.040 --> 0:30:53.880
<v Speaker 1>who could really help guide the story and invent it

0:30:54.320 --> 0:30:58.880
<v Speaker 1>along with their vision and create a really realistic setting,

0:30:59.040 --> 0:31:02.680
<v Speaker 1>a believable setting, if not realistic, at least believable, and

0:31:02.760 --> 0:31:08.360
<v Speaker 1>populate that setting with interesting, complex characters, so they recruited

0:31:08.520 --> 0:31:11.720
<v Speaker 1>Mark laid Law to join the team as the story

0:31:11.760 --> 0:31:15.520
<v Speaker 1>developer and script writer for half Life. Laid Law was

0:31:15.560 --> 0:31:18.960
<v Speaker 1>born in nineteen sixty in Los Angeles, and like Harrington,

0:31:19.120 --> 0:31:22.960
<v Speaker 1>he had attended the University of Oregon quote for a

0:31:22.960 --> 0:31:27.120
<v Speaker 1>bit in quote. According to his own website, he worked

0:31:27.160 --> 0:31:31.080
<v Speaker 1>in administrative support and was writing fiction on the side,

0:31:31.280 --> 0:31:34.680
<v Speaker 1>in both short and long forms. He would join Valve

0:31:34.720 --> 0:31:37.800
<v Speaker 1>in nine seven as their head script writer for games,

0:31:37.800 --> 0:31:42.840
<v Speaker 1>and he would stay on with Valve until two thousand sixteen. Now,

0:31:42.880 --> 0:31:45.840
<v Speaker 1>some of you may not be familiar with half Life,

0:31:46.280 --> 0:31:50.240
<v Speaker 1>and I have to confess personally, I have never played

0:31:50.440 --> 0:31:52.840
<v Speaker 1>the half Life games. It's one of the more egregious

0:31:52.880 --> 0:31:56.960
<v Speaker 1>gaps in my PC gaming history. I have played a

0:31:57.040 --> 0:31:59.840
<v Speaker 1>game that ties into the half Life universe, but that

0:32:00.000 --> 0:32:02.200
<v Speaker 1>as close as I ever got, and that's going to

0:32:02.320 --> 0:32:05.400
<v Speaker 1>have to wait till the next episode anyway, But what

0:32:05.520 --> 0:32:09.440
<v Speaker 1>the heck was the story behind Half Life. The player

0:32:09.640 --> 0:32:14.000
<v Speaker 1>controls the game's protagonist, a physicist named Gordon Freeman, and

0:32:14.080 --> 0:32:17.600
<v Speaker 1>Freeman sets off a catastrophic event when he places some

0:32:17.720 --> 0:32:22.160
<v Speaker 1>material into an anti mass spectrometer in order to analyze it.

0:32:23.120 --> 0:32:26.000
<v Speaker 1>This process causes the whole thing to go boom in

0:32:26.120 --> 0:32:30.240
<v Speaker 1>scientific terms, and this opens up a rift into another dimension.

0:32:30.280 --> 0:32:34.000
<v Speaker 1>That dimension is called Zen x e n. It is

0:32:34.040 --> 0:32:37.280
<v Speaker 1>then Freeman's mission to escape the lab. The lab is

0:32:37.320 --> 0:32:40.760
<v Speaker 1>called Black Mesa Research Facility, and he has to fight

0:32:40.800 --> 0:32:43.960
<v Speaker 1>off Zen critters as well as human marines who have

0:32:44.040 --> 0:32:47.200
<v Speaker 1>been sent in to cover up the disaster before anyone

0:32:47.280 --> 0:32:51.440
<v Speaker 1>outside the research facility can learn of it. Freeman eventually

0:32:51.480 --> 0:32:55.400
<v Speaker 1>discovers that Black Mesa had already actually made contact with

0:32:55.520 --> 0:32:59.280
<v Speaker 1>the Zen dimension before the rift opened up, so it

0:32:59.360 --> 0:33:02.360
<v Speaker 1>wasn't totally his fault. He also learns that there is

0:33:02.400 --> 0:33:05.880
<v Speaker 1>a massively powerful entity in the dimension that is keeping

0:33:05.880 --> 0:33:09.360
<v Speaker 1>the rift open from the other side and sending in

0:33:09.520 --> 0:33:13.160
<v Speaker 1>critters and waves into our dimension, and so it becomes

0:33:13.200 --> 0:33:16.680
<v Speaker 1>Freeman's job to travel to the Zen dimension and kill

0:33:16.800 --> 0:33:22.200
<v Speaker 1>this being, known as the Nihalanth or Niehlenth. I apologize

0:33:22.200 --> 0:33:24.000
<v Speaker 1>because I've not actually played the game, so I don't

0:33:24.000 --> 0:33:26.680
<v Speaker 1>even know how it's pronounced within the world of Half Life,

0:33:26.880 --> 0:33:29.120
<v Speaker 1>and I could be wrong in both of those attempts,

0:33:29.320 --> 0:33:32.400
<v Speaker 1>and I probably am. At the end of the game,

0:33:32.480 --> 0:33:36.000
<v Speaker 1>Freeman is visited by a mysterious government agent who offers

0:33:36.120 --> 0:33:39.160
<v Speaker 1>Freeman a job, and if the player accepts the job,

0:33:39.200 --> 0:33:41.720
<v Speaker 1>the agent puts Freeman into stasis, you know, kind of

0:33:41.760 --> 0:33:44.600
<v Speaker 1>like a cryogenic freezing sort of thing, and if the

0:33:44.640 --> 0:33:49.400
<v Speaker 1>player refuses, the agent transports Freeman into an area filled

0:33:49.440 --> 0:33:53.200
<v Speaker 1>with zen critters who will eventually overwhelm you and kill you.

0:33:53.920 --> 0:33:57.320
<v Speaker 1>Spoiler alert, I guess for a game that came out so,

0:33:57.440 --> 0:34:00.680
<v Speaker 1>I think nineteen years is a good a speriod, I

0:34:00.680 --> 0:34:04.960
<v Speaker 1>think we're past it now. Honestly, to make the game work,

0:34:05.520 --> 0:34:08.400
<v Speaker 1>Valve needed to populate it with characters who could talk

0:34:08.440 --> 0:34:11.600
<v Speaker 1>with the main character and flesh out the plot in stages.

0:34:11.640 --> 0:34:15.040
<v Speaker 1>They wanted to reveal the story as you played the game,

0:34:15.080 --> 0:34:17.520
<v Speaker 1>and not just have a big data dump at the

0:34:17.640 --> 0:34:21.080
<v Speaker 1>very beginning, and then Freeman would just be reduced to

0:34:21.120 --> 0:34:24.640
<v Speaker 1>the role of a walking weapon. They wanted more than that,

0:34:25.560 --> 0:34:28.120
<v Speaker 1>so in the beginning they weren't even really sure that

0:34:28.120 --> 0:34:29.839
<v Speaker 1>they would be able to do this. If they would

0:34:29.880 --> 0:34:32.880
<v Speaker 1>have the technical technical ability to create a game where

0:34:32.920 --> 0:34:36.040
<v Speaker 1>the story is parsed out in bits and pieces as

0:34:36.080 --> 0:34:40.560
<v Speaker 1>you play, so that unfolds as you experience it, Bid

0:34:40.680 --> 0:34:43.960
<v Speaker 1>Birdwell's skeletal animation software would end up helping out a

0:34:43.960 --> 0:34:47.760
<v Speaker 1>lot but they still had plenty to do so. Another

0:34:47.800 --> 0:34:50.759
<v Speaker 1>technical challenge they faced was creating AI models for the

0:34:50.840 --> 0:34:54.680
<v Speaker 1>enemies the players would face. They wanted the game's adversaries

0:34:54.680 --> 0:34:58.480
<v Speaker 1>to use realistic tactics and work together rather than just

0:34:58.719 --> 0:35:02.760
<v Speaker 1>rushing mindlessly yet the player. If you've played other early

0:35:02.880 --> 0:35:07.600
<v Speaker 1>first person shooter games, you know that frequently the monsters

0:35:07.760 --> 0:35:10.879
<v Speaker 1>or enemies you face just start firing at you as

0:35:10.880 --> 0:35:13.480
<v Speaker 1>soon as they have line of sight, and that's it.

0:35:13.680 --> 0:35:16.439
<v Speaker 1>They just wherever they are, they move in a certain way,

0:35:16.520 --> 0:35:19.440
<v Speaker 1>and they fire at you. They wanted something different for

0:35:19.480 --> 0:35:23.520
<v Speaker 1>Half Life. They wanted to have a way for the

0:35:23.600 --> 0:35:27.120
<v Speaker 1>AI to work together so that you had to make

0:35:27.239 --> 0:35:30.719
<v Speaker 1>really strategic decisions as you played the game, and this

0:35:30.760 --> 0:35:34.880
<v Speaker 1>would also set Half Life apart from its competitors. The

0:35:35.000 --> 0:35:38.160
<v Speaker 1>level design for the game was done in stages. First,

0:35:38.160 --> 0:35:41.000
<v Speaker 1>the team would develop a general outline for each level.

0:35:41.200 --> 0:35:44.439
<v Speaker 1>Designers would then create the architecture for that level using

0:35:44.440 --> 0:35:47.239
<v Speaker 1>the game engine, and then the team would reconvene to

0:35:47.280 --> 0:35:51.040
<v Speaker 1>create interactive elements in each level. Laid Law said that

0:35:51.040 --> 0:35:54.520
<v Speaker 1>the process was both inspiring and terrifying because they were

0:35:54.560 --> 0:35:56.680
<v Speaker 1>making all of this up as they were going along.

0:35:56.760 --> 0:35:59.520
<v Speaker 1>There was no other game to follow as model. They

0:35:59.520 --> 0:36:03.959
<v Speaker 1>were having to be pioneers in this field. Valve would

0:36:04.000 --> 0:36:08.520
<v Speaker 1>announce the game in nine, although of course it would

0:36:08.520 --> 0:36:11.400
<v Speaker 1>be another year before it would actually be released. They

0:36:11.440 --> 0:36:15.680
<v Speaker 1>did do an early demonstration in my hometown of Atlanta, Georgia,

0:36:15.719 --> 0:36:19.440
<v Speaker 1>because that's where E three nine happened, over at the

0:36:19.480 --> 0:36:22.200
<v Speaker 1>Georgia Dome. I wish that I had been in the

0:36:22.239 --> 0:36:24.439
<v Speaker 1>industry back in those days because I might have gone

0:36:24.480 --> 0:36:27.200
<v Speaker 1>to that, But that was years before I got into

0:36:27.400 --> 0:36:31.920
<v Speaker 1>writing and podcasting about technology. You can still find the

0:36:31.960 --> 0:36:34.799
<v Speaker 1>teaser trailer that they showed for Half Life at that

0:36:34.960 --> 0:36:39.960
<v Speaker 1>E three presentation. It's on YouTube. It's pretty primitive compared

0:36:40.000 --> 0:36:43.320
<v Speaker 1>to the actual Half Life game that was eventually published.

0:36:43.600 --> 0:36:46.719
<v Speaker 1>The trailer promised that the game's publication date was going

0:36:46.760 --> 0:36:49.480
<v Speaker 1>to be November nine, which would turn out to be

0:36:49.560 --> 0:36:52.319
<v Speaker 1>more than a little ambitious by the tune of a

0:36:52.520 --> 0:36:56.000
<v Speaker 1>full year. Still, the limited gameplay the team could show

0:36:56.000 --> 0:36:58.160
<v Speaker 1>off at E three was enough to win Half Life

0:36:58.200 --> 0:37:01.560
<v Speaker 1>the title of best Game at the show, even though

0:37:01.600 --> 0:37:04.359
<v Speaker 1>the game itself was far from complete. They really were

0:37:04.400 --> 0:37:11.440
<v Speaker 1>just showing concepts and some general gameplay elements. Ultimately, as

0:37:11.480 --> 0:37:17.359
<v Speaker 1>they got back to work at Valve. Sometime around August,

0:37:17.760 --> 0:37:20.840
<v Speaker 1>they decided that the game really was not going to

0:37:20.960 --> 0:37:24.200
<v Speaker 1>be ready for that holiday release that they had planned.

0:37:24.440 --> 0:37:28.120
<v Speaker 1>Not only that, but they didn't feel like they had

0:37:28.200 --> 0:37:31.359
<v Speaker 1>really made the best decisions in developing the game. They

0:37:31.360 --> 0:37:34.160
<v Speaker 1>had spent a lot of effort creating the tools necessary

0:37:34.239 --> 0:37:37.040
<v Speaker 1>to build the game, but they were doing that at

0:37:37.080 --> 0:37:39.400
<v Speaker 1>the same time that they were building the game itself.

0:37:40.000 --> 0:37:42.440
<v Speaker 1>They realized that they had really done great work in

0:37:42.680 --> 0:37:47.560
<v Speaker 1>creating the tools, but that the game was nowhere close

0:37:47.600 --> 0:37:49.959
<v Speaker 1>to what they had envisioned when they first set out.

0:37:50.560 --> 0:37:54.360
<v Speaker 1>So they made a super tough decision, which was to

0:37:54.520 --> 0:37:58.680
<v Speaker 1>scrap everything that they had been building. The AI, the levels,

0:37:59.160 --> 0:38:02.440
<v Speaker 1>everything had to oh. The general idea, the story was

0:38:02.520 --> 0:38:06.880
<v Speaker 1>the same, but they were going to rebuild everything using

0:38:06.920 --> 0:38:09.120
<v Speaker 1>the tools that they had developed over the past year.

0:38:09.560 --> 0:38:12.920
<v Speaker 1>So year one Valve was creating the tools set needed

0:38:13.160 --> 0:38:16.360
<v Speaker 1>to build Half Life, whereas year one was supposed to

0:38:16.360 --> 0:38:20.480
<v Speaker 1>be the development and publication of Half Life. It pushed

0:38:20.520 --> 0:38:23.279
<v Speaker 1>them back quite a bit. This also created a little

0:38:23.280 --> 0:38:26.360
<v Speaker 1>bit of a strain with their relationship with Sierra. The

0:38:26.520 --> 0:38:29.440
<v Speaker 1>company had been expecting to publish a game at the

0:38:29.520 --> 0:38:34.320
<v Speaker 1>end of as it turns out the developers said, sorry,

0:38:34.680 --> 0:38:38.040
<v Speaker 1>we're starting over. They used what they learned building the

0:38:38.080 --> 0:38:40.399
<v Speaker 1>early version of the game to reinvent it. Birdwell would

0:38:40.440 --> 0:38:44.200
<v Speaker 1>describe Half Life as really being half life to the

0:38:44.239 --> 0:38:47.960
<v Speaker 1>game Half Life that published. Birdwell says, well, that's technically

0:38:47.960 --> 0:38:50.760
<v Speaker 1>half life too, because it was so different from the

0:38:50.760 --> 0:38:55.560
<v Speaker 1>original version we built and then ultimately scrapped. So they

0:38:55.600 --> 0:38:58.359
<v Speaker 1>said that while they could have released the original game

0:38:58.600 --> 0:39:01.239
<v Speaker 1>and it would have been playable, it just wasn't what

0:39:01.320 --> 0:39:06.759
<v Speaker 1>they wanted to accomplish in the company focused solely on

0:39:06.840 --> 0:39:10.280
<v Speaker 1>getting Half Life developed and out the door. They had

0:39:10.560 --> 0:39:15.440
<v Speaker 1>begun development on a second title called Prospero I assume,

0:39:15.560 --> 0:39:20.759
<v Speaker 1>named after the character from Shakespeare's classic The Tempest. Prospero

0:39:21.000 --> 0:39:24.200
<v Speaker 1>is a great character. Oh brave new world to have

0:39:24.280 --> 0:39:27.399
<v Speaker 1>such people in it. Actually it's Prospero's daughter who says that.

0:39:27.480 --> 0:39:32.040
<v Speaker 1>But never mind that anyway. Prospero was never meant to be.

0:39:32.200 --> 0:39:37.799
<v Speaker 1>It was suspended indefinitely, ultimately canceled in favor of completing

0:39:37.920 --> 0:39:41.120
<v Speaker 1>Half Life. Valve would push the publishing date for Half

0:39:41.160 --> 0:39:45.680
<v Speaker 1>Life back a quarter, then another quarter, then another. Nuell

0:39:45.760 --> 0:39:49.000
<v Speaker 1>would later say that Valve had basically messed up Sierra's

0:39:49.080 --> 0:39:52.319
<v Speaker 1>quarterly results for five quarters in a row because of

0:39:52.360 --> 0:39:54.920
<v Speaker 1>these delays, and that it was a source of embarrassment

0:39:54.960 --> 0:40:00.480
<v Speaker 1>for him. However, in September, Valve published how Off Life

0:40:00.719 --> 0:40:04.000
<v Speaker 1>Day one. This was a demo version of the game.

0:40:04.040 --> 0:40:06.200
<v Speaker 1>It was not the full game. It was about a

0:40:06.320 --> 0:40:08.960
<v Speaker 1>fifth of what the final game would be, so around

0:40:10.239 --> 0:40:13.440
<v Speaker 1>of what Half Life would be. It was meant to

0:40:13.560 --> 0:40:18.400
<v Speaker 1>be a demo for audio card developers and graphics card developers,

0:40:18.920 --> 0:40:21.319
<v Speaker 1>and that was all it was meant to be. It

0:40:21.400 --> 0:40:25.479
<v Speaker 1>was just supposed to be within the industry. It wasn't

0:40:25.480 --> 0:40:29.520
<v Speaker 1>meant to be released to the public. However, it ended

0:40:29.600 --> 0:40:33.280
<v Speaker 1>up getting leaked on the internet, as these things tend

0:40:33.320 --> 0:40:36.440
<v Speaker 1>to happen, and so lots of people began to download

0:40:36.520 --> 0:40:40.400
<v Speaker 1>the demo version of Half Life. That leak ended up

0:40:40.400 --> 0:40:44.960
<v Speaker 1>being an incredibly effective marketing tool for Valve and Sierra.

0:40:45.239 --> 0:40:49.359
<v Speaker 1>Valve had been pretty secretive about Half Life. They had

0:40:49.400 --> 0:40:53.239
<v Speaker 1>shown off Half Life twice at E three, once and once,

0:40:54.440 --> 0:40:56.919
<v Speaker 1>but that was limited and no one was really sure

0:40:56.960 --> 0:41:02.520
<v Speaker 1>what to expect. But this leak demo suddenly impressed everybody.

0:41:02.560 --> 0:41:05.560
<v Speaker 1>It impressed the people who pirated copies of it online

0:41:05.560 --> 0:41:08.160
<v Speaker 1>and then impressed people within the industry itself. In fact,

0:41:08.600 --> 0:41:12.520
<v Speaker 1>peers in the gaming industry started to heap praise on

0:41:12.680 --> 0:41:16.960
<v Speaker 1>Half Life, including people who had previously dismissed Valve, saying

0:41:17.000 --> 0:41:19.759
<v Speaker 1>that it was an upstart company that was never going

0:41:19.800 --> 0:41:22.279
<v Speaker 1>to have anything to show for its efforts. It was

0:41:22.320 --> 0:41:24.680
<v Speaker 1>just gonna fizzle out before they ever had a chance

0:41:24.719 --> 0:41:27.719
<v Speaker 1>to create an actual game. They came back and said,

0:41:27.880 --> 0:41:31.799
<v Speaker 1>you know what we were wrong. Half Life is amazing.

0:41:32.200 --> 0:41:36.920
<v Speaker 1>It was the closest thing to playing an interactive movie

0:41:37.040 --> 0:41:39.439
<v Speaker 1>that had been developed up to that point, at least

0:41:39.440 --> 0:41:42.720
<v Speaker 1>within the first person shooter genre, and this was stuff

0:41:42.719 --> 0:41:46.560
<v Speaker 1>that people who were working on developing competing first person

0:41:46.600 --> 0:41:50.279
<v Speaker 1>shooters were saying about Half Life. Meanwhile, work behind the

0:41:50.280 --> 0:41:53.080
<v Speaker 1>scenes was still going on. The last bits of coding

0:41:53.480 --> 0:41:56.919
<v Speaker 1>fell to Harrington himself and his small team of programmers.

0:41:57.239 --> 0:42:01.600
<v Speaker 1>They were seeking out bugs that were duction stopping bugs,

0:42:01.680 --> 0:42:05.319
<v Speaker 1>stuff that could not ship with the game. This was

0:42:05.400 --> 0:42:08.799
<v Speaker 1>back in the day where you needed to make sure

0:42:08.920 --> 0:42:11.560
<v Speaker 1>you solved all those bug problems, or as many as

0:42:11.560 --> 0:42:14.680
<v Speaker 1>you possibly could, before you shipped the game, because there

0:42:14.760 --> 0:42:18.359
<v Speaker 1>wasn't really an easy way to develop updates and send

0:42:18.400 --> 0:42:22.680
<v Speaker 1>them out. This was pre patch days. These days, when

0:42:22.719 --> 0:42:25.640
<v Speaker 1>you buy a game, frequently there's a day zero patch

0:42:25.680 --> 0:42:28.600
<v Speaker 1>where you buy the game, you install it on your machine,

0:42:29.080 --> 0:42:31.920
<v Speaker 1>and then you spend the next forty five minutes downloading

0:42:31.920 --> 0:42:35.200
<v Speaker 1>an update so that the game is actually playable. Well,

0:42:35.520 --> 0:42:38.160
<v Speaker 1>in those days, you couldn't really do that, so they

0:42:38.160 --> 0:42:41.000
<v Speaker 1>had to make sure that any bugs that were show

0:42:41.040 --> 0:42:45.400
<v Speaker 1>stoppers were worked out. And there was a bug that

0:42:45.440 --> 0:42:49.799
<v Speaker 1>was sort of preventing multiplayer matches from launching reliably, so

0:42:49.920 --> 0:42:52.680
<v Speaker 1>Harrington and his team had to figure this out. They

0:42:52.719 --> 0:42:54.880
<v Speaker 1>eventually were able to track down the problem to a

0:42:54.960 --> 0:42:59.239
<v Speaker 1>single line of code and fixed it, and it was

0:42:59.280 --> 0:43:01.680
<v Speaker 1>a good thing too, was an enormous relief. They were

0:43:01.680 --> 0:43:04.960
<v Speaker 1>already four days behind when they were supposed to have

0:43:05.880 --> 0:43:09.359
<v Speaker 1>launched the game, and Harrington and his team were under

0:43:09.400 --> 0:43:13.280
<v Speaker 1>tremendous amounts of stress to locate and fix that bug,

0:43:13.880 --> 0:43:16.400
<v Speaker 1>so they had definitely been feeling a lot of pressure.

0:43:17.280 --> 0:43:23.000
<v Speaker 1>On November seven, Half Life shipped. It had most of

0:43:23.120 --> 0:43:26.239
<v Speaker 1>the features the team wanted to include, but not all

0:43:26.320 --> 0:43:30.080
<v Speaker 1>of them. For example, originally they hoped to allow players

0:43:30.120 --> 0:43:34.319
<v Speaker 1>to map their own faces onto multiplayer characters for the

0:43:34.360 --> 0:43:39.320
<v Speaker 1>purposes of online competitive multiplayer, but that just didn't happen

0:43:39.400 --> 0:43:42.200
<v Speaker 1>at launch. They also wanted to implement what they called

0:43:42.320 --> 0:43:46.320
<v Speaker 1>pain models, which will reflect damage done to specific body

0:43:46.400 --> 0:43:50.040
<v Speaker 1>parts as opposed to just general damage to the entire body,

0:43:50.080 --> 0:43:53.440
<v Speaker 1>but that also did not make the final product either.

0:43:54.280 --> 0:43:57.279
<v Speaker 1>The day the game went gold, the Valve team got

0:43:57.320 --> 0:44:00.720
<v Speaker 1>together for a party. The center piece of the party

0:44:00.840 --> 0:44:03.600
<v Speaker 1>was a pinata in the form of a head Crab,

0:44:03.840 --> 0:44:06.840
<v Speaker 1>which is one of the monsters in Half Life. The

0:44:06.920 --> 0:44:10.960
<v Speaker 1>team members would take turns smashing open the head Crab

0:44:11.160 --> 0:44:14.279
<v Speaker 1>using a crowbar, which is an iconic weapon in the

0:44:14.320 --> 0:44:18.120
<v Speaker 1>Half Life universe. They ended up breaking it open and

0:44:18.160 --> 0:44:22.120
<v Speaker 1>getting Monopoly money and wind up figures of South Park characters.

0:44:22.200 --> 0:44:26.479
<v Speaker 1>That's what was inside the head Crab. Newell also talked

0:44:26.480 --> 0:44:30.239
<v Speaker 1>about the next project that Valve would work on, and

0:44:30.400 --> 0:44:34.879
<v Speaker 1>that project was Team Fortress Too. And wait, I hear

0:44:34.920 --> 0:44:40.520
<v Speaker 1>you say Team Fortress Too. What about the original Team Fortress?

0:44:40.840 --> 0:44:43.080
<v Speaker 1>Why go straight to two? What what happened to the

0:44:43.120 --> 0:44:48.400
<v Speaker 1>first game? Well, Team Fortress was not originally developed by Valve.

0:44:48.680 --> 0:44:53.279
<v Speaker 1>That was instead a game created by the Quake mod community.

0:44:53.640 --> 0:44:56.880
<v Speaker 1>And while Team Fortress was a Quake mod, Team Fortress

0:44:56.880 --> 0:44:59.880
<v Speaker 1>Too would be based off the Half Life software developer

0:45:00.080 --> 0:45:03.520
<v Speaker 1>hit and it would also be one of several mods

0:45:03.680 --> 0:45:06.239
<v Speaker 1>of Half Life that would make a life of its

0:45:06.280 --> 0:45:10.120
<v Speaker 1>own and take off in ways that Valve could not

0:45:10.200 --> 0:45:14.160
<v Speaker 1>have anticipated. And it would also uh turn out that

0:45:14.440 --> 0:45:18.960
<v Speaker 1>developing Team Fortress Too would become a much more difficult

0:45:19.000 --> 0:45:23.000
<v Speaker 1>task than Newell had anticipated. Much like Half Life ended

0:45:23.080 --> 0:45:25.839
<v Speaker 1>up being more difficult than they thought, Team Fortress Too

0:45:26.040 --> 0:45:30.080
<v Speaker 1>also took way more time than they expected. It actually

0:45:30.120 --> 0:45:33.960
<v Speaker 1>took years longer than they anticipated. While they were working

0:45:33.960 --> 0:45:37.240
<v Speaker 1>on Team Fortress Too, they were also creating a remake

0:45:37.480 --> 0:45:41.280
<v Speaker 1>of Team Fortress itself, the Quake mod, this time called

0:45:41.640 --> 0:45:45.280
<v Speaker 1>Team Fortress Classic, and this was based off the gold

0:45:45.320 --> 0:45:48.600
<v Speaker 1>source engine that they had used for Half Life. As

0:45:48.640 --> 0:45:51.680
<v Speaker 1>for the game sales of Half Life, those did really well.

0:45:52.000 --> 0:45:54.880
<v Speaker 1>It became the fifth best selling computer game in the

0:45:55.000 --> 0:45:59.680
<v Speaker 1>United States in n That's pretty impressive for a game

0:45:59.719 --> 0:46:02.719
<v Speaker 1>cup that had never put out a game before, and

0:46:02.800 --> 0:46:06.120
<v Speaker 1>it was a brand new first person shooter intellectual property

0:46:06.120 --> 0:46:08.919
<v Speaker 1>and had never there was no sequel. It was brand new.

0:46:09.239 --> 0:46:12.879
<v Speaker 1>It was a brand new experiment in storytelling, so there's

0:46:12.880 --> 0:46:15.719
<v Speaker 1>a lot of new stuff going on here. So for

0:46:15.760 --> 0:46:18.000
<v Speaker 1>it to become a bestseller right out of the gate

0:46:18.440 --> 0:46:24.000
<v Speaker 1>was pretty phenomenal. That year, it sold four twenty three copies.

0:46:24.400 --> 0:46:28.040
<v Speaker 1>By today's standards, that's tiny, but keep in mind this

0:46:28.080 --> 0:46:31.520
<v Speaker 1>isn't an era where PC gaming was a much smaller

0:46:31.640 --> 0:46:35.680
<v Speaker 1>niche market, and it ended up bringing in about sixteen

0:46:35.760 --> 0:46:38.360
<v Speaker 1>million dollars in revenues, so for the first time the

0:46:38.360 --> 0:46:41.640
<v Speaker 1>company was making real money and not just being funded

0:46:41.680 --> 0:46:45.000
<v Speaker 1>out of pocket by Newell and Harrington. The game received

0:46:45.000 --> 0:46:48.520
<v Speaker 1>critical acclaim as well, amassing dozens of Game of the

0:46:48.600 --> 0:46:52.680
<v Speaker 1>Year awards in the process. Over the years, sales have

0:46:52.800 --> 0:46:56.720
<v Speaker 1>increased with various ports and re releases, so these days

0:46:56.760 --> 0:46:59.680
<v Speaker 1>we're talking more than nine million copies of the game

0:46:59.760 --> 0:47:03.320
<v Speaker 1>have been sold in one format or another, which is

0:47:03.360 --> 0:47:07.200
<v Speaker 1>a pretty impressive number by any stretch of the imagination.

0:47:07.800 --> 0:47:10.280
<v Speaker 1>Now I have more to say about these early days

0:47:10.320 --> 0:47:12.719
<v Speaker 1>at Valve Software, but before I get into that, let's

0:47:12.719 --> 0:47:23.880
<v Speaker 1>take another quick break and thank our sponsor. So Newell said,

0:47:24.200 --> 0:47:27.200
<v Speaker 1>and and ask me anything or a m a on

0:47:27.360 --> 0:47:31.400
<v Speaker 1>Reddit that he viewed Half Life as a series of regrets,

0:47:31.600 --> 0:47:34.360
<v Speaker 1>insomuch as he was heavily involved in the game's development

0:47:34.880 --> 0:47:37.040
<v Speaker 1>and in multiple stages they had to trade off on

0:47:37.160 --> 0:47:39.279
<v Speaker 1>things they wanted to include in the game for the

0:47:39.320 --> 0:47:43.880
<v Speaker 1>sake of expediency and stability. Specifically, he said, quote, the

0:47:43.960 --> 0:47:46.440
<v Speaker 1>issue with Half Life for me is that I was

0:47:46.520 --> 0:47:49.720
<v Speaker 1>involved in a much higher percentage of the decisions about

0:47:49.760 --> 0:47:52.400
<v Speaker 1>the games, so it's hard for me to look at

0:47:52.440 --> 0:47:56.320
<v Speaker 1>them as anything other than a series of things I regret.

0:47:56.920 --> 0:47:58.920
<v Speaker 1>He went on to say that everything you see in

0:47:59.000 --> 0:48:01.480
<v Speaker 1>the game is the res alt of something else being

0:48:01.600 --> 0:48:05.400
<v Speaker 1>sacrificed so that that could be in the game, and

0:48:05.400 --> 0:48:09.560
<v Speaker 1>that sometimes it was really hard to make those sacrifices,

0:48:09.920 --> 0:48:14.480
<v Speaker 1>and that Newell felt that those sacrifices were more personally

0:48:14.520 --> 0:48:18.080
<v Speaker 1>impactful because of his level of decision making in the

0:48:18.120 --> 0:48:23.560
<v Speaker 1>development of that game. Specifically, now half Life secured valves

0:48:23.640 --> 0:48:27.320
<v Speaker 1>place in the gaming world. They were clearly a dominant

0:48:27.360 --> 0:48:31.879
<v Speaker 1>player as soon as Half Life shipped. But obviously this

0:48:32.000 --> 0:48:34.640
<v Speaker 1>is not the end of their contributions. It was really

0:48:34.680 --> 0:48:36.600
<v Speaker 1>just the beginning. So let's talk about a couple of

0:48:36.600 --> 0:48:40.240
<v Speaker 1>other elements before I conclude part one of this series.

0:48:41.080 --> 0:48:44.239
<v Speaker 1>As I mentioned, moments ago, Newell had announced that the

0:48:44.280 --> 0:48:47.880
<v Speaker 1>next project would be Team Fortress, to a team based

0:48:47.960 --> 0:48:51.760
<v Speaker 1>first person shooter game in which players compete in teams

0:48:51.840 --> 0:48:55.600
<v Speaker 1>against other teams. A red team and a Blue team,

0:48:55.640 --> 0:49:01.320
<v Speaker 1>and various game types like territorial control or Capture the Flag.

0:49:02.080 --> 0:49:05.759
<v Speaker 1>Each player can choose one of nine classes, with each

0:49:05.800 --> 0:49:09.240
<v Speaker 1>class having different abilities within the game, and strong teams

0:49:09.239 --> 0:49:12.440
<v Speaker 1>would rely on classes that complement each other. Some of

0:49:12.480 --> 0:49:16.200
<v Speaker 1>them would be more effective against enemy classes than others,

0:49:16.200 --> 0:49:18.600
<v Speaker 1>which adds a bit of strategy on top of the

0:49:18.640 --> 0:49:21.720
<v Speaker 1>twitch based skills necessary to perform well at first person

0:49:21.760 --> 0:49:25.560
<v Speaker 1>shooters in general. Shortly after the release of Half Life,

0:49:25.680 --> 0:49:30.440
<v Speaker 1>Valve acquired Team Fortress Software Limited, and they brought the

0:49:30.440 --> 0:49:36.279
<v Speaker 1>Team Fortress creator team over to join Valve Software. These

0:49:36.280 --> 0:49:39.680
<v Speaker 1>guys got on board at just the right time, because

0:49:39.800 --> 0:49:44.680
<v Speaker 1>the company ended up holding its first of many company vacations.

0:49:44.800 --> 0:49:47.919
<v Speaker 1>Gabe Newell had promised his employees that if Half Life

0:49:48.000 --> 0:49:51.480
<v Speaker 1>was a success, there would be a full company vacation

0:49:51.520 --> 0:49:55.000
<v Speaker 1>to someplace nice. That's someplace nice ended up being Cabos

0:49:55.000 --> 0:49:59.239
<v Speaker 1>Son Lucas in Mexico, so thirty employees went on that

0:49:59.320 --> 0:50:04.120
<v Speaker 1>vacation with zero children. This is actually from the official

0:50:04.960 --> 0:50:08.759
<v Speaker 1>Valve Software Employee Handbook, which by the way, is a

0:50:08.880 --> 0:50:13.640
<v Speaker 1>fascinating read, and that again was the first of many

0:50:13.760 --> 0:50:16.760
<v Speaker 1>company vacations at Valve. Sounds like a pretty nice perk

0:50:16.880 --> 0:50:20.920
<v Speaker 1>to me. Although you would be worked to death leading

0:50:21.000 --> 0:50:24.640
<v Speaker 1>up to that vacation, it was a well earned vacation.

0:50:25.560 --> 0:50:29.799
<v Speaker 1>People who stuck with Valve they deserved it, trust me.

0:50:30.440 --> 0:50:32.759
<v Speaker 1>While the developers that Valve were hard at work on

0:50:32.840 --> 0:50:35.520
<v Speaker 1>the next titles, the company was also paying attention to

0:50:35.560 --> 0:50:38.759
<v Speaker 1>the mod community. Valve had decided that they were going

0:50:38.800 --> 0:50:43.560
<v Speaker 1>to support mod communities, very much like other developers had,

0:50:43.600 --> 0:50:46.560
<v Speaker 1>such as in Software and three D Realms. These were

0:50:46.600 --> 0:50:51.080
<v Speaker 1>companies that knew that people who were modifying games were

0:50:51.239 --> 0:50:55.440
<v Speaker 1>passionate about the gaming industry, and that supporting those players

0:50:55.760 --> 0:50:59.279
<v Speaker 1>would end up creating loyal customers, and they kept an

0:50:59.280 --> 0:51:01.640
<v Speaker 1>eye out for the best examples of mods that were

0:51:01.680 --> 0:51:05.600
<v Speaker 1>on the community, because if they were really good, they

0:51:05.600 --> 0:51:08.759
<v Speaker 1>would actually reach out and acquire those mods. They would

0:51:08.800 --> 0:51:12.200
<v Speaker 1>pay money to the creators and say you did great work,

0:51:12.360 --> 0:51:15.040
<v Speaker 1>and we appreciate it, and we would like to market

0:51:15.120 --> 0:51:18.360
<v Speaker 1>this under our company name, and so we will purchase

0:51:18.440 --> 0:51:22.160
<v Speaker 1>those rights from you, which is pretty cool, assuming, of course,

0:51:22.200 --> 0:51:24.719
<v Speaker 1>that the deals were all on the up and up.

0:51:24.840 --> 0:51:27.759
<v Speaker 1>I have no reason to assume otherwise. By the way,

0:51:27.920 --> 0:51:32.320
<v Speaker 1>in Valve released an expansion pack for Half Life called

0:51:32.360 --> 0:51:36.680
<v Speaker 1>Half Life Opposing Force. Now, I'm not gonna cover every

0:51:36.760 --> 0:51:40.720
<v Speaker 1>single release that Valve created or all the different expansion packs,

0:51:40.719 --> 0:51:44.880
<v Speaker 1>but this one I felt was particularly interesting. This game

0:51:45.000 --> 0:51:49.200
<v Speaker 1>took a different approach to expanding that original material of

0:51:49.320 --> 0:51:54.080
<v Speaker 1>Half Life. Rather than playing Gordon Freeman for an expansion pack,

0:51:54.360 --> 0:51:57.880
<v Speaker 1>the player would take control of an invading soldier attempting

0:51:57.880 --> 0:52:01.680
<v Speaker 1>to breach Black Mace Up and deal with the Zen problem.

0:52:01.719 --> 0:52:04.960
<v Speaker 1>So this gave players even more story to explore and

0:52:05.040 --> 0:52:08.919
<v Speaker 1>examine the events of Half Life from a completely new perspective.

0:52:09.360 --> 0:52:12.120
<v Speaker 1>I think that's really cool that you can play a

0:52:12.200 --> 0:52:16.600
<v Speaker 1>character who technically would be an antagonist in the realm

0:52:16.640 --> 0:52:20.040
<v Speaker 1>of the original Half Life and learn what was going

0:52:20.120 --> 0:52:23.400
<v Speaker 1>on from that side of the story and open up

0:52:23.400 --> 0:52:27.400
<v Speaker 1>a whole new element to the mythology of Half Life. Again,

0:52:27.640 --> 0:52:30.399
<v Speaker 1>very innovative compared to what a lot of the other

0:52:30.440 --> 0:52:34.000
<v Speaker 1>first person shooters were doing at the time. Having learned

0:52:34.000 --> 0:52:36.640
<v Speaker 1>from their experiences with Half Life and with the help

0:52:36.680 --> 0:52:39.960
<v Speaker 1>of the original Team Fortress creators, Valve was able to

0:52:40.000 --> 0:52:45.000
<v Speaker 1>release Team Fortress Classic near the end of n Now,

0:52:45.040 --> 0:52:48.880
<v Speaker 1>as I make these notes, I have the Steam charts

0:52:49.080 --> 0:52:51.920
<v Speaker 1>up on my computer. So the Steam charts is kind

0:52:51.920 --> 0:52:55.520
<v Speaker 1>of an ongoing analysis of the games that players are

0:52:55.520 --> 0:53:02.200
<v Speaker 1>playing using the Steam platform. So today, eighteen years after

0:53:02.360 --> 0:53:06.760
<v Speaker 1>Team Fortress Classic debuted, there are on average about fifty

0:53:06.800 --> 0:53:11.040
<v Speaker 1>seven people playing Team Fortress Classic online. Now, I know

0:53:11.120 --> 0:53:14.000
<v Speaker 1>that fifty seven is a very small number, but it's

0:53:14.000 --> 0:53:16.319
<v Speaker 1>also kind of incredible to think that a game that's

0:53:16.400 --> 0:53:21.440
<v Speaker 1>nearly two decades old still has people playing it online

0:53:21.719 --> 0:53:25.720
<v Speaker 1>to this very day. Also incredible is that Team Fortress

0:53:25.719 --> 0:53:29.320
<v Speaker 1>two would be delayed until two thousand seven. So I

0:53:29.360 --> 0:53:32.880
<v Speaker 1>remember I was talking about here Team Fortress, to which

0:53:33.040 --> 0:53:35.240
<v Speaker 1>game Newell said was gonna be the next big project

0:53:35.280 --> 0:53:37.800
<v Speaker 1>out of Valve, would not come out until two thousand

0:53:37.800 --> 0:53:40.880
<v Speaker 1>and seven. But more on that in the next episode

0:53:41.040 --> 0:53:44.480
<v Speaker 1>of this series. I think a really good place to

0:53:44.560 --> 0:53:47.960
<v Speaker 1>kind of conclude this episode is in the beginning of

0:53:48.000 --> 0:53:52.640
<v Speaker 1>two thousand, because that's when Mike Harrington, the co founder

0:53:52.640 --> 0:53:56.520
<v Speaker 1>of the company, decided to step down from Valve Software.

0:53:57.000 --> 0:53:59.880
<v Speaker 1>He dissolved his partnership with Gabe Newell, and this was

0:54:00.040 --> 0:54:03.080
<v Speaker 1>not due to some sort of feud or problem between

0:54:03.120 --> 0:54:07.240
<v Speaker 1>the co founders. According to everybody, this was an amicable partning.

0:54:08.040 --> 0:54:11.960
<v Speaker 1>A major reason contributing to Harrington's decision to leave Valve

0:54:12.880 --> 0:54:15.920
<v Speaker 1>was that the company was clearly going to move ahead

0:54:16.080 --> 0:54:19.200
<v Speaker 1>and start to develop a sequel to Half Life. And

0:54:19.280 --> 0:54:23.279
<v Speaker 1>the first game was a major success, and Harrington was

0:54:23.320 --> 0:54:26.600
<v Speaker 1>really proud of it, but he wasn't sure if he

0:54:26.640 --> 0:54:30.520
<v Speaker 1>wanted to devote so much of his time and effort

0:54:30.560 --> 0:54:35.840
<v Speaker 1>and energy into developing a sequel, particularly when developing a

0:54:35.880 --> 0:54:39.879
<v Speaker 1>sequel comes with added pressure you need to outperform your

0:54:39.880 --> 0:54:44.799
<v Speaker 1>original title. Nobody wants a sequel that is less impressive

0:54:45.040 --> 0:54:49.600
<v Speaker 1>than the original title, and unfortunately that happens more often

0:54:49.640 --> 0:54:53.000
<v Speaker 1>than not. Harrington knew this, and he knew that it

0:54:53.080 --> 0:54:55.200
<v Speaker 1>was possible to make a better game, to make a

0:54:55.239 --> 0:54:57.640
<v Speaker 1>game worthy of being a sequel, but he wasn't sure

0:54:57.680 --> 0:55:01.720
<v Speaker 1>that he was up to all of that effort after

0:55:02.200 --> 0:55:07.160
<v Speaker 1>dedicating so many hours, sleepless hours, to getting Half Life

0:55:07.160 --> 0:55:10.840
<v Speaker 1>out the door. So his first challenge really was to

0:55:10.880 --> 0:55:13.440
<v Speaker 1>create a new type of first person shooter with an

0:55:13.440 --> 0:55:17.040
<v Speaker 1>emphasis on story. His new challenge would be to do

0:55:17.080 --> 0:55:21.239
<v Speaker 1>that again, but more betterer, so to speak, and he

0:55:21.360 --> 0:55:23.560
<v Speaker 1>just wasn't sure that he was capable of that or

0:55:23.600 --> 0:55:26.759
<v Speaker 1>if he really wanted to try, So he decided he

0:55:26.760 --> 0:55:29.320
<v Speaker 1>would leave Valve and spend some time with his family.

0:55:30.239 --> 0:55:36.560
<v Speaker 1>On January two thousand, Harrington left Valve Software. True to form.

0:55:36.680 --> 0:55:39.960
<v Speaker 1>Earlier that day, he clocked out after checking his final

0:55:40.040 --> 0:55:42.840
<v Speaker 1>line of code. He didn't just come in and resign.

0:55:43.080 --> 0:55:45.520
<v Speaker 1>He actually finished up his full days of work day

0:55:45.520 --> 0:55:49.480
<v Speaker 1>of work before he left the company. Harrington said later

0:55:49.520 --> 0:55:52.319
<v Speaker 1>that this decision, while it was the right one for

0:55:52.400 --> 0:55:55.080
<v Speaker 1>him at the time, still was not an easy one.

0:55:55.520 --> 0:55:58.719
<v Speaker 1>It was emotionally difficult to let go of the company,

0:55:58.760 --> 0:56:00.919
<v Speaker 1>but he felt that he had a amblished his goal

0:56:01.280 --> 0:56:03.600
<v Speaker 1>and that was better to leave on a high note.

0:56:04.320 --> 0:56:07.799
<v Speaker 1>For his co founder, A. Game Newell, it was also difficult.

0:56:08.480 --> 0:56:12.320
<v Speaker 1>Valve would continue on after Harrington's departure, but Newell couldn't

0:56:12.440 --> 0:56:15.759
<v Speaker 1>even dream of retiring. He said that he felt he

0:56:15.840 --> 0:56:19.120
<v Speaker 1>needed to work in order to stay sane. He couldn't

0:56:19.160 --> 0:56:23.560
<v Speaker 1>just stop and do nothing. Mike and Monica Harrington, on

0:56:23.600 --> 0:56:26.879
<v Speaker 1>the other hand, commissioned a seventy seven ft boat they

0:56:27.000 --> 0:56:30.239
<v Speaker 1>named the m V Meander, and they set forth to

0:56:30.360 --> 0:56:33.000
<v Speaker 1>sail the world, which they did for the next few years.

0:56:33.960 --> 0:56:36.880
<v Speaker 1>Harrington's story with Valve would end in two thousand, but

0:56:36.960 --> 0:56:40.200
<v Speaker 1>Harrington himself would go on to do much more. So.

0:56:40.320 --> 0:56:42.680
<v Speaker 1>Let's talk a little bit about what he then did

0:56:42.840 --> 0:56:46.440
<v Speaker 1>after Valve and wrap up his part of this story.

0:56:46.920 --> 0:56:50.279
<v Speaker 1>In two thousand five, he co founded the company bit Nick,

0:56:50.880 --> 0:56:53.920
<v Speaker 1>which had a product called pic Nick, P I C

0:56:54.200 --> 0:56:58.640
<v Speaker 1>and I K, an online photo editing tool. Harrington spent

0:56:58.719 --> 0:57:01.480
<v Speaker 1>nearly five years there. He would move on to work

0:57:01.520 --> 0:57:04.760
<v Speaker 1>for Google for a year as an engineering manager because

0:57:04.800 --> 0:57:08.480
<v Speaker 1>Google would acquire the company Picnic, and in two thousand

0:57:08.560 --> 0:57:11.480
<v Speaker 1>twelve he would leave to co found a new software

0:57:11.480 --> 0:57:14.160
<v Speaker 1>company called cat Nip Labs, where he works as the

0:57:14.239 --> 0:57:18.920
<v Speaker 1>chief Technology Officer. He's also the CTO for a Committee

0:57:19.000 --> 0:57:22.840
<v Speaker 1>for Children in Seattle, which is I think pretty darn

0:57:22.960 --> 0:57:28.200
<v Speaker 1>awesome to dedicate his talents to uh a an organization

0:57:28.200 --> 0:57:31.600
<v Speaker 1>like Committee for Children. Now, in our next episode, we'll

0:57:31.640 --> 0:57:34.880
<v Speaker 1>look at valves evolution in the post half life era,

0:57:35.360 --> 0:57:38.400
<v Speaker 1>which will also include a discussion of the incredibly disruptive

0:57:38.440 --> 0:57:42.080
<v Speaker 1>platform called Steam. In the meantime, if you guys have

0:57:42.160 --> 0:57:44.919
<v Speaker 1>suggestions for things that you would like me to cover

0:57:45.040 --> 0:57:48.040
<v Speaker 1>on future episodes of tech Stuff, whether it's a technology,

0:57:48.320 --> 0:57:51.360
<v Speaker 1>a company, a personality. Maybe there's someone you want me

0:57:51.400 --> 0:57:53.600
<v Speaker 1>to interview or a person you would love to have

0:57:53.720 --> 0:57:56.520
<v Speaker 1>on as a guest on Tech Stuff, Let me know.

0:57:56.680 --> 0:57:59.439
<v Speaker 1>Get in touch with me. My email address is tech

0:57:59.480 --> 0:58:02.560
<v Speaker 1>Stuff at how stuff works dot com, or you can

0:58:02.640 --> 0:58:07.080
<v Speaker 1>drop me a line on the social media platforms as

0:58:07.080 --> 0:58:09.240
<v Speaker 1>long as they are Facebook or Twitter because of the

0:58:09.280 --> 0:58:11.800
<v Speaker 1>two I use, and I use the same handle at

0:58:11.840 --> 0:58:14.560
<v Speaker 1>both of those for this show, it's called text Stuff

0:58:14.840 --> 0:58:18.400
<v Speaker 1>h s W. Also, you can join me at twitch

0:58:18.480 --> 0:58:21.520
<v Speaker 1>dot tv slash tech stuff and watch me record these

0:58:21.520 --> 0:58:25.520
<v Speaker 1>shows live. I record on Wednesdays and Fridays. The schedule

0:58:25.640 --> 0:58:28.840
<v Speaker 1>is at twitch dot tv slash tech Stuff. Tune in.

0:58:29.280 --> 0:58:31.840
<v Speaker 1>I chat with you guys in the chat room. I

0:58:31.920 --> 0:58:35.920
<v Speaker 1>make mistakes, I fumble over things. Sometimes I yell at

0:58:35.960 --> 0:58:38.800
<v Speaker 1>my producer you're missing out on all the fun. So

0:58:38.920 --> 0:58:41.440
<v Speaker 1>join me, won't you, and I'll talk to you again

0:58:42.080 --> 0:59:00.240
<v Speaker 1>really soon. One