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Valve Software handbook for new employees [pdf] (2012)

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Re: Valve Software handbook for new employees [pdf] (2012)

#121
post #109
post #98

Earlier quoted context omitted.

Unfortunately, no-one’s investment in AR or VR has worked out. Even the “winner” (Oculus/Meta) has found the market to be disappointingly small.

There's a "Mega Replay" store near where I live, it has second-hand electronics, games and DVDs. The biggest section in electronics is the VR goggles, a lot of people have given up on them.

I tried VR once, with a bunch of short 360° documentaries and video games like Beat Saber and Half Life Alyx. It was incredible, far beyond any immersion one could ever create on a conventional screen, even with the best ray tracing in the world.

I don't really understand why VR helmets they aren't more successful. My first guess is that any console needs exclusive high-profile games to be successful, and producing many exclusive high-profile Meta Quest games is probably too expensive for current market adoption. A chicken-egg problem.

Or maybe the hardware price isn't low enough currently. The original Game Boy was successful with its low price despite its terrible screen. The Game Boy Color chipset was very underpowered compared to the competition but again more affordable.

Re: Valve Software handbook for new employees [pdf] (2012)

#122

Earlier quoted context omitted.

>"they pretty much killed off our project.” That project was CastAR — augmented reality glasses which Jeri Ellsworth is now working on as a separate project, having been handed the legal rights to do so by Valve . But how many billion-dollar companies would do that? Just give the rights to the ex-employees? I think most other companies would have not. So, in that sense, Valve is unusual, even if it's not the oranizat…

That's a pretty incomplete telling of the story. Tilt Five is in business and selling the product after the founders bought the tech back from CastAR (after the VC people ran it into the ground).

I can't edit my comment now, but here's a good review of the Tilt Five

https://www.youtube.com/watch?v=DbjjCn1zJq8

Re: Valve Software handbook for new employees [pdf] (2012)

#123
post #108
post #27

Valve gets a lot of heat for slowing down on first party gaming content, but I think Steam has been a net positive for the gaming community. There are certainly some cases where the accessibility has created "noise" and other trouble, but overall I think this is a good thing. Their 30% cut is absolutely justified once you start looking into everything they do for you as a developer and the market that you have access…

> Their 30% cut is absolutely justified That is debatable. For one thing, Steam is partly (mostly?) built off the backs of games marketing their games and providing a Steam link (marketing costs money for the devs). Steam kick started this chicken/egg problem by creating their own great games first. Second, Steam does not provide your game any marketing (algorithmic visibility) unless it's already successfully market…

I think there's a lot of weirdness if you try to answer "what is the PC gaming platform?" and how Valve or anyone else fits into it, and because it's PC a lot of answers can be true simultaneously, and many different users want/expect different things.

Is it processor architecture? Is it the OS? Is it the store and whatever facilities they provide? Is it the mode of physical interaction with the device (desk, couch+TV, etc)? Is it being able to assemble any random collection of hardware and expecting it to work? Does that discount set builds? Is it mandatory that the user is free to screw around with the software any way they please or can you lock stuff down?

At least on the commerce side, it's been the case since steam was opened up to third parties that they were the gatekeeper for success unless you were already huge (and now very few companies want to go it alone). Going back to Introversion's Darwinia they were just scraping by until they got on steam, developers have long been complaining that the varied methods Valve has used to get on the store (manual review, greenlight, etc) showed the vast majority of gamers only purchase through it or that you'll get a large wave of new business when you release on it. Now it seems like a 'tragedy of the commons' situation unless you've got your own marketing or it's a hobby project.

It seems like you've now got to do mental gymnastics to say Valve doesn't own the PC gaming platform

Re: Valve Software handbook for new employees [pdf] (2012)

#124
post #109

Earlier quoted context omitted.

There's a "Mega Replay" store near where I live, it has second-hand electronics, games and DVDs. The biggest section in electronics is the VR goggles, a lot of people have given up on them.

I tried VR once, with a bunch of short 360° documentaries and video games like Beat Saber and Half Life Alyx. It was incredible, far beyond any immersion one could ever create on a conventional screen, even with the best ray tracing in the world. I don't really understand why VR helmets they aren't more successful. My first guess is that any console needs exclusive high-profile games to be successful, and producing m…

As some with a gaming PC, a few VR headsets, and a steam deck, I find myself reaching for the steam deck most often. It’s a good enough experience and easy to just turn on and play. The friction to getting the VR headset out is surprisingly high so it really only happens when I’m playing with a friend, which only three friends have headsets. So it just ends up not happening.

Re: Valve Software handbook for new employees [pdf] (2012)

#125
post #10

Anybody working for Valve here? Can somebody confirm how many % percentage of this is BS?

This is a common question from people interviewing at Valve. I was suspect how accurate it was before I joined given how long it's been since it was updated. However, it still 100% represents the culture within Valve. Desks are still on wheels, structure is still completely flat, etc...

It's been on my list of "eventual todos" to make a trivial update to help reinforce that it's still relevant.

Re: Valve Software handbook for new employees [pdf] (2012)

#126
post #27

Valve gets a lot of heat for slowing down on first party gaming content, but I think Steam has been a net positive for the gaming community. There are certainly some cases where the accessibility has created "noise" and other trouble, but overall I think this is a good thing. Their 30% cut is absolutely justified once you start looking into everything they do for you as a developer and the market that you have access…

I'm very scared about the future though. What happens when Gabe is gone? The entire PC Gaming industry is essentially locked in to a single platform. If Steam decided to charge $10/mo people have so much invested into their libraries they would likely do it. What about $20 or $30 per month? I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments

I’ve already received 95% of the value from the game library I have on Steam.

Worst case, if I lose access to all of them, whether by choice or by force (they go under), there are other options of obtaining (most of) the same games, and that’s even if I’m interested in playing them again.

Most of the games I really care about, I probably already have on other platforms anyway, in addition to or instead of Steam.

Re: Valve Software handbook for new employees [pdf] (2012)

#127

Earlier quoted context omitted.

I'm very scared about the future though. What happens when Gabe is gone? The entire PC Gaming industry is essentially locked in to a single platform. If Steam decided to charge $10/mo people have so much invested into their libraries they would likely do it. What about $20 or $30 per month? I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments

> I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments Because they have been consistently good citizens for more than 2 decades. They built a reputation. Something other companies are eager to piss away at the first opportunity to sell out or squeeze their customers. It’s not surprising that Valve is successful and trusted with this approach. What is surprising is that it…

I bet those are the same folks that believed on the "Do no evil" marketing, or Microsoft <3 FOSS.

Re: Valve Software handbook for new employees [pdf] (2012)

#128
post #79
post #27

Valve gets a lot of heat for slowing down on first party gaming content, but I think Steam has been a net positive for the gaming community. There are certainly some cases where the accessibility has created "noise" and other trouble, but overall I think this is a good thing. Their 30% cut is absolutely justified once you start looking into everything they do for you as a developer and the market that you have access…

As consumer I very much agree with you, but as game developer 30% is abysmal amount of money. Imagine you're indie developer or owner of a small 3-10 people studio that finally released reasonably successful game: 1 - Let's say you invested $100,000 of your own money for vertical slice and managed to find a publisher to give you $200,000 to complete the game. 2 - Ignore that you had some failed games before, but this…

This math is missing a step: $200k went to your publisher who already gave you the $200k, so really you got about $394k total (before your taxes).

And it's worth remembering that your publisher got $194k ... I'm not sure if this publishing arrangement makes sense for the publisher ($200k risk for not much more reward?) or for you (30% of your net income from the game, after valve's 30%) (I'm not in the industry so honestly I just don't know)

Re: Valve Software handbook for new employees [pdf] (2012)

#129

Earlier quoted context omitted.

I'm very scared about the future though. What happens when Gabe is gone? The entire PC Gaming industry is essentially locked in to a single platform. If Steam decided to charge $10/mo people have so much invested into their libraries they would likely do it. What about $20 or $30 per month? I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments

Microsoft/xBox are waiting to buy Valve.

I wouldn't be surprised, especially after eventually there is a management change.

Most folks aren't keeping tabs on how many studios Microsoft nowadays owns as publisher, even moreso after the ABK deal.

Re: Valve Software handbook for new employees [pdf] (2012)

#130
post #108

Earlier quoted context omitted.

> Their 30% cut is absolutely justified That is debatable. For one thing, Steam is partly (mostly?) built off the backs of games marketing their games and providing a Steam link (marketing costs money for the devs). Steam kick started this chicken/egg problem by creating their own great games first. Second, Steam does not provide your game any marketing (algorithmic visibility) unless it's already successfully market…

I think there's a lot of weirdness if you try to answer "what is the PC gaming platform?" and how Valve or anyone else fits into it, and because it's PC a lot of answers can be true simultaneously, and many different users want/expect different things. Is it processor architecture? Is it the OS? Is it the store and whatever facilities they provide? Is it the mode of physical interaction with the device (desk, couch+T…

PC gaming is what has been since the MS-DOS days and lame beeps, versus the Amiga.

I always find interesting the mention of "rise of PC gaming".

Those of my generation have been playing PC games, and 8 bit home computers before that, since the 1980's.

Game consoles were almost inexistent in most European households for us.

The exception being the Game and Watch from Nintendo series, like Manhole.

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