> Well... Steam launched with Half Life 2, and you had to install it and have an internet connection to play the game on the CD you just bought. And Steam didn't work for several days after HL2's launch, so everyone who bought the game day one was forced to wait for the Steam gatekeeper to let you into your own game (again, that was sitting in the physical box). And it was quite buggy for a long time, even though it did very little for the user. They eventually rewrote the entire thing as an embedded web app!
This has definitely colored my view of valve, thanks for sharing. I bought HL2 on CD (DVD?) to play counter strike and didn't remember this happening since I got it so late.
> Also besides the Half-Life IP, many of Valve's franchises are either takeovers of user-created mods (Team Fortress, Counter Strike, DotA 2), and now Artifact appears to be heavily "inspired" by hearthstone.
Maybe this is the difference -- they don't actively kill things that made them successful. I feel like I've seen things like that happen to other companies and they step in and ruin it/don't know how to just let the community be and let it grow.
> As for Steam for Linux, that was a contingency against the Windows Store when it was released. Valve recognized Microsoft could theoretically kick app and game stores off it's platform, leaving Valve with nothing.
While I'm not sure that windows store was ever a real competitor to steam I definitely see the point here. Glad they did it though!