My Valventine

As noted in a recent Gamedaily Biz article, the games industry, for a variety of reasons, is not particularly driven by individual celebrity. In it's place gamers have come to celebrate a peculiar kind of collectivist celebrity; we idolize developers instead of designers, teams instead of individuals.

It's clear that to some extent this is stifling the industry's creative growth; but at the same time, perhaps it's the most appropriate form of hero worship this medium could have. While I have lamented their lack of authorial vision, games are to some degree a necessarily collaborative art form, and this odd interpretation of celebrity seems quite apt. That being said, I have to confess: if this industry had the equivalent of a "Seventeen Magazine", full of misty, dream-like photographs of the hottest design teams to cut out and paste on your walls, my room would be a shrine to Valve.

The release of Half-Life 2: Episode One moves me to hyperbole. I feel a compulsion, as I'm sure many others do, to make certain bold, declarative statements; statements like "episodic content has officially landed" or something suitably cliché. Of course, such a proclamation would be nothing short of a disservice to games like Sin: Episodes and Bone, which set out to tread the episodic path months ahead of Episode One's announcement. But although last week's release perhaps doesn't signify episodic content's "landing" as much as its sitting by the carousel waiting for the luggage, it is nonetheless somehow an event of great importance.

I find it difficult not to see Valve's offering as the real landmark of the coming sea change; the true crossing of the Rubicon. I feel as though, despite not being the first of its kind, it will someday hold a place of historical significance for the industry. Though it is not really the moment "where it all started", it's where we will inevitably look when we're talking about where it all started. There are important considerations to be made from this impression; considerations not only of the phenomenal weight Half-Life has in our discourse, but also of what Valve itself represents to the industry.

I see Valve as something akin to the first activist developer. Truthfully, just as with episodic content, it's quite likely they aren't the first in this arena--but they've done a good job of making it seem like they are. Valve recognizes the incredible strength of the Half-Life brand. What's interesting, and what makes my heart a-flutter, is that instead of following the industry norm of wringing every last bit of capital out of this brand until it's a blackened, soulless, husk, they instead are bringing it to bear on some real problems. Valve is attempting to use Half-Life to bring about progressive, industry-wide change. They're the Ralph Nader of game development.

An interesting comparison could be drawn between Half-Life and another FPS series of comparable fame and merit, used as a similar sort of keystone--Halo. But whereas Microsoft positioned Halo to sell systems, Valve has positioned Half-Life to sell ideas, broad concepts of how we buy and experience games. While this isn't exactly a strategy based entirely on altruism--Valve stands to gain as much from these ideas as the rest of the industry does--it is an arguably more progressive one. There are some who would argue the industry is in a state of steep decline; that the Golden Age is over and we are fast approaching stagnation or collapse. Valve seems to realize it's in everyone's best interests if we start making moves towards revitalization, if we take a step back from the brink. So they are using their brand to promote something that the industry normally loathes: trying out new things. They want their games to be more than just fun; they want them to be instruments for change.

Why are they allowed to do this? What gives them the right? Quite obviously it's because Half-Life is so inherently, undeniably, mind-alteringly good. Perhaps good is not an adequate descriptor--Half-Life is not just good. Half-Life is important. As my esteemed colleague pointed out last week, the first outing provided perhaps the first example of how games might be grounded in mythological narrative, a symbolic rhetoric every form of storytelling can benefit from. The sequel was perhaps the first time I experienced a game that was rich enough to be considered an actual text, something that had to be interpreted as well as played. Valve gets to try and change the way we buy and play games because their product is just so phenomenally good. Each iteration of Half-Life seems to advance the medium as a whole. This is something to which more developers should aspire.

Valve stands to gain more than just commercial success with this model; they stand to gain a legacy. Years from now, when digital distribution has hopefully emancipated us from the heavy yoke of profit-crazed publishers and Wal-Mart's puritanical leanings, ask anyone what the first fully-digital game they bought was and they're likely to say Half-Life 2. Likewise, when more games start to give up sprawling, disconnected formats that must be played for over 40 hours in favor of tight, 6 hour episodes released every other month, people will likely say it all began with Episode One. And perhaps in ten years when people ask, "Who saved the game industry?" we'll tell them that it was Gordon Freeman.

Baron Münchhausen
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rabbit's picture
Location: The Basement

Excellent. Now I have a new tagline.

Seriously though, your point about Valve being an activist developer is an incredibly good one. Valve throws off an air of being breathtakingly competent. Every thing they tough is not neccesarily perfect, but they never hit anything less than a double, and there aren't many developers who can say that. They've consistently supported their community, whether it's been their better-then-average support of internet cafes or their maintainance of back-catalogue games.

I mean c'mon, they released a patch for HL2DM two days ago. Arguably the least popular multiplayer format they have inside Steam.

And while we're at it, remember when Steam launched oh-those-many-years-ago for the launch of CounterStrike 1.6? They received so much scorn. "You want me to keep something running in my tray? that talks to your servers all the time? So I can play a game I already bought?" And to be sure, there were reasons to complain (and some still do). But it's precisely this revolutionary disintermediation of Best Buy and Walmart that makes episodic content possible.

So, Amen. I'm with you brother. Fanboy to the end.

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"Publishers still speak in hushed tones about el bunny de la muerte." - *Legion*

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Pyroman[FO]'s picture
Location: Lexington, KY

Quote:
Years from now, when digital distribution has hopefully emancipated us from the heavy yoke of profit-crazed publishers and Wal-Mart's puritanical leanings, ask anyone what the first fully-digital game they bought was and they're likely to say Half-Life 2.

Every time this "digital distribution will save us from the publishers" sentiment comes up, I cringe. Because digital distribution does not fundamentally change anything with publishers. Valve is the publisher now.

It cuts out retail, sure, and that part is definitely admirable. A larger percentage to split between the publisher and developer makes everything healthy all around. That assumes digital distibution will be able to maintain the same price point and numbers sold with most titles, which is almost assuredly a negative, but there is still more money to go around on the big titles. But Valve is just as much a publisher as anyone. For all the talk of Wal-Mart's puritanical leanings, if Valve gets mass market enough that they have to limit or corral the mature content to keep their customers happy, they'll do it. If Valve gets sued because of bare breasts being visible from one of their games, even though a mod, they may have to take steps to censor their games. And thanks to DRM, you'll have no option but to take the censored version. (Note: DRM is not a patch, they can force you to take the censored version, even if you previously bought it, and the court knows it).

Valve still takes their cut just like any publisher. Their cut is substantially lower, but they're doing that simply to get the idea of digital distribution to catch on. Once they're the established player, they'll keep increasing their cut just like any other publisher. And they should, they're in the publishing business and that's how you make money doing that.

Almost every serious publisher when they started out looks like Valve does now, lots of innovation, lots of new titles gamers like, good word of mouth, lots of money going to developers, etc. Remember "By Gamers, For Gamers". Remember that EA pioneered the idea of giving developers credit for games? The EA everyone was big on hating for so long? When they started out they did some great stuff and were supposed to "revolutionize the business". They did some good things, but they didn't fundamentally change anything.

I'm not saying what Valve is doing is bad, there's plenty of plusses here. But pretending they're freeing us from the publishers is just naive, they are the publisher. Of course they want us to think they're the one here to save us from the evils of the other publishers, then we'd buy all our games from them!

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Elysium's picture

First, this is an article I've been trying to write for months, and you nailed it. Fantastic.

Pyro, the incrimental changes that you dismiss as "sure x and sure y, and yes they are z, but..." are the part that's important. Not everything is going to change all at once and certainly never as far as you hope it will, but those parts that Valve is introducing are incredibly important and a vast improvement over what's currently available to consumers.

Lower prices, more room for smaller developers, a better spread of money to those who deserve, those are important ideas. And, when they change as you are sure they will, then we can pack them away and keep their ideas. EA may be a monolithic problem now, but the ideas that made them great back in the day will and should outlive them, and in the end the good of what EA brought can be kept and the bad can be discarded. Same with Valve should they go the way of EA, which isn't necessarily a certainly.

You see, there's one other thing. Digital distribution is a platform that brings a lot more people into the game. Digital distribution opens the door for similar companies to do the same.

I felt -- I feel -- that Shawn, Rob and Julian were making out with the game, and as their friend I felt it was important to point out that they were making out with an ugly chick. - Cory Banks, keeping it real

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The Fly's picture
Location: Both feet lefty. Stepping half correctly.

Three posts in, and already this thread has become an emotional rollercoaster.

Interesting take on Valve possibly curtailing content due to public opinion, Pyro. I'll note that HL2, while still plenty violent, features a lot less gibbing than the original. They've cut way back on the meaty chunks. Maybe it's just easier to keep those ragdolls in one piece, from a technical standpoint, but I've often wondered if they also weren't more interested in making their game a little bit less gory in favor of appealing to a wider audience.

Still, online distribution seems a lot less likely to be influenced by those concerns about content that drive decisions about what makes it to brick and mortar stores. I mean, even though some very tame, mostly clothed sex buried in the code of GTA:SA drives people insane when it's sold at Wal-mart, you can pretty much see any type of content on the internet for free, and politicians and lawyers aren't expressing any concerns about it. And Valve, as a (fiercely) independent developer themselves, seem less likely to censor other developers' work. Maybe I'm being naive, though.

Correct me if I'm wrong--I don't know a lot about the publishing business--but other than their own titles, Valve doesn't fund development of the games it distributes via Steam. Right? They just provide a means of distribution for finished work. Unlike, say, EA or Vivendi, which contribute publisher dollars toward development and then have their producer publishers breathing down the necks of the development team about their content and development cycle.

So at this point, the way I understand it, independent developers who publish through Steam don't get the benefit of publisher funding, but they do get the benefit of online distribution and a larger slice of the profits from their games' sales. And they don't have Valve looking over their shoulders telling them their stuff has to be done for the holiday season not matter what. So far, seems like a great system, and a terrific alternative to the conventional model. Hopefully it stays that way. If not, like Elysium said, at least we'll get a brief glimpse of goodness.

In the meantime, anyone know where I can get one of those misty, dreamlike photographs of Gabe Newell?

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Baron Münchhausen
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rabbit's picture
Location: The Basement

Not piling on Pyro - I think your comments are extremely valid but I read this:

Quote:
Almost every serious publisher when they started out looks like Valve does now.

And I just have to say: how can we not consider Valve a serious publisher at this point? 20 million units isn't enough? They are arguably the most potent studio in the market (2 of the top 10 PC games of all time), and not too shabby as a publisher overall.

I mean these guys beat up Vivendi Universal for pete's sake. How serious is that?

I would argue that if ever a company was set to go stale, stupid and corporate, it was Valve in about mid 2004. But instead they fought for their independance and continued to show innovation in every direction.

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"Publishers still speak in hushed tones about el bunny de la muerte." - *Legion*

the soul still burns...
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Curse all you myth-builders! Should I start mailing underwear to Gabe Newell? I am very happy that we don't pamper our gaming "gods" as we do movie stars. Video games remind me strongly of animation studios like Pixar, there isn't a single primary individual who can be said to be the primary vision. I think gamers as a whole understand the work behind a vide game better than say your generic midwest/bible belt movie audience.

That being said, I too love Valve and gobble up everything they say and do. A while back, when they were young and so was the internet , I used to write to Valve with amateur interviews and get wonderful responses. Valve somehow has the ability to distill software problems into a vision as clear as glass. Maybe I've said this before, but Valve doesn't make game creation look easy, but they do make it look obvious.

"Once you can accept the universe is matter expanding into nothing that is something, wearing stripes with plaid comes easy." -- Albert Einstein

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I don't have anything to add (yet, at least, hopefully this thread will continue strong) but I did tell you that this was a fantastic article. Seriously great stuff.

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