Gabe Newell

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  • Seen @ GDC 2012: Source of Inspiration

    by 
    Xav de Matos
    Xav de Matos
    03.07.2012

    Valve boss Gabe Newell is so popular, the city of San Francisco is using his face to inspire its citizens. Or maybe Newell just wants us to know that no matter where we are, he's watching ... and we're still not playing Half-Life 3.

  • Rumble Between the Junglers: Questions about the DotA name

    by 
    Mathew McCurley
    Mathew McCurley
    02.24.2012

    Pop law abounds in The Lawbringer, your weekly dose of WoW, the law, video games and the MMO genre. Mathew McCurley takes you through the world running parallel to the games we love and enjoy, full of rules, regulations, and esoteroic topics that slip through the cracks. Behind the scenes, people are moving about, reading papers and commenting on filings and jockeying around the words of a paragraph to make it "feel" nicer. We don't like using the word "community," one might say, because it is a sympathetic word, and we do not need sympathy at this hearing. Thousands of dollars an hour are thrown at the problem for however long the team needs to work on it. I bet there were a few nice late-night sushi orders. These are the stars of the show -- two copyright and trademark filing teams, potentially backed up by a litigation team, positioning over the DotA trademark ownership issue. Last week on The Lawbringer, I gave a summary of what is happening between Valve, Blizzard, Riot Games, and the DotA community, concluding that the fight over who owns the DotA name has to be fought now because of a fight brewing for years as the genre grew. In order to expand our minds just a bit and start thinking like we want to understand the problem, we need to build a framework around the DotA issue with questions about what this is all about. Let's boil the issues down to simple questions.

  • Gabe Newell: Valve is excited about wearable computers, open hardware

    by 
    Jessica Conditt
    Jessica Conditt
    02.20.2012

    Finally, we have a concrete reason for the eternal delay of Half-Life 2 Episode 3: Valve head Gabe Newell is more interested in wearable computing. OK, that's not directly why Valve hasn't announced a new Half-Life title, but wearable computing and hardware development are definitely something Valve is interested in, Newell told Penny Arcade Report.Wearable computers -- think Star Trek communication badges, wrist-bound touchscreens or SixthSense -- are seeing a resurgence, and Valve is doing its own research into how they might function as gaming devices. Wearable computers now are "way higher resolution, way lighter weight, much better battery life," and Valve is doing its own research into this technology through biometrics, and is excited to see where it goes, Newell said."So we're thinking of trying to figure out how to do the equivalent of the [Team Fortress] incremental approach in software design and try to figure out how would you get something similar to that in the hardware space as well," he said. If Valve were to produce hardware, it would be something easy to iterate so customers don't have to buy 10 million devices, Newell said. Of course, that's if."Well, if we have to sell hardware we will," Newell said. "We have no reason to believe we're any good at it; it's more we think that we need to continue to have innovation and if the only way to get these kind of projects started is by us going and developing and selling the hardware directly then that's what we'll do."No company is safe from irrelevance, as far as Newell sees it, and even Microsoft and Sony can suffer the same fate as Atari and Commodore if they continue to create closed systems and don't innovate. "As soon as Valve stops doing interesting, innovative work we're gonna be left behind," Newell stated, unfortunately missing the "left for dead" pun opportunity.

  • Blizzard opposes Valve's DOTA trademark application

    by 
    Mathew McCurley
    Mathew McCurley
    02.13.2012

    Blizzard has filed an opposition in Valve's ongoing trademark application to trademark the word DOTA, an acronym for the Defense of the Ancients map made popular through Warcraft III's custom map scene. DOTA was responsible for a good portion of Warcraft III's success and widespread competitive play, and the community has been calling the genre DOTA for many years before Valve began development of DOTA 2. Valve hired on DOTA developer Icefrog to develop a new DOTA product from the ground up in house. Other DOTA developers went off to form Riot Games, which makes the incredibly popular League of Legends. And even as Riot tries to shift the nomenclature from DOTA to MOBA, the community that started it all is still winning out. Even Valve head honcho Gabe Newell said he didn't like the DOTA or MOBA acronym, instead substituting ARTS, or Action Real Time Strategy, in its place. Filing an opposition does not necessarily mean that Blizzard wants to trademark DOTA -- it doesn't. Rather, an opposition makes light of information otherwise not seen and shows that there is more at stake and more people and parties have a stake in the word DOTA as being a community-owned term. Valve and Gabe Newell responded to Blizzard's opposition by stating that the game being developed was a true sequel to DOTA and rightfully should have the moniker trademarked. However, the DOTA genre is still very much a term used to describe the three-lane tower setup of the classic DOTA map. Blizzard will be releasing its own Blizzard DOTA game in the future through its brand new Battle.net Arcade system.

  • Gabe Newell on the Steam hack: 'Probable' that user information obtained

    by 
    Jessica Conditt
    Jessica Conditt
    02.10.2012

    The Steam forums and database was hacked in November, and Valve is still investigating the breach. In a new note to Steam users, Valve head Gabe Newell announced that "it is probable that the intruders obtained a copy of a backup file with information about Steam transactions between 2004 and 2008." The file contained user names and email addresses, and encrypted billing addresses and credit-card information, but it did not include passwords, Newell said.So far there has been no evidence that credit cards or billing addresses have been compromised from the attack, but Steam users should pay close attention to their accounts and keep Steam Guard on, Newell said. Read Gabe's full update below, which has been sent to all Steam gamers as well.Update: The headline previously included the phrases "credit card info" and "at risk," which seemed alarmist to some readers. It has been updated and glasses of warm milk passed around to everyone. Enjoy.

  • Steam sales increase 100 percent for the seventh straight year

    by 
    Jessica Conditt
    Jessica Conditt
    01.06.2012

    Steam now hosts more than 40 million accounts and 1,800 games, and its 2011 year-over-year sales increased 100 percent for the seventh year in a row, Valve announced today with a ridiculously smug grin on its face (we assume). During the Holiday Sale, Steam clocked more than 5 million simultaneous users -- in perspective, that's easily more people than the entire population of Norway, all on Steam at the same time. Steam served over 780 petabytes of data to gamers in 2011, more than doubling the amount delivered in 2010, Valve reported. More than 19 million items were traded in-game, Valve president Gabe Newell said, and he promised that more free-to-play titles will be launched in 2012 to supplement the 18 Steam already hosts. Newell hasn't forgotten about Big Picture Mode, Valve's attempt to infiltrate living rooms with a top-boxy device that will offer Steam via controller navigation on "more screens throughout the house." Newell said Valve is "preparing for the launch" of Big Picture Mode, so we're guessing we can expect to see something concrete by 2015.

  • Gabe Newell confirms Steam security compromise

    by 
    Matt Daniel
    Matt Daniel
    11.10.2011

    A few days ago we reported that Valve's Steam forum security had been compromised. A letter from Valve head-honcho Gabe Newell today confirms this fact and reveals that the intruders also gained access to a Steam database that contained a ton of personal information, such as usernames, encrypted passwords, email addresses, and encrypted credit card information. Newell adds that there is currently no evidence that any of that information was actually taken by the intruders or that credit card numbers or passwords were cracked. Steam users will be required to change their forum passwords when the forums are opened back up. While the company claims that no Steam accounts have been compromised, if your forum password was the same as your account password, a change would likely be a good idea.

  • Valve: Steam user database hacked, no evidence of personal info taken

    by 
    Griffin McElroy
    Griffin McElroy
    11.10.2011

    In a message sent to all Steam users by Valve's Gabe Newell, it was revealed that the vandalizing of the Steam forums, which occurred on November 6, was followed by an intrusion on "a Steam database." The hacked database included usernames, "hashed and salted" passwords, transcripts of game purchases, email and billing addresses, and encrypted credit card info. The message specified that Valve doesn't have any evidence of the intruders taking the credit card numbers or any other "personally identifying information," or that the encryption on said numbers or passwords had been cracked. The company is investigating the incident, but because a few forum users have been compromised all users must change their passwords during their next forum visit. Steam users aren't forced to change their passwords, but are encouraged to do so, especially if they match their forum passwords. Also, if your bank account, Paypal account, PSN, Xbox Live, email, AIM or, you know, anything, shares your forum password, you should probably change that too -- and then you should probably just move into a log cabin in the woods for a while. You can read Newell's full message after the break.

  • Valve has no idea why almost 30 percent of TF2 players spend cash in the game

    by 
    Jordan Mallory
    Jordan Mallory
    10.25.2011

    "We don't understand what's going on," said Valve co-founder Gabe Newell, during last week's WTIA TechNW panel in Seattle. According to Newell, 20 to 30 percent of the people who play Team Fortress 2 end up spending money on the title's various microtransactions, far beyond the average two to three percent "conversion" Valve's partners are reporting. "There seems to be something about the content that significantly changes how your monetization occurs, with apparently much broader participation than you would see out of something like FarmVille." When Team Fortress 2 relaunched as a free-to-play title back in June, the title's user base increased by "a factor of 5," which Newell attributes to TF2's designation as "free-to-play" rather than simply free: "You have to start thinking about how value creation actually occurs, and what it is that people are valuing, and what the statement that something is free-to-play implies about the future value of the experience that they're going to have." Hey Valve, wanna know the secret? It's the hats. People love hats.

  • Steam Trading steams out of beta in a cloud of, er, water vapor

    by 
    Daniel Cooper
    Daniel Cooper
    09.07.2011

    Steam Trading's emerged from the hot wet clouds of beta after more than a million in-game items were swapped in the first month of testing. Purchased in-game objects can now be bartered between all players of Team Fortress 2, Portal 2 or Spiral Knights and more games will be supported soon. The bigger news is that you can also exchange Steam gifts and extra copies of games you've got -- such as that spare edition of Half-Life 2 that you downloaded with the Orange Box bundle -- as long as they're unplayed. Hey, cash it in and go buy your avatar something nice.

  • Gabe Newell on monetization before game design (spoiler: it stinks!)

    by 
    Ben Gilbert
    Ben Gilbert
    08.30.2011

    Valve Software's upcoming "Action RTS," Dota 2 doesn't have a business model just yet. Valve co-founder and president Gabe Newell says he hasn't even begun thinking about the pricing model. "The primary focus for us at this point is not worrying about monetization, and it's instead worrying about getting the game right," he explains in an interview with Gamasutra. Rather, he explains that his company's goal at the moment is "on building something that cool" for the legion of hardcore MOBA fans, "and then we'll worry about monetization ... we're not going to worry about that until later." Further pressing the point, Newell adds, "Premature monetization is the root of all evil." As the interviewer suggests, however, real world economics force many developers to consider monetization models from the design level. Newell sees this more simply. "I think not sucking is way more of an important thing to pay attention to first," he adds, referencing the Dota 2 model of extensive playtesting and iteration before discussing a financial strategy -- a development ideology that works for a successful company like Valve, but may not be possible (or of interest) to other studios. It is a position we can get behind, however.

  • Counter-Strike: Global Offensive to have cross-play for PS3, PC, Mac and not Xbox

    by 
    Jessica Conditt
    Jessica Conditt
    08.26.2011

    Counter-Strike: Global Offensive will officially feature cross-platform play between the PS3, PC and Mac, Kotaku reports. To make the battlefield fair, PS3 players will be able to play with a keyboard and mouse; to make the battlefield completely favor PC/Mac users, PS3 players will also have the option of using a Move motion controller. Xbox 360 players will be able to play with a 360 controller, and maybe a live cat if they can figure out how to plug it in correctly (Protip: tail first.) Valve bossman Gabe Newell has said he'd like to implement Steamworks on Xbox 360, but Microsoft has repeatedly resisted, instead placing restrictions on Xbox Live functionality. Global Offensive is Valve's second title after Portal 2 to use Steamworks on the PS3, and no one has burned down the Sony servers yet. Well, mostly.

  • Gabe Newell on Xbox Live restrictions, hope for Steam

    by 
    Richard Mitchell
    Richard Mitchell
    08.25.2011

    Speaking to Eurogamer, Valve head Gabe Newell offered his thoughts on bringing Steam to Xbox Live. The company successfully integrated Steam features into the PlayStation 3 version of Portal 2 earlier this year, though the Xbox version shipped without any such functionality. According to Newell, the reason lies with the "restrictions" Microsoft places on Xbox Live. Microsoft has to become "comfortable" enough to allow developers and publishers to implement such features, said Newell, adding that he hopes to see the companies' restrictions "relaxed." Newell made note of the (staggering) amount of free content that has been added to Team Fortress 2 over the years, stating that Microsoft's policies prevent such content on Xbox Live. PS3 developers are "starting to benefit from Sony's more open approach," said Newell, who hopes this will prove the value of openness to Microsoft, and prove that "the barbarians won't tear down the walls of Xbox and turn it into some chaotic wasteland." Head over to Eurogamer for more the full interview, in which Newell discusses Valve, talks about the future of Steam and reveals the release date for Half-Life 3. Just kidding about that last one.

  • Newell: Valve wants to convince EA to get back on Steam

    by 
    Mike Schramm
    Mike Schramm
    08.18.2011

    Disappointed that EA's Battlefield 3 won't be sold on Steam? So, it turns out, is Valve's Gabe Newell. He takes a surprisingly responsible stance on the "complicated" issue of EA's absence from his digital distribution service, telling Develop that "we have to show EA it's a smart decision to have EA games on Steam, and we're going to try to show them that." Newell says there isn't just one thing Valve can to do convince EA that Steam is a good place to sell its games -- instead, it has to "prove we are creating value on an ongoing basis, whether it's to EA or Ubisoft or whoever." Steam has a whole host of good reasons for EA to use it, says Newell, including "happier customers, a higher quality service, and [EA] will make more money if they have their titles on Steam. It's our duty to demonstrate that to them. We don't have a natural right to publish their games." Newell didn't go into further detail about just how Steam would convince EA to come back, but we hear homemade cupcakes are always a nice option.

  • Watch Gabe Newell's excellent Games for Change keynote in full right here

    by 
    Ben Gilbert
    Ben Gilbert
    07.07.2011

    Sure, you read our thorough coverage of Valve co-founder and president Gabe Newell's Games for Change keynote last month, but we know how you like moving pictures. We do too! And that's why we're doubly happy to finally present the entire, highly entertaining speech, just above.

  • Newell sees no distinction 'between games and educational games'

    by 
    Ben Gilbert
    Ben Gilbert
    06.23.2011

    The majority of Valve president and co-founder Gabe Newell's keynote address yesterday at the Games for Change Festival was dedicated to his perception of games as educational tools. And that was fitting for the event, which is dedicated primarily to the educational and socially beneficial elements of gaming, and fitting for Valve Software, a company known most recently for releasing a game steeped in science. Newell explained: "The interesting thing about Portal 2 is it doesn't sort of fit the traditional simplistic model of what a game is. It's not a collection of weapons. It's not a collection of monsters. It's really about science. It's about spatial reasoning, it's about learning physics, it's about problem solving. And often, during the course of the game, you're going to be solving problems with somebody else. The social model inside of it is collaborative and not competitive." After rolling a short clip of the game for audience members, Newell went on to profess, "There seems to be this distinction between games that are educational, and games that are going to be commercially successful. I'm not really sure I buy into that." Citing sales of Portal 2 as proof, Newell pointed out that Valve has seen "$165 million dollars in gross revenue" from the game since April 18. "We can do this. We can make educational, commercially successful games, which are gonna help us both on the game side and on the educational side." He reaffirmed this to me in an interview after the speech, saying, "I just don't believe in this distinction between games and educational games. A lot of times [the label] 'educational games' is a way of being an excuse for bad game design or poor production values."

  • Portal 2 Authoring Tools for schools: Newell explains

    by 
    Ben Gilbert
    Ben Gilbert
    06.22.2011

    Sure, we already think Portal 2 is a wonderful educational tool, but Valve wants to convince everyone else of that fact. And not by evangelizing the title to college-aged people the world over, but instead by turning the game into a more direct learning experience, with custom tools to match educational programs. "We just add another layer on top of the authoring tools to simplify the production of those spaces," Valve head Gabe Newell explained to us this afternoon. In so many words, the level creation tool for the PC version of Portal 2 gets another layer of interaction on top of the placement of, say, platforms or boxes. "If you give us a lesson plan, we can give you a tool that allows kids to build content to lock down those lessons," Newell detailed. "The number of times I solved problems about how fast will this be going at this time -- how about if it's on the moon?" In his words, "It's a lot easier to get people excited about it [education] if they're on the moon and they get to throw the rock at the piece of glass that breaks the glass that lets all the robots fly out." We can all agree on that, Mr. Newell. Without indicating when the education-focused version of Portal 2 will be released, Newell confirmed that his studio is currently building the application. "The layering on top of it of the framework for giving people a direct physical experience of physics is there, but you have to tell me exactly how you want to measure whether or not your students are successful or not." While we're certainly interested to see what Valve cooks up, we have to imagine that the students of the world are far more intrigued.

  • Valve interested in Wii U; 'It fits better into our scalability model,' says Newell

    by 
    Ben Gilbert
    Ben Gilbert
    06.22.2011

    This morning, Valve head and co-founder Gabe Newell gave one of several keynotes at New York's Games for Change Festival, speaking to a variety of topics surrounding education and gaming. And while we'll have a full breakdown of that keynote in the coming hours, we thought you might like to know what Newell had to say about Nintendo's Wii U and his studio when we put the question to him. "Wii U seems to be a lot more powerful than the previous generation," he told Joystiq. "It sort of fits better into the scalability in terms of graphics performance and CPU performance, so I think it'll be a lot easier for us to fit it into our scalability model." Valve has yet to release any of its games on a Nintendo console, though Gabe told us, "We've always loved Nintendo." He also pointed out that Valve has been slowly transitioning from the PC to console counterparts, starting with Xbox 360 and more recently moving to the PlayStation 3 in a major way with Steam getting ported to Sony's console. And it looks like Nintendo may be next, as Newell restated, "Now it's a lot easier to look at Wii U and have it fit within that framework." As for us, we're most excited to see what Valve might do with the WiiPad.

  • Newell: Portal 2 has sold 3 million copies since launch

    by 
    JC Fletcher
    JC Fletcher
    06.22.2011

    Speaking at Games For Change in New York City (right now), Valve's Gabe Newell casually noted that Portal 2 has sold 3 million copies since its release on April 18. He didn't specify platforms, as it was an incidental reference and not a press release -- but he's probably referring to all platforms (PC, Mac, Xbox 360, and PS3). Since Newell is one of the only people on Earth with access to Steam sales data, that 3 million number is likely to be one of the most accurate estimates of Portal 2's sales we'll ever see. For comparison, the first Portal had sold four million copies as of Portal 2's launch -- though that number doesn't take Steam into account.

  • The Lawbringer: Positive value creation from the negatives in the games industry

    by 
    Mathew McCurley
    Mathew McCurley
    06.17.2011

    Pop law abounds in The Lawbringer, your weekly dose of WoW, the law, video games and the MMO genre. Running parallel to the games we love and enjoy is a world full of rules, regulations, pitfalls and traps. How about you hang out with us as we discuss some of the more esoteric aspects of the games we love to play? The no-win situation is, at its core, a sad state of affairs. Seriously, no one is winning in a no-win situation. In fact, everyone could be said to be losing. Piracy has been long held to be the dire no-win situation in the video game industry because it represents a perfect culmination of utter loss -- an infinitely copyable product that took millions of dollars to produce being distributed for free. No profit means the studio gets its windows shuttered and no one goes home employed. Last week, I read an article on PC Gamer that talks about Runic Games's Torchlight. The game is a fantastic spiritual successor to the Diablo series that the company's CEO, Max Schaefer, served as lead designer for. Runic Games was essentially bought by Perfect World, a Chinese MMO company that seeks to release an MMO version of the popular game. Schaefer has some different views and conclusions about how piracy effects his game. In a nutshell, Schaefer sees no problem with the millions of illegally downloaded copies of Torchlight in Asian markets. When the MMO is released, the brand recognition and audience building that piracy affords will bring in new customers for the eventual MMO, where it is harder to pirate a service. With so many games going online these days with multiplayer components requiring authentication or even a license purchase (as with used versions of PS3 and XBox 360 games), is this the right attitude to have in world where a game's success is made or destroyed based on sales? Is this line of thought able to coexist with the fickle dev studio and publisher system in place now in the industry? Ultimately, we can learn something from Schaefer's comments, especially about audience building. And, potentially, we can see the future of World of Warcraft's distribution as the game gets a bit heavy in terms of barrier to entry.