SomeNorseGuy
Member
Article: Financial Times: Valve conquered PC gaming. What comes next? Peering inside one of the tech world's strangest companies
An interesting, if long, up to date overview of current day Valve. Nothing groundbreaking but competently written.
A few tidbits:
There aren't many places quite like Valve Corporation, with its bizarre corporate structure, revenue-per-head figures that would make Silicon Valley or Wall Street giants hot and bothered, a product that seems to basically print money, and a seldom-seen leader deified in some corners of the internet — all without ever taking outside investment.
Valve has even managed to find some success in the notoriously tricky hardware market. Its handheld console — which looks roughly like a military-grade Nintendo Switch — has sold "multiple millions", the company claimed in late 2023, with market research firm IDC estimating it hit 6mn sales by early this year. But its financial engine, powering almost all its other achievements, is Steam. For a generation of gamers, Steam needs no introduction — such is its dominance. But for those blissfully unaware, Steam is a storefront, distribution service and social media network for PC gamers that launched in 2003. And it basically prints money.
Much more info, insights, graphs and references to analytical data in the article.Steam's concurrent player figures hit a record high earlier this year following double-digit annual growth, prompting Goodbody analyst Patrick O'Donnell to tell clients that Steam "now owns the PC distribution channel" — if it didn't already — with "significant advantages" in engagement against its rivals. Based on Steam users' language choices, much of the growth comes from China. Advisory firm Ampere Analysis estimates that Steam had 170mn global active monthly users in May, up from 153mn the year before. Remarkably, average concurrent users are about three times the number who are actually playing games.