Bernkastel
Ask me about my fanboy energy!
How capitalism killed one of the best video game studios
Being a financial middleman is a lot easier than creating great art
theweek.com
An ex-Valve employee commented on this in Hacker NewsIn a word: capitalism. Valve has mutated from a game developer into a ruthless financial middleman through its platform Steam, which has become the largest platform for digital game distribution — allowing them to make huge amounts of money while creating virtually nothing original themselves.
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Indeed, innovative single-player games — what used to be Valve's bread and butter, starting with their groundbreaking first game Half Life in 1998 — have completely vanished from their output. They haven't produced one for eight years
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There is clearly a lot more money in being an Amazon-style distribution platform than in developing games. What's more, that money is a lot easier to make. First-mover advantage and network effects do most of the work for you.
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One factor is that a capitalist business mindset is badly corrosive to an artistic temperament. Running a platform is all about tweaking its setup to maximize revenue, even if that comes as the cost of lousy art. For instance, Steam has long had a wide-open policy to independent games, doing almost nothing to validate quality and not even that much to stop copyright infringement. The result, as Jim Sterling has covered extensively, was an absolute tsunami of atrocious "asset flips" (games made by slapping together pre-made assets from third-party stores) and other even worse garbage
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The development of microtransactions is even more corrosive. Research demonstrates that most revenue from these purchases come from a tiny minority of players with impulse control problems (like children with their parent's credit card number). That leads to games deliberately designed like addictive drugs or gambling to hook the "whales" — things like restricting processes behind frustrating time gates that you can pay to unlock, or selling slot machine-style "loot boxes" which have a small chance to contain something good, or even simple "pay-to-win" mechanics, where the best items in the game simply must be bought. A great many awful mobile games are designed around these techniques.
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Valve has clearly internalized a lot of this abusive capitalist mindset.
Valve has mutated from a game developer into a financial middleman | Hacker News
news.ycombinator.com
I worked at Valve a few years back, and I could write a book about what's wrong there. I think the biggest problem they have -- which the author of this article touched on -- is that "success is the worst teacher." Valve have discovered that cosmetic microtransactions are big money makers, and thus every team at Valve was dedicated to that vision. When I was there (before Artifact started in open development) there were essentially no new games being developed at all. There was a small group that were working on Left for Dead 3 (cancelled shortly after I joined), and a couple guys poking around with pre-production experiments for Half-Life 3 (it will never be released). But effectively all the attention was focused on cosmetic items and "the economy" of the three big games (DOTA, CS:GO, and TF2). One very senior employee even said that Valve would never make another single player game, because they weren't worth the effort. "Portal 2," he explained, had only made $200 million in profit and that kind of chump change just wasn't worth it, when you could make 100s of millions a year selling digital hats and paintjobs for guns (most of which are designed by players, not the employees!)
I joined Valve because I excited to work with what I thought was the best game studio in the world, but I left very depressed when I found out they're merely collecting rent from Steam and making in-game decorations for old games.
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