Purple Cheeto
Member
http://www.forbes.com/sites/michaelthomsen/2015/05/12/a-more-robust-valve-is-evil-hypothesis/
The last quote is something I've been saying about Valve for awhile, they're more interested in services and making money than they are on game development. I'm not saying this is evil or wrong or anything but the Valve of today is not the Valve of my youth.
Yanis Varoufakis, Greeces Minister of Finance who briefly worked at Valve in 2012 and 2013, described Steam as an economists paradise, something that was much bigger than video games.
The cost of participating in Valves digital economy is born almost entirely by those producing content for it, with only the promise of a larger theoretical market reach made possible through Valves centralization as incentive for this debt displaced to workers. Paradoxically, four of the five best-selling PC games of all timeMinecraft, World of Warcraft, Diablo III, StarCraftare not available on Steam, so the fundamental argument Valve makes about the benefits of a centralized marketplace are questionable, or at the very least redundant of search and filter functions already provided by the searchable Internet.
Valve has located a communal practice that is by definition too broad, social, and experimental to fit within a consumer economy and forced it into a marketplace where the rules of profitable consumerism overwrite the visible landscape, flooding a pre-existing community with a consumerism thats alien to it.
Evil is not an especially helpful concept for thinking about epochal social structures, but its worth noting that Newell introduced the term in the Reddit session, not his critic. It was Newell who retreated to hyperbolic rhetoric in order to make the criticism of the companys equitability seem cartoonishly immature and unfounded.
Its become a cliché to joke about the absence of a third episode to the Half-Life 2 games, but the reasons for its absence and the kinds of games Valve has made since the last episode was released in 2007 reveal a lot about the company, foreswearing the limits of single-player design for a vision of games as multiplayer services whose value are largely dependent on the energy and creative participation of players.
The last quote is something I've been saying about Valve for awhile, they're more interested in services and making money than they are on game development. I'm not saying this is evil or wrong or anything but the Valve of today is not the Valve of my youth.