Valve
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Seemingly the sole government body policing tech platforms, the ol’ European Union, is now taking aim at desktop gaming’s biggest storefront, Steam, and its creator Valve.
The commission sent a “Statements of Objections” to Valve and five other video game publishers, raising a fuss over the companies’ habits of “geo-blocking” purchases, i.e. prohibiting users from using game activation codes purchased outside their country of residence.
Furthermore, the suit takes aim at Bandai Namco, Focus Home, Koch Media and ZeniMax for coming to agreements with game distributors, including Valve, that prevented consumers in some EU member states from being able to download titles that were available in other regions.
The commission claims these companies’ actions are in breach of EU antitrust rules. The letter comes after the EU opened an investigation more than two years ago.
“In a true Digital Single Market, European consumers should have the right to buy and play video games of their choice regardless of where they live in the EU. Consumers should not be prevented from shopping around between Member States to find the best available deal. Valve and the five PC video game publishers now have the chance to respond to our concerns,” Commissioner Margrethe Vestager said in a statement.
As Valve’s multitude of online defenders have noted, there are some reasons why “geo-blocking” might make sense. Pushing regional sales can help game developers find audiences in new markets while keeping bread-and-butter markets paying full price to subsidize the rest. Keeping prices uniform across the globe can leave developers in a tricky position when it comes to finding the ideal price point.
It seems likely that these companies will look to make nice with the EU and keep their practice moving along elsewhere.
We have reached out to Valve for comment.
h/t: Owen Williams
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After gaming chat app startup Discord announced in August that they were building out a games store, today, they’ve detailed that they’ll be pursuing a very competitive 90/10 revenue split for self-published titles in 2019. In addition, the company revealed that they now have 200 million active users on their chat app, up from 130 million users in May.
The announcement follows a storefront launch from Epic Games last week with an 88/12 revenue split. Valve’s Steam store had typically offered a constant 70/30 revenue split for all developers regardless of the revenues they were pulling in. The company recently announced that Steam would give a more favorable split to devs pulling in more revenue.
Discord called up some of their thinking in a company blog post:
Why does it cost 30% to distribute games? Is this the only reason developers are building their own stores and launchers to distribute games? Turns out, it does not cost 30% to distribute games in 2018.
Steam’s efforts are largely focused on holding onto big developers, but indie devs now have to balance what advantages they’re earning by establishing their central home on a platform filled with tons of titles that’s also taking a more substantial cut.
This leaves some room for Discord to attract the self-publishing indies, though it’s still an uphill battle for the company that’s up against some big competitors.
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Fortnite-maker Epic Games is capping off their insanely successful 2018 with an even more ambitious product launch: a desktop games store built to take on Valve’s Steam Store.
The store, which is “launching soon” on PC and Mac, is going to be an attractive proposition to game developers with a revenue split that leaves them taking 88 percent of revenues on the store.
“As a developer ourselves, we have always wanted a platform with great economics that connects us directly with our players,” Epic Games CEO Tim Sweeney said in an emailed statement. “Thanks to the success of Fortnite, we now have this and are ready to share it with other developers.”
Valve’s Steam Store is by far the most dominant presence in online PC game sales; they’ve enjoyed years of prosperity with rather light rivalry from competing stores that haven’t been able to match the scale of Steam. Valve, in a very conveniently timed announcement yesterday, announced that it was rehashing its revenue split with developers in a bid that they hope will keep higher-earning developers on the platform. While Valve will continue to take an App Store-like 30 percent from sales of game makers with less than 10 million in revenue, that figure drops to 25 percent until they hit 50 million revenue, from which point the slice drops to 20 percent.
It’s a more complicated revenue split that obviously benefits successful game makers more so than indies. For Valve, holding onto big-game publishers is mission critical. Epic Games already has the benefit of a close working relationship with many major PC game developers that are using the company’s Unreal Engine to build their titles.
Epic Games earns money with their Unreal Engine by taking a slice of revenues from game makers. Generally that share is 5 percent after the title is released, though Epic also does deals with developers for higher upfront costs with a lower royalty rate. Publishers like EA, Sony Interactive, Microsoft Studios, Activision and Nintendo have titles out that are built on the Unreal Engine.
A big sell for developers using Epic’s game engine is that the company says it will forego that Unreal revenue cut for any sales of the titles in the Epic Games Store. Depending on the early success of the game store, this could be a big threat to other game engines like Unity.
A 12 percent overall revenue slice for Epic Games is incredibly competitive and could have left a lot of big developers grumbling about the 30 percent cut they were missing out on because of Steam’s take.
Epic Games has notably eschewed storefront revenue splits on Fortnite wherever they can. The app isn’t on Steam for starters, but even on Android, users are forced to download it directly from the Epic Games site as well. This kind of highlights the sway that big studios hold in the market. This year that studio happens to be Epic Games, but in the future that will be some other studio and Valve likely doesn’t want the next blockbuster side-stepping their storefront.
Valve still has a lot going for them. Their store is a massive presence, and die-hard users already have a library of titles built up with little incentive to switch unless their favorite game makers are the ones to decide to shift their allegiances.
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Valve announced new Steam rules over the weekend. It might sound like a small change, but it’s the first time the company is changing revenue-sharing tiers.
Before the change, Valve would keep 30 percent of all revenue on Steam, including full games, DLCs, etc. Microsoft, Sony and Nintendo also take similar cuts on their own consoles.
But the PC is a different market. You can install any app you want and you’re not limited to Steam for your digital games. While Steam is still the dominant platform, there are now many alternatives, such as GOG, Discord’s store and more. Game publishers also have their own stores, such as EA’s Origin, Activision Blizzard’s Battle.net and Ubisoft’s Uplay.
In other words, Valve is now facing competition from other companies and game publishers themselves. Some big titles aren’t available on Steam (Fortnite, Overwatch, League of Legends…) and game publishers increasingly feel like they don’t get much out of Steam.
That’s why Steam now takes a 30 percent cut on sales under $10 million, then a 25 percent cut on sales between $10 million and $50 million, then a 20 percent cut on sales above $50 million. Valve wants to show big-game publishers that it is willing to give them a bigger cut if they list their popular games on Steam.
Of course, independent developers will think that the rich are getting richer with this move. And they’re right that it won’t change anything for small games. This is a message for big video game companies.
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Valve has quietly updated the Steam page for the Steam Link. The message says that Valve is discontinuing the Steam Link. The device will become unavailable once all units have been sold.
When Valve introduced the Steam Link in 2015, your TV setup was completely different. Google, Amazon and Apple had just released Android TV, the Fire TV and tvOS. Smart TVs weren’t so smart. In other words, you had no way to install an app and run it on your TV.
The Steam Link was a tiny box with an HDMI port, USB ports, an Ethernet port, Wi-Fi, Bluetooth and more. It could only do one thing — you could connect the Steam Link to a Steam client running on a powerful computer and play games on a different screen. Even before the Nintendo Switch, companies were thinking about ways to play the same game in multiple ways.
And if you were wondering why the Steam Link has yet to receive an update, you now have the answer. The company is switching to a software strategy.
“The supply of physical Steam Link hardware devices is sold out. Moving forward, Valve intends to continue supporting the existing Steam Link hardware as well as distribution of the software versions of Steam Link, available for many leading smart phones, tablets and televisions,” the company says on the store page.
You can still find devices on third-party retailers, but they’ll soon be all gone.
Going forward, you’ll be able to install the Steam Link app on your phone or Android TV device (including on the Fire TV if you side-load the app). You can then launch a Steam game on your PC and play it on your TV.
Unfortunately, Apple currently refuses to allow the Steam Link app on the App Store. I really hope that Apple is going to change its mind because it would be a pretty good gaming and entertainment system.
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The only thing that’s crazier than the fact that Half-Life was released exactly 20 years ago is that I wrote up its 10th anniversary on this very website… well, 10 years ago. We’ve both aged well, I like to think. But Half-Life has already left a legacy.
Half-Life was Valve’s first game, when they were a young game studio and not the giant gaming conglomerate we know them as today. The game was also a big risk — its narrative-heavy gameplay, including the now famous arrival-at-work intro sequence, was a departure from the generally simple shooters of the late ’90s.
At a time when most games were still level-based, Half-Life set forth a continuous (though still largely episodic) journey punctuated with setpiece encounters and more than a few terrifying moments. This story-centric, wide corridor approach would be immensely influential in game design, as would Half-Life’s scarily smart (for the time) enemy AI, particularly the soldiers sent to shut down the Black Mesa facility and everyone in it.
The tantalizing tastes of a larger story in which you were only one part — orchestrated by the still-mysterious G-Man — kept players on the hook through its expansions and eventually its masterful and sadly unfinished sequel.
The multiplayer, too, was a joy. I remember in particular long matches of robots versus scientists in Gasworks, and brutal close-quarters combat trying to escape the air raid in Crossfire. Then of course Team Fortress Classic and all that came after.
But it wasn’t just Half-Life itself that was influential. Valve’s success with this experiment drove it to make further forays into gaming infrastructure, leading to the creation of Steam — now, of course, the world’s leading PC gaming platform. Although there are arguments to be made now that Steam is stuck in the past in many ways, it’s hard to overestimate its effect on the gaming industry over the years.
I replayed the game a couple of years ago and it mostly holds up. The initial chapters are still compelling and creepy, and the action is still fun and frantic. The pacing isn’t so hot and of course the graphics aren’t so hot these days, and of course Xen is still a pain — but overall it’s easy to put yourself back in your ’90s shoes and remember how amazing this was back then.
If you’re thinking of replaying it, however, you might do yourself a favor and instead play Black Mesa, a full-on remake of the game with more modern graphics and a lot of quality of life changes. It’s still largely the same game, just not quite as 1998.
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Just a few weeks back, Valve moved into Discord’s turf a bit with a dramatic overhaul of Steam’s chat system.
Today, Discord is returning the favor by playing with the idea of selling games through its namesake chat platform.
The company says it’ll launch a beta of the game store later today, though it’ll initially be limited to a small slice of its user base (which now sits at 150 million users). More specifically, the beta will roll out to just 50,000 users from Canada at first.
It’ll be dabbling in game sales on two fronts: they’ll directly sell some games, while other games will be added perks for its Discord Nitro subscription service.
Whereas Valve has massively increased the number of games on Steam over the last few years by opening up to third parties through things like Steam Greenlight or (more recently) Steam Direct, Discord is pitching this as a more “curated” offering with a slimmer number of options. At least at first, they say they’re aiming for something that feels more like “one of those cozy neighborhood book shops” — which, on day one of the beta, translates to 11 games.
The games it’ll sell first:
While 11 games may not seem like much, you can bet they’ll offer more than that in time. See that screenshot up top? You don’t dedicate an entire tab in some of your app’s most prime screen real estate unless you’re hoping to make it a key part of your business.

Taking things one more step forward, Discord is also getting into (temporary) exclusives — or, as it calls them, “First on Discord” games. While it doesn’t mention names and none will roll out with today’s beta, Discord says it’ll soon highlight select indie games that’ll be available only on Discord for the first 90 days-or-so after their respective launches.
Meanwhile, the company is also testing the idea of building up its premium subscription add-on, Discord Nitro, into a game subscription service. Whereas the $5-per-month service previously primarily got you a few mostly aesthetic perks like animated avatars, a special profile badge and bigger upload limits, the same 50,000 players mentioned above (or, at least, those on Windows) will get access to a rotating set of games.
The first games hitting the subscription beta:
While many of those games aren’t exactly new (some of them are 5+ years old), a lot of them are really great games (I’ve lost days to Super Meat Boy) that not everyone has gotten around to playing. It’s a solid way to pique people’s interest in giving Discord a bit of money each month if the GIFs and badges weren’t quite enough.
Oh, and for good measure, Discord is making itself a launcher — that is, you’ll be able to sort and launch most of the games on your computer right from Discord, including games purchased elsewhere and even those, notes the company, that require another launcher to run. If that’s not a shot across the bow in Steam’s direction, I’m not sure what is.

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Just a month ago, Valve announced Steam Chat — an overhaul to its aging chat system, and the company’s answer to rapidly growing competition from apps like Discord. At the time, it was a beta limited only to those who were granted access.
Today it’s opening up to all.
As Devin put it when the beta features rolled out, the previous chat system “may as well be ICQ.” It was useful for a quick chats, but it felt much too limited for anything beyond that.
The new Steam Chat, meanwhile, takes a huge step toward being a modern chat offering. It groups contacts by the game they’re playing, shows whether or not they’re currently in-game or in a match, offers easy access to your “favorite” contacts and allows for big group chats and persistent channels. It supports inline media (GIFs! SoundCloud! YouTube!), encrypted voice chat and has both a browser-based client and a client built into Steam.
Will it kill Discord? Probably not.
While it might stymie the losses of the more casual players who might otherwise find their way over to Discord, it’ll be tough to sway anyone who has already come to call Discord home. Many Discord gaming groups have deep roots, with many of them having elaborate channel setups and relying on bespoke customizations like bots that help them schedule matches or raids.
If you want to check out the new chat system and already have Steam installed, just pop into Steam and tap the “Friends and Chat” button in the bottom right.
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Discord has risen among the ranks of gamers as the most common choice for game-related communications. And it’s easy to see why: it works well and the competition is pretty dismal. But Valve is looking to keep users in-house with an overhaul of the chat options on its game platform Steam .
It’s a welcome change, one of many that Steam’s users have surely been asking for — the platform, while convenient in many ways, is also incredibly outdated in others. The friend and communications options may as well be ICQ, and let’s not get started on the browser.
Today’s news suggests that Valve has not failed to hear gamers’ cries. The revamped chat is very Discord-like, with text and voice channels listed separately, in-game details like map and game type listed next to friends and a useful quick list for your go-to gaming partners. There’s also a robust web client.
Voice and text chat is all encrypted and passed through Steam’s servers, which prevents the NSA competition from monitoring your squad’s tactics during PUBG games and griefers from tracing your IP and ordering a hundred pizzas to your door (or worse).
It’s long past due for a platform like Steam, but more importantly it lets them keep Discord in check. The latter, after all, could conceivably grow itself a game store or promotions page in order to subsidize its free services — and that would be stepping on Valve’s turf. Unforgivable.
That said, it’s far too late for Steam to steal away Discord’s users — it’s been adopted by far too many communities and the benefits of switching aren’t really substantial. But for people who have not yet installed Discord, the presence of a robust chat and voice client within Steam is a powerful deterrent.
It’s currently in beta, but you can request access here (web) and here (Steam). No word on whether they are developing a whole system of chat icons based on those wiggly little egg-people in the top image. (Please.)
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Valve is officially bringing its Steam game platform to China as it aims to take a chunk of the world’s largest market of gamers.
Valve said it will work with local partner Perfect World, which it previously collaborated on to release major games Dota 2 and Counter-Strike: Global Offensive. Shanghai-based Perfect World will control local promotional, the selection of games and distribution. There’s no confirmed date for when the Steam China service will go live.
The move makes perfect sense. For one thing, Valve has a vast opportunity to tap into. China’s games market is booming, with Newzoo forecasting that it represented $32.5 billion in 2017, ahead of the U.S., Japan, Germany and the UK. PC gaming has always been the base for revenue, but mobile is growing fast with Tencent — one of the largest gaming firms on the planet — recently reporting that its mobile revenue has overtaken that of PC.
But, as with all things China, access is uncertain. Parts of Valve’s service were blocked in China last December, although the ability to guy games remained intact. It isn’t clear why the partial blockage occurred — China frequently upgrades its firewall technology which can trigger changes — but working with a local partner is a more reliable approach than going solo. That said, Perfect World will have to manage the inevitable government censorship demands.
Despite having no official presence in China, more than one-quarter of Steam users have the language set to Basic Chinese, second only to English, according to a user survey. Whilst that also accounts for the Chinese diaspora, it is a sign that Steam already has significant traction among China’s gamers.
There’s plenty of competition in this space, so Valve won’t simply waltz into dominance. Tencent has its own Steam-like platform while NetEase has partnered with big U.S. gaming companies like Bungie and Blizzard.
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