black_knight1337 said:
Mind providing a link of them saying that Episode 3 has been cancelled?
Closest thing I could find was "We went through the episodes phase, and now we're going towards shorter and even shorter cycles." but if they'd cancelled Episode 3 they wouldn't continue to say things like 'we have nothing to tell you at this time' when asked about it.
Wasn't "cancelled", per se. It was transitioned into Half-Life 3.
http://www.rockpapershotgun.com/2012/04/23/gabe-on-ricochet-2-delay-but-he-doesnt-mean-ricochet/
http://www.mirror.co.uk/news/technology-science/technology/half-life-3-confirmed-valve-security-2334759
http://www.destructoid.com/valve-database-lists-left-4-dead-3-half-life-3-teams-262855.phtml
And publishers don't dictate how much it costs in stores? So, what, they are just giving stores copies and just asking for a cut of what they make? No, they charge stores for however many copies they want and then stores add a little so they get a bit of profit. So say for game X they have to pay $90 per copy, the store isn't going to sell it at $60, they'll probably go to ~$100(or more).
I never said they didn't. In fact, that was my point.
Steam, on average, takes a cut of between 15 and 30 percent of the final price of the game. As such, the publishers, knowing what the cut is, then dictate what the sale price is to be on Steam. The publishers also choose the number of unique serial keys to be made available over the service. Something that has caused a few headaches over the years.
As for taxes, we've actually got more taxes involved with physical copies rather than digital. The digital costs here go back to a thing called the "Australia Tax" which has no real basis beyond "they can afford it".
I somewhat knew of this and I still say it's incredibly lame.
I've tried everything for it and nothing changes it. Doesn't matter if the download region is for my state or another country, the same thing happens.
Do you use any anti-malware programs?
I knew a few people that were so avid in their hatred for Steam they actually blocked Steam through their anti-viral security programs. They would then incessantly complain about how slow, unreliable, and inconsistent Steams network/server connections were. The irony was painful.
But, barring something at a local machine level, you may just be in an unfortunate location that has limited or restricted access to the Steam servers. Which, I'll admit, would prove very aggravating. And, I know that that's been an issue lately in some areas of Australia.
Out of curiosity: do you use a wireless or wired connection to your router/modem? At times, Steam defaults to a lower bandwidth when using a wireless connection.
Try giving this a go: http://www.makeuseof.com/tag/speed-up-steam-get-games-now/
It's a pretty basic series of steps, but it may help. If not, let me know.
Of course, part of the reason they were hired was for their potential on future projects. But for now, they were hired to bring their project to Source and to get Valve put on it.
But that isn't what happened in most of those cases, as stated above they were working on their games well before Valve stepped in.
Those new hires were simply applying the ideas they'd already started working on to a new project of their own choosing. It had nothing to do with the rest of Valve forcing them to make a game so they could slap "Valve" on the box.
Not sure why you seem intent on differentiating these designers from Valve. They are one in the same. Having the "Valve" logo on the splash screen is giving credit to the teams behind the games. They aren't some separate entity.
Besides, those people are still credited with the games production. Their names are in the credits. Their company profiles list them as the key design leads for each given project.
As I'd said before, in some cases they actually gain more notoriety after the project is released under the banner of Valve. I mentioned Robin Walker before, but also consider people like Kim Swift. She's every bit the face and brains behind Portal, in the public eye, as anyone else at Valve is. Even more so, in fact.
I still fail to see how these original mod/indie teams are somehow having their ideas and properties "taken" away from them. They still have full control over them. They still have full credit for them. So....I don't get it.
Take Turtle Rock Studios with Left 4 Dead for example, Valve only came into it less than a year from it's release. So that's hardly, freshly hired devs deciding to work on a project.
Valve
merged with Turtle Rock Studios a year before the games release. Up until that point both companies were working so closely together, on several projects, that the merger was only a matter of time. Even during the design process before the merger Valve assisted Turtle Rock with development of Left 4 Dead.