black_knight1337 said:
While I wouldn't go as far as saying I hate them, there are a number of things that annoy me about them. The first thing is that age old joke that they can't count to three. Way back in 2006 they said that the Half Life 2 episodes would be "a trilogy that will conclude by Christmas 2007". Well it's six years later and it still hasn't happened.
Except that they made it clear, years ago, that they had dropped the episodic model of content release had instead were going to make a full fledged sequel.
Why anyone
still brings up Episode 3 baffles me.
Then there is Steam itself. Regular prices aren't that competitive, it's usually either the same or cheaper here to get physical copies.
While this is true with some countries, it's usually not Steams fault.
Publishers dictate what prices their digital titles are sold at. Couple that with some governments charging taxes on certain media content and some prices become inflated.
It's really stupid either way.
Then there's also the really dodgy downloads. Usual downloads for me on most sites I get around 100-150KB/s. On Steam though it's 0-100KB/s with the occasional spike to 150. It barely supports slow connections as well. My old connection was going at ~10KB/s. I couldn't install any games from Steam, I couldn't download any updates(or those that would work would only do about half) and I couldn't buy anything from their store.
I've never had issue with Steam on slower connections. Never. At least, not since the service began back in 2004.
Have you tried changing your download settings in Steam? Tried changing your download region?
The last thing that annoys me, which I find to be a really big deal, is the fact that they get all this praise for what is ultimately a small time developers work. There are only two of their IPs that aren't like that, namely Half-Life and Ricochet. The rest have been a result of them taking a small studio/team and giving them a heap of resources to make what they already have even better. Outside of those games there is Team Fortress, Counter-Strike, Day of Defeat, Portal, Left 4 Dead, Alien Swarm and Dota.
Team Fortress started out as a mod for Quake, the team behind it then started work on a stand-alone version. Then Valve offers them a job to firstly port the mod to Source(Team Fortress Classic) and make their stand-alone with Source(Team Fortress 2). Counter-Strike started out as a Half-Life mod, then as it started to gather a bit of momentum Valve stepped in and gave the then developers a bunch of resources. Day of Defeat also started off as a Half-Life mod and the developers, again, joined up with Valve to make a stand-alone happen. Then there's Portal, which is the most interesting story of the lot. This one is a spiritual successor to a student project called Narbacular Drop, after which it's team got hired by Valve to create what is now known as Portal. Left 4 Dead started off at Turtle Rock Studios and was pretty close to completion when Valve hired them and threw together a $10 million marketing campaign. Alien Swarm started off as a mod for Unreal Tournament 2004. After it's success the team set out to remake it on the Source engine after which Valve hired the team. Last but not least is Dota, this one started off as a very popular map for Warcraft 3. IceFrog, the creator of the original DotA, was then hired by Valve to make a sequel.
Valve doesn't hire those people with the intent on having those people just make a "more polished version" of their mod. Valve hires them
because of the talent they displayed in making those mods. The fact that those people then ended up turning their pet projects into polished releases was because they wanted to, not because they were told to.
You need to understand the design philosophy at work at Valve. Nobody hands down projects and work orders from on high. Everyone is free to work on whatever they like. This is usually what happens when new hires, like say those behind Team Fortress, are brought into the company. Some of those hires decide to work on bettering their original project. Others already employed at Valve may then decide to chip in.
Sure, that isn't necessarily a bad thing. They take small time developers with great concepts and help them gain the success they deserve. But if they are just throwing resources behind these things, why not just act as a publisher? Instead they hire them so they can ultimately take all the credit for them and the success that comes with it.
I've heard this claim before and it still makes no sense to me.
These people are a part of Valve. The final products they release are made with Valve resources and with fellow Valve employees. When you mention "Valve", you are talking about those people. So how is the final game
not a Valve product?
Those "small dev teams" aren't some separate entity within Valve. They aren't some side group that makes something for management. They are Valve. Valve is them. Differentiating them beyond recognizing them as separate people is a misunderstanding of how Valve is structured.
Besides, the key designers behind those mods often retain their previous level of recognition. Some gaining even more. Just look at Robin Walker and how much he is viewed as the key driving force behind Team Fortress 2. The game is often viewed as
his passion project, not just Valves.
So...yeah. I still don't get how anyone can take issue with any of this. Especially when it's common practice in the industry to look to outside sources for game ideas.