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	<title>GigaOM &#187; valve</title>
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		<title>GigaOM &#187; valve</title>
		<link>http://gigaom.com</link>
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		<title>Valve&#8217;s Steam: Not just for games anymore</title>
		<link>http://gigaom.com/2012/08/09/valves-steam-not-just-for-games-anymore/</link>
		<comments>http://gigaom.com/2012/08/09/valves-steam-not-just-for-games-anymore/#comments</comments>
		<pubDate>Thu, 09 Aug 2012 13:34:37 +0000</pubDate>
		<dc:creator>Barb Darrow</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[Steam Engine]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=551344</guid>
		<description><![CDATA[Valve, a big name among gamers, plans to use its Steam online distribution system to offer productivity applications as well. Developers can submit their titles to Steam Greenlight. The store goes live September 5. <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=551344&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.valvesoftware.com/">Valve Software,</a> the company behind such popular games as <em>Half-Life</em> and <em>Team</em> <em>Fortress</em>, plans to start distributing other, non-gaming, software applications on its Steam software delivery service, according to a <a href="http://store.steampowered.com/news/8584/">company blog post.</a></p>
<p>It will start taking submissions of software titles Sept. 5 via its <a href="http://steamcommunity.com/greenlight/">Steam Greenlight site.</a></p>
<p>The company, which claims 40 million users of its PC and <a href="http://gigaom.com/apple/steam-and-valve-games-headed-to-the-mac/">Mac</a> games,  is not to be taken lightly. As <a href="http://www.forbes.com/forbes/2012/0312/entrepreneurs-electronics-videogame-capture-frags.html"><em>Forbes</em> </a>reported in March: &#8220;Privately held Valve has dominated the digital sales channel [for games] since 2003. Its Steam service started as a distribution mechanism for its own games; lack of competition allowed it to seize as much as 70 percent of the market.&#8221;</p>
<p>According to the Steam blog:</p>
<blockquote><p>&#8220;The Software titles coming to Steam range from creativity to productivity. Many of the launch titles will take advantage of popular Steamworks features, such as easy installation, automatic updating, and the ability to save your work to your personal Steam Cloud space so your files may travel with you.&#8221;</p></blockquote>
<p><a href="http://gigaom.com/cloud/valves-steam-not-just-for-games-anymore/steam/" rel="attachment wp-att-551346"><img  title="steam" src="http://gigaom2.files.wordpress.com/2012/08/steam.jpg?w=708" alt=""   class="aligncenter size-full wp-image-551346" /></a></p>
<p>When it comes to broadly used productivity software, Valve will face a ton of competition. Microsoft already fields an online store and is building access to new <a href="http://gigaom.com/cloud/microsoft-opens-office-and-sharepoint-up-to-web-developers/">Office and SharePoint stores</a> right into the next releases of those widely used business packages.</p>
<p>In the post Mark Richardson, a Valve business development exec, said the company&#8217;s user base is interested in more than games. &#8220;They have told us they would like to have more of their software on Steam, so this expansion is in response to those customer requests.&#8221;</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=551344&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=375574"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=375574" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=cloud&utm_medium=editorial&utm_campaign=auto3&utm_term=551344+valves-steam-not-just-for-games-anymore&utm_content=gigabarb">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/03/a-near-term-outlook-for-big-data/?utm_source=cloud&utm_medium=editorial&utm_campaign=auto3&utm_term=551344+valves-steam-not-just-for-games-anymore&utm_content=gigabarb">A near-term outlook for big data</a></li><li><a href="http://pro.gigaom.com/2011/07/newnet-q2-google-closes-the-quarter-with-a-bang/?utm_source=cloud&utm_medium=editorial&utm_campaign=auto3&utm_term=551344+valves-steam-not-just-for-games-anymore&utm_content=gigabarb">NewNet Q2: Google closes the quarter with a bang</a></li><li><a href="http://pro.gigaom.com/2011/06/from-car-to-cloud-the-future-of-the-in-vehicle-app-landscape/?utm_source=cloud&utm_medium=editorial&utm_campaign=auto3&utm_term=551344+valves-steam-not-just-for-games-anymore&utm_content=gigabarb">From car to cloud: the future of the in-vehicle app landscape</a></li></ul>]]></content:encoded>
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		<title>The incredible story of Indie Game: The Movie</title>
		<link>http://gigaom.com/2012/05/27/indie-game-itunes-vhx-kickstarter-steam/</link>
		<comments>http://gigaom.com/2012/05/27/indie-game-itunes-vhx-kickstarter-steam/#comments</comments>
		<pubDate>Sun, 27 May 2012 07:01:10 +0000</pubDate>
		<dc:creator>Liz Shannon Miller</dc:creator>
				<category><![CDATA[Andy Baio]]></category>
		<category><![CDATA[aziz ansari]]></category>
		<category><![CDATA[casey pugh]]></category>
		<category><![CDATA[independent film]]></category>
		<category><![CDATA[James Swirsky]]></category>
		<category><![CDATA[jamie wilkinson]]></category>
		<category><![CDATA[Lisanne Pajot]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[sundance]]></category>
		<category><![CDATA[valve]]></category>
		<category><![CDATA[VHX.tv]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=526140</guid>
		<description><![CDATA[The independent film's lifecycle has undergone a lot of upheaval in the last 20 years, but digital distribution's truly disrupting things. Less than six months after debuting at Sundance, <i>Indie Game: The Movie</i> will be available for sale via iTunes, VHX and gaming platform Steam. <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=526140&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://gigaom2.files.wordpress.com/2012/05/gamindiegamethemovie580_530x298-e1338083779783.jpg"><img  title="gamindiegamethemovie580_530x298" src="http://gigaom2.files.wordpress.com/2012/05/gamindiegamethemovie580_530x298-e1338083779783.jpg?w=300&#038;h=199" alt="" width="300" height="199" class="alignleft size-medium wp-image-526144" /></a>The independent film&#8217;s lifecycle has undergone a lot of upheaval in the last 20 years, but it&#8217;s digital distribution that&#8217;s truly disrupting things, the latest example being <a href="indiegamethemovie.com/"><em>Indie Game: The Movie</em></a>. The independently produced documentary first premiered at the 2012 Sundance Film Festival, began <a href="http://www.indiegamethemovie.com/news/2012/5/15/igtm-opening-in-nyc-la-sf-and-more.html">a limited theatrical run on May 18th</a> &#8212; and will be <a href="http://www.indiegamethemovie.com/news/2012/5/24/releasing-worldwide-june-12.html">available for download June 12th</a>, just a month later.</p>
<p><em>Indie Game</em>&#8216;s story began on the web, thanks to <a href="http://www.kickstarter.com/projects/blinkworks/indie-game-the-movie">Kickstarter funding</a>, and covers a topic near and dear to the Internet&#8217;s heart: the rise of the independent video game designer.</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='604' height='370' src='http://www.youtube.com/embed/GhaT78i1x2M?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<p>So while, according to co-director James Swirsky via email, the theatrical release and an earlier <a href="https://www.facebook.com/media/set/?set=a.381879401836733.99162.181736261851049&amp;type=3">sold outscreening tour</a> were profitable ways of building word-of-mouth about the film, making the film available online was extremely important to him and co-director Lisanne Pajot, as &#8220;that is where our audience is.&#8221;</p>
<p>&#8220;We wanted to get this film into the hands of those people who want to see it the most as quickly as reasonably possible,&#8221; he added. &#8220;Which is the main motivation behind the very tight release windows we&#8217;re working within.&#8221;</p>
<p><em>Indie Game</em>&#8216;s digital release will come through three platforms &#8212; one expected, two unconventional. The film, like many independent films before it, will be available on iTunes, but it&#8217;ll also be released by VHX as a direct DRM-free download &#8212; the second-ever project to be distributed by VHX, following their release of <a href="http://gigaom.com/video/vhx-tv-aziz-ansari-crowdfunding/">Aziz Ansari&#8217;s comedy special</a> last April.</p>
<p>The story of how <em>Indie Game</em> ended up working with VHX couldn&#8217;t be more webby. Via the film&#8217;s <a href="https://twitter.com/indiegamemovie/">extremely active Twitter account</a>, the filmmakers mentioned they <a href="https://twitter.com/indiegamemovie/status/202518084572020737">were looking for a distribution platform</a> &#8212; instantly, Andy Baio (@waxpancake) <a href="https://twitter.com/waxpancake/status/202534076970835968">connected the two</a>:</p>
<p><a href="https://twitter.com/waxpancake/status/202534076970835968"><img  title="Screen shot 2012-05-26 at 6.11.16 PM" src="http://gigaom2.files.wordpress.com/2012/05/screen-shot-2012-05-26-at-6-11-16-pm.png?w=708" alt=""   class="aligncenter size-full wp-image-526141" /></a></p>
<p>Check the date stamp on that tweet &#8212; it&#8217;s less than two weeks ago. Only nine days after making contact, <em>Indie Game</em>&#8216;s deal with VHX was solidified. &#8220;A new record for us, and a trend we hope will continue,&#8221; VHX co-founder Jamie Wilkinson said via email.</p>
<p>There&#8217;s no exact date yet on when the <a href="http://artists.vhx.tv/">VHX for Artists platform</a> will be officially open for all, according to co-founder Casey Pugh, but &#8220;it will be soon,&#8221; he promised.</p>
<p>In addition to iTunes and VHX, <em>Indie Game</em> will also be distributed through Steam, <a href="http://en.wikipedia.org/wiki/Steam_(software)">Valve&#8217;s video game distribution platform</a>. That&#8217;s right, a gaming platform. According to Swirsky, with the exception of a zombie film created by Valve employees several years ago, <em>Indie Game</em> is the first film to ever receive major release through the popular service.</p>
<p>However, the decision to work with Steam made sense for Swirsky and Pajot, because of the film&#8217;s deep connections with the independent gaming community. &#8220;From a pure distribution standpoint, we can not get any closer to our core audience that being listed side by side with the games that are featured in the film,&#8221; Swirsky said. &#8220;If you like and bought <em>Super Meat Boy, Braid, World of Goo,</em> etc, there&#8217;s a good chance you might be interested in the backstory behind those games, and games like them. Steam brings us to the core of our most relevant audience in a very unique way. It&#8217;s kind of amazing.&#8221;</p>
<p>Across platforms, the cost will be $10, though those pre-ordering on Steam can purchase it for $8.99. According to Swirsky, &#8220;When it comes to sales and knowing their consumer base, Steam is second to none. They know their stuff. They know how to effective launch, maintain and promote the products within their system. When they suggested debuting with a pre-order pricing incentive, it made a lot of sense to us.&#8221;</p>
<p>To Swirsky and Pajot, each platform has its unique advantages. Steam, as previously mentioned, delivers the film to the most passionate portion of its fanbase. With iTunes, he says, it&#8217;s &#8220;a juggernaut. We always wanted this film to be there. They bring an audience and ease of purchase/viewing that we could only dream of with this film.&#8221;</p>
<p>And working with VHX, Swirsky says, &#8220;allows us to continue the direct conversation with our audience that we&#8217;ve been having since Day 1. It&#8217;s all on our site, it&#8217;s all under our control, it&#8217;s as personal as delivering the final film to the end audience as we can get digitally. VHX is doing some really exciting things. We&#8217;re really proud to be a part of it all.&#8221;</p>
<p>&#8220;It&#8217;s truly a great film. It also perfectly aligns with our beliefs on the future of film,&#8221; Pugh said. &#8220;Crowd-funded on Kickstarter and self-released on VHX. This is where the film, video and television business is going and it&#8217;s only the tip of the iceberg.&#8221;</p>
<p>Between the three platforms, Swirsky and Pajot are hopeful to not only make up the actual production budget of the film, but also compensate themselves for the two years they spent making the film. &#8220;The film is very much on track to make back its budget. But that&#8217;s a budget that doesn&#8217;t include paying ourselves for the past two years. If we go by that budget, we still have a little ways to go. But it should be worth it,&#8221; Swirsky said.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=526140&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=926574"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=926574" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=526140+indie-game-itunes-vhx-kickstarter-steam&utm_content=lizlet">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/07/connected-consumer-q2-digital-music-meets-the-cloud-e-book-growth-explodes/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=526140+indie-game-itunes-vhx-kickstarter-steam&utm_content=lizlet">Connected Consumer Q2: Digital music meets the cloud; e-book growth explodes</a></li><li><a href="http://pro.gigaom.com/2012/12/connected-consumer-2013-how-2012-laid-the-groundwork-for-change/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=526140+indie-game-itunes-vhx-kickstarter-steam&utm_content=lizlet">How consumer media will change in 2013</a></li><li><a href="http://pro.gigaom.com/2012/04/connected-consumer-q1-controversy-courtrooms-and-the-cloud/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=526140+indie-game-itunes-vhx-kickstarter-steam&utm_content=lizlet">Controversy, courtrooms and the cloud in Q1</a></li></ul>]]></content:encoded>
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		<title>Get Portal free on Steam until Sept. 20</title>
		<link>http://gigaom.com/2011/09/16/get-portal-free-on-steam-until-sept-20/</link>
		<comments>http://gigaom.com/2011/09/16/get-portal-free-on-steam-until-sept-20/#comments</comments>
		<pubDate>Fri, 16 Sep 2011 15:24:04 +0000</pubDate>
		<dc:creator>Darrell Etherington</dc:creator>
				<category><![CDATA[@NYT]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[mac gaming]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[puzzle games]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=406747</guid>
		<description><![CDATA[This is a treat. Valve is offering hit first-person puzzle game <em>Portal</em> for free starting Friday, until Sept. 20. You can grab your copy of <em>Portal</em> for Mac (or PC) on Steam. If you haven't played <em>Portal</em>, great. If you have, it's worth playing again.
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=406747&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><img  title="portal-screen" src="http://gigaom2.files.wordpress.com/2011/09/portal-screen.jpg?w=300&#038;h=169" alt="" width="300" height="169" class="alignright size-medium wp-image-406776" />This is a treat. Valve is offering the original hit first-person puzzle game <a href="http://store.steampowered.com/app/400/"><em>Portal</em> for free</a>, starting Friday and lasting until Sept. 20. You can grab your copy of <em>Portal</em> for Mac (or PC, if that&#8217;s what you&#8217;re into) on Steam. If you haven&#8217;t played <em>Portal</em>, it&#8217;s a terrific puzzle gaming experience that&#8217;s probably unlike anything you&#8217;ve ever tried before. If you have played it, it&#8217;s worth playing again.</p>
<p>I was late to the <em>Portal</em> party, having only played it for the first time last year, and despite being exposed to years of hype (the game originally came out in October 2007), it still managed to exceed my expectations. It&#8217;s funny, and challenging yet also accessible, so give it a shot even if you&#8217;re not usually much of a first-person gamer.</p>
<p>Each level in the game is a series of rooms from which you have to escape, using only your wits and handheld teleportation gun, which fires Portals that allow you to quickly traverse great distances in an instant. If you&#8217;re into maddening puzzle games like <em><a href="http://itunes.apple.com/us/app/unblock-me/id315021242?mt=8">Unblock Me</a></em> on the iPhone and iPad, you&#8217;ll be amazed at how well a similar concept translates to a game with first-person shooter mechanics. The game holds up surprisingly well despite being four years old now, too.</p>
<p><img  title="portal-screen2" src="http://gigaom2.files.wordpress.com/2011/09/portal-screen2.jpg?w=300&#038;h=224" alt="" width="300" height="224" class="alignleft size-medium wp-image-406777" /><em>Portal</em> usually retails for $10 on Steam, and its sequel, released this year, costs $29.99. This is a smart move for Valve, which is likely hoping to encourage folks to grab Portal 2. I still haven&#8217;t pulled the trigger on the newer game, but the only thing preventing me from doing so is the knowledge that it&#8217;ll be a huge time suck whenever I do start playing.</p>
<p>Getting <em>Portal</em> requires that you first <a href="http://store.steampowered.com/about/">download and install the Steam store</a>, but it doesn&#8217;t take long, and the store is actually something you should have on your Mac anyway if you&#8217;re at all into gaming. The nice thing about Portal being an older game is that it also doesn&#8217;t have very high system requirements; an integrated Intel HD 3000 or higher card should suit you just fine. Plus, since it&#8217;s free, there&#8217;s no harm in just downloading it and seeing if it runs.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=406747&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=679217"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=679217" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=406747+get-portal-free-on-steam-until-sept-20&utm_content=etherin">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/02/forecasting-the-tablet-market-over-366-million-units-by-2016/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=406747+get-portal-free-on-steam-until-sept-20&utm_content=etherin">Tablet market to hit over 377 million units by 2016</a></li><li><a href="http://pro.gigaom.com/2012/07/the-wearable-computing-market-a-global-analysis/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=406747+get-portal-free-on-steam-until-sept-20&utm_content=etherin">Analyzing the wearable computing market</a></li><li><a href="http://pro.gigaom.com/2012/07/connected-consumer-second-quarter-2012-analysis-and-outlook/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=406747+get-portal-free-on-steam-until-sept-20&utm_content=etherin">Takeaways from connected consumer&#8217;s second quarter</a></li></ul>]]></content:encoded>
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		<title>Could Portal: No Escape be the next fan film to go legit?</title>
		<link>http://gigaom.com/2011/08/28/could-portal-no-escape-be-the-next-fan-film-to-go-legit/</link>
		<comments>http://gigaom.com/2011/08/28/could-portal-no-escape-be-the-next-fan-film-to-go-legit/#comments</comments>
		<pubDate>Sun, 28 Aug 2011 07:01:14 +0000</pubDate>
		<dc:creator>Liz Shannon Miller</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[comic-con]]></category>
		<category><![CDATA[Dan Trachtenberg]]></category>
		<category><![CDATA[fan film]]></category>
		<category><![CDATA[Mortal Kombat]]></category>
		<category><![CDATA[No Escape]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[Totally Rad Show]]></category>
		<category><![CDATA[TRS]]></category>
		<category><![CDATA[valve]]></category>
		<category><![CDATA[Valve Software]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Warner Bros]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=398383</guid>
		<description><![CDATA[The release of a short film set in the universe of Valve Software's popular <i>Portal</i> video game series has people excited over the possibility that director Dan Trachtenberg could bring his vision to a full-length version. But is such a move really likely? <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=398383&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>With clever writing and imaginative gameplay that challenges players to &#8220;think with portals,&#8221; the <em>Portal</em> video game series, produced by <a href="http://www.valvesoftware.com/">Valve Software</a>, has been a favorite of gamers since the first game&#8217;s release in 2007. And <em>Portal 2</em>, which was released last April, <a href="http://www.pcgamer.com/2011/06/23/newell-portal-2-has-hit-three-million-sales">sold three million copies in its first two months on shelves.</a></p>
<p>Central to the game&#8217;s premise is the concept of a device that can create &#8220;portals&#8221; between locations, enabling you to walk through one magical hole and emerge anywhere else. Add a physics engine and some crafty puzzles to that idea and it becomes an engaging, addictive adventure that&#8217;s strikingly different from normal first-person-shooter fare.</p>
<p>It also becomes fodder for the imagination of fans &#8212; including director and <a href="http://revision3.com/trs"><em>Totally Rad Show</em></a> co-host Dan Trachtenberg, who began shooting a short film inspired by the franchise two years ago. Following a premiere for <em>TRS</em> fans at Comic-Con, he posted it to YouTube this week.</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='604' height='370' src='http://www.youtube.com/embed/4drucg1A6Xk?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<p>Using, among other things, <em>Terminator 2</em> as an inspiration, Trachtenberg&#8217;s take on <em>Portal</em> strips the franchise down to its central elements &#8212; a girl and her portal-making gun. This means that <em>No Escape</em> lacks the whimsical humor of the original games, which is the primary criticism of the short, based on Twitter and Facebook commentary that I saw. Instead it has flawless visual effects that capture perfectly the potential of the <em>Portal</em> gun in a film context. For the first time, I believed that <em>Portal</em> as a movie could actually work.</p>
<p>I&#8217;m not the only one who feels that way. The film caught fire upon its release on Tuesday, receiving huge blog coverage, massive amounts of retweeting and a YouTube front page feature. It was even aired in full on cable channel G4&#8242;s <a href="http://www.g4tv.com/aots"><em>Attack of the Show</em></a> (I am currently a writer for the show but had no involvement in the decision to air it). As of writing, it had over 3.5 million views and nearly 150,000 thumbs-up ratings.</p>
<p>Most of the commentary surrounding <em>No Escape</em>&#8216;s release online has taken the form of &#8220;Someone just give Trachtenberg a whole bunch of money and let him make a real <em>Portal</em> movie already.&#8221; And these days, that&#8217;s not such a strange idea &#8212; indeed, there&#8217;s some precedent for that path, the most recent example being <a href="http://gigaom.com/video/how-mortal-kombat-accidentally-became-a-web-series">Kevin Tanchareon&#8217;s take on <em>Mortal Kombat</em>.</a></p>
<p><em>Mortal Kombat: Legacy</em> started off as what would technically be a fan film (despite the participation of <em>Star Trek: Voyager&#8217;</em>s Jeri Ryan and Michael Jai White) and then <a href="http://www.youtube.com/show/mortalkombatlegacy">was picked up as a 10-episode web series by Warner Bros.</a> And sure, a web series isn&#8217;t a feature film. But <em>Mortal Kombat: Legacy</em>, which was distributed by Machinima, has received more than 46 million views, according to a Machinima spokesperson.</p>
<p>The question is, though, Is it really possible for <em>Portal</em> to get the same treatment?</p>
<p>In an interview with the blog <a href="http://veryaware.com/2011/08/interview-dan-trachtenberg-talks-about-his-short-film-portal-no-escape/">Very Aware</a>, Trachtenberg not only mentioned his inspirations but also addressed that criticism I mentioned earlier, about <em>No Escape&#8217;</em>s lacking the <em>Portal</em> games&#8217; quirky humor:</p>
<blockquote><p>Well it’s certainly redundant to say I love the game and its universe, but to be honest, I was more excited about seeing the technology in the game in a different world. The video game is very whimsical and somewhat cartoony &#8212; I really wanted to explore the idea of taking the fundamentals of <em>Portal</em> and placing it in a much grittier, serious place.</p></blockquote>
<p>Going gritty was also part of what impressed Warner Bros. about Tanchareon&#8217;s take on the <em>Mortal Kombat</em> franchise. But what was truly key to the web series&#8217; getting greenlit was the fact that Tanchareon brought a fresh approach to the concept. There will be those who argue that it&#8217;s not really <em>Portal</em> without an insane AI playfully threatening to murder you at the start of every level. Those people might include the folks at Valve, which appear to retain the film rights for the franchise. But with <em>No Escape</em>, Trachtenberg has shown Valve that if it wants someone with an original voice to adapt the franchise, he&#8217;s probably the right man for the job.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=398383&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=73498"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=73498" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=398383+could-portal-no-escape-be-the-next-fan-film-to-go-legit&utm_content=lizlet">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/04/connected-consumer-q1-controversy-courtrooms-and-the-cloud/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=398383+could-portal-no-escape-be-the-next-fan-film-to-go-legit&utm_content=lizlet">Controversy, courtrooms and the cloud in Q1</a></li><li><a href="http://pro.gigaom.com/2012/12/connected-consumer-2013-how-2012-laid-the-groundwork-for-change/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=398383+could-portal-no-escape-be-the-next-fan-film-to-go-legit&utm_content=lizlet">How consumer media will change in 2013</a></li><li><a href="http://pro.gigaom.com/2012/10/connected-consumer-third-quarter-2012-analysis-and-outlook/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=398383+could-portal-no-escape-be-the-next-fan-film-to-go-legit&utm_content=lizlet">Connected consumer third-quarter 2012</a></li></ul>]]></content:encoded>
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		<slash:comments>10</slash:comments>
	
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		<title>Valve&#8217;s Portal 2 Early Release Promotion: Innovative or Crass?</title>
		<link>http://gigaom.com/2011/04/15/valves-portal-2-early-release-promotion-innovative-or-crass/</link>
		<comments>http://gigaom.com/2011/04/15/valves-portal-2-early-release-promotion-innovative-or-crass/#comments</comments>
		<pubDate>Fri, 15 Apr 2011 19:07:00 +0000</pubDate>
		<dc:creator>Ryan Kim</dc:creator>
				<category><![CDATA[@NYT]]></category>
		<category><![CDATA[Digital Distribution]]></category>
		<category><![CDATA[fundraising]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Portal 2]]></category>
		<category><![CDATA[valve]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=331359</guid>
		<description><![CDATA[Game maker Valve kicked off a promotion today that allows fans to force the early release of <em>Portal 2</em> if they buy a bundle of 13 independent games through its online store. It's an innovative idea, though the execution makes the effort feel a little crass.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=331359&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://gigaom2.files.wordpress.com/2011/04/screen-shot-2011-04-15-at-11-05-27-am.png"><img  title="Screen shot 2011-04-15 at 11.05.27 AM" src="http://gigaom2.files.wordpress.com/2011/04/screen-shot-2011-04-15-at-11-05-27-am-e1302890893750.png?w=300&#038;h=199" alt="" width="300" height="199" class="alignright size-medium wp-image-331394" /></a><strong>UPDATED.</strong> In an apparent attempt to capitalize on interest in the upcoming release of <em>Portal 2</em>, game maker Valve <a href="http://www.aperturescience.com/glados@home/">kicked off a promotion Friday</a> that allows fans to force an early release of the game if they buy a <a href="http://store.steampowered.com/sub/7586/">bundle of 13 independent games</a> through its online store. It&#8217;s an innovative idea, though the execution leaves something to be desired, making the whole effort feel a little crass.</p>
<p><strong>Update:</strong> As pointed out by commenters, gamers who already own the games don&#8217;t have to buy the bundle or individual games to help prompt an early release of the game. Those who already have the titles can just play the games, and their progress will help speed up the release. People who don&#8217;t have any of the titles are encouraged to buy all or some of the bundle.</p>
<p>The promotion, which has the potential to bring in significant revenue for the game bundle, is being <a href="http://venturebeat.com/2011/04/15/valve-generates-a-consumer-backlash-with-end-of-alternate-reality-game/">met with tough reactions from many gamers</a>, who feel like it was a bad surprise and was pushing them to buy unwanted games. That&#8217;s in part because the promotion was the <a href="http://venturebeat.com/2011/04/13/valves-alternate-reality-game-stirs-fascination-with-portal-2/">extension of an ongoing alternate reality game marketing campaign </a>by Valve, meant to stoke interest in <em>Portal 2&#8242;s</em> April 19 release. The game included a series of clues that suggested the game might be released early: Friday.</p>
<p>Instead, fans found a timer counting down to the April 19 release of <em>Portal 2</em>. <a href="http://www.aperturescience.com/glados@home/">The site</a> said it&#8217;s recruiting CPUs to initiate a faster reboot of GLaDOS, the evil computer in the original Portal. In order to do that, users are encouraged to buy the Potato Sack bundle of 13 independent games, collectively discounted to $40. So far, none of the games have been bought more than 5,000 times, well short of the apparent threshold for early release. At this point, it&#8217;s unclear if enough gamers will jump in to force an early release of the game.</p>
<p>Though the <em>Portal 2</em> promotion feels like it could use some more thought, it&#8217;s another example of how companies and brands are using creative ideas to distribute content. In 2007, Radiohead tried a <a href="http://www.mtv.com/news/articles/1570871/radioheads-rainbows-out-october-10.jhtml">pay-what-you-want model for its album</a><em> In Rainbows</em>, which it released directly to fans. Last year, a group of <a href="http://arstechnica.com/gaming/news/2010/05/the-greatest-indie-game-sale-ever-and-how-it-came-to-be.ars">independent game developers banded together to offer the Humble Bundle,</a> allowing gamers to pay what they want for the $80 value, with the money going to developers and a couple of non-profits. With <a href="http://gigaom.com/2011/02/18/kickstarter-crowd-funding-hits-1m-a-week/">Kickstarter, the crowd funding start-up in New York</a>, there&#8217;s also a new way for projects to distribute their work and get paid. In fact, game developer Muse Games used Kickstarter to <a href="http://www.kickstarter.com/projects/musegames/creavures">sell limited editions of its CreaVures</a> title as part of the game&#8217;s launch.</p>
<p>Those efforts, though, highlight why the <em>Portal 2</em> promotion has limited appeal. The fans are open to getting content in different ways if they see value in it. That&#8217;s a key part of Kickstarter&#8217;s proposition: that projects need to offer supporters some kind of reward for their pledge. With the <em>Portal 2</em> promotion, it takes up to $40 to do your part to get the title released early &#8212; (you can also buy games individually) which is a fair amount to spend on games &#8212; so you can have the privilege of spending more money on the game you really want. And there&#8217;s no tipping point like in Kickstarter to ensure an investment will pay off in the desired action. People just have to buy up and hope that others join in too. It may be a nice gesture to support indie game developers, but for people who are really just interested in <em>Portal 2</em>, it can be a little too much selling. Finally, the pay off is pretty minimal. It would be nice to get a game early, but with the April 19 release date fast approaching and the threshold for release a ways off, it&#8217;s not that much of a benefit to get the game a few days early. A week or more, and that might be cool.</p>
<p>I still like that Valve was trying something new here, but the execution seems off. But done right, we could see similar campaigns work well in generating buzz, driving extra revenue and increasing consumer loyalty to. Right now, <em>Portal 2&#8242;s</em> promotion seems to only hitting two out of the three.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=331359&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=648151"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=648151" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=331359+valves-portal-2-early-release-promotion-innovative-or-crass&utm_content=oryankim">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2013/01/ces-2013-flash-analysis-disruptions-and-disappointments-from-consumer-techs-biggest-show/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=331359+valves-portal-2-early-release-promotion-innovative-or-crass&utm_content=oryankim">GigaOM Research highs and lows from CES 2013</a></li><li><a href="http://pro.gigaom.com/2012/07/the-wearable-computing-market-a-global-analysis/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=331359+valves-portal-2-early-release-promotion-innovative-or-crass&utm_content=oryankim">Analyzing the wearable computing market</a></li><li><a href="http://pro.gigaom.com/2012/08/crowdfundings-rapid-growth-and-future-opportunities/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=331359+valves-portal-2-early-release-promotion-innovative-or-crass&utm_content=oryankim">Crowdfunding’s rapid growth and future opportunity</a></li></ul>]]></content:encoded>
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		<title>Steam and Valve Games Headed to the Mac</title>
		<link>http://gigaom.com/2010/03/04/steam-and-valve-games-headed-to-the-mac/</link>
		<comments>http://gigaom.com/2010/03/04/steam-and-valve-games-headed-to-the-mac/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 17:15:01 +0000</pubDate>
		<dc:creator>Darrell Etherington</dc:creator>
				<category><![CDATA[Apps]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[delivery]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://theappleblog.com/?p=41849</guid>
		<description><![CDATA[Us Mac gamers are a much abused, much maligned lot. We get titles late, and most never at all. By the time most titles do come to the Mac, we&#8217;ve probably already broken down and played them using Boot Camp or that gaming PC we hide [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=174014&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><img  title="200px-Steam_logo.svg" src="http://gigapple.files.wordpress.com/2010/03/200px-steam_logo-svg.png?w=200&#038;h=57" alt="" width="200" height="57" class=" alignleft" /></p>
<p class="excerpt">Us Mac gamers are a much abused, much maligned lot. We get titles late, and most never at all. By the time most titles do come to the Mac, we&#8217;ve probably already broken down and played them using Boot Camp or that gaming PC we hide in the closet that we bought specifically for the purpose. Today, things are looking up.</p>
<p>PC game maker and distributor Valve is dropping all kinds of hints, which are by no means ambiguous, that Steam and many of its titles are headed to the Mac sometime in the near future. <a href="http://www.macrumors.com/2010/03/03/valve-teases-upcoming-half-life-release-for-mac/" target="_self">MacRumors</a> and various other Mac news sites received teaser images direct from Valve themselves, all of which point to that very same conclusion. <span id="more-174014"></span></p>
<p>The teaser received by MacRumors features Half-Life protagonist Gordon Freeman wielding a crowbar and wearing an Apple logo on his chest. The image was sent &#8220;in anticipation of an upcoming announcement from Valve.&#8221; No timeframe or additional details about this announcement were included, however, so we&#8217;re left to speculate about that, although next week sees the annual Game Developers Conference taking place in San Francisco, so that&#8217;s a good candidate for a potential date.</p>
<p><img  title="freeman_teaser" src="http://gigapple.files.wordpress.com/2010/03/freeman_teaser.jpg?w=590&#038;h=393" alt="" width="590" height="393" class=" alignleft" />Other sites also received tantalizing teaser images in a similar vein, which, when you notice the iPhone-like selector control at the bottom of the images, gives a pretty good indication that all are from the same series and further evidence of a Mac connection. <a href="http://www.macnn.com/articles/10/03/03/teaser.hints.at.portal.team.fortress.2/" target="_self">MacNN</a> received one using turrets from Team Fortress 2 and Portal acting as Mac and PC from the Justin Long/John Hodgman series of ads:</p>
<p><img  title="valvemac-lg" src="http://gigapple.files.wordpress.com/2010/03/valvemac-lg.jpg?w=500&#038;h=333" alt="" width="500" height="333" class=" alignleft" /><a href="http://www.shacknews.com/onearticle.x/62617" target="_self">Shacknews</a> got this image of a Team Fortress 2 Heavy class character as an iPod silhouette:</p>
<p><img  title="shack2" src="http://gigapple.files.wordpress.com/2010/03/shack2.jpg?w=500&#038;h=334" alt="" width="500" height="334" class=" alignleft" /><a href="http://www.eurogamer.net/articles/valve-teases-forthcoming-announcement">Eurogamer</a> received this one, featuring a Left 4 Dead character and the &#8220;Hate Different&#8221; twist on Apple&#8217;s longtime slogan:</p>
<p><img  title="left4dead" src="http://gigapple.files.wordpress.com/2010/03/left4dead.jpg?w=441&#038;h=640" alt="" width="441" height="640" class=" alignleft" /><a href="http://www.rockpapershotgun.com/2010/03/03/valves-big-fat-hint-steam-for-macs/">Rock, Paper, Shotgun</a> got another promo, which plays off of the ad for the first Mac and seems the most clear about Valve&#8217;s intentions:</p>
<p><img  title="valve_6" src="http://gigapple.files.wordpress.com/2010/03/valve_6.jpg?w=500&#038;h=250" alt="" width="500" height="250" class=" alignleft" />Finally, <a href="http://www.macworld.com/article/146840/2010/03/valve_mac.html">Macworld</a> received this picture of Half-Life 2&#8242;s Alyx Vance character reenacting Apple&#8217;s instantly recognizable 1984 commercial:</p>
<p><img  title="valve_5" src="http://gigapple.files.wordpress.com/2010/03/valve_5.jpg?w=500&#038;h=103" alt="" width="500" height="103" class=" alignleft" />Additional evidence for the introduction of some kind of Mac version of Steam can be found in the inclusion of Mac elements in the latest beta builds of the game marketplace software. For Mac users who&#8217;ve maybe shut out all gaming news out of bitterness or jealousy, Steam is Valve&#8217;s digital game distribution software for the PC. It also provides digital rights management (DRM) services for developers, and multiplayer services for users. So far, only <a href="http://theappleblog.com/2008/12/12/mac-games-arcade-open-beta-released/" target="_self">Mac Games Arcade</a> provides a similar service for the Mac, but that&#8217;s honestly like comparing an aircraft carrier (Steam) to a dinghy (Mac Games Arcade).</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=174014&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=136553"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=136553" /></a></p>]]></content:encoded>
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		<slash:comments>9</slash:comments>
	
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		<title>How Meet the Spy Machinima Helped Double TF2&#8242;s Popularity</title>
		<link>http://gigaom.com/2009/05/27/how-meet-the-spy-machinima-helped-double-tf2s-popularity/</link>
		<comments>http://gigaom.com/2009/05/27/how-meet-the-spy-machinima-helped-double-tf2s-popularity/#comments</comments>
		<pubDate>Thu, 28 May 2009 04:00:13 +0000</pubDate>
		<dc:creator>Wagner James Au</dc:creator>
				<category><![CDATA[CNN Media]]></category>
		<category><![CDATA[NYT Enterprise]]></category>
		<category><![CDATA[Shows & Stars]]></category>
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		<category><![CDATA[machinima]]></category>
		<category><![CDATA[team fortress 2]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://newteevee.com/?p=25600</guid>
		<description><![CDATA[Team Fortress 2 has already been on the market for 18 months, but the multiplayer shooter from Valve Software didn&#8217;t reach the peak of its popularity until last weekend &#8212; thanks in part to this month&#8217;s release of Meet the Spy, the latest in a series [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=218955&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://en.wikipedia.org/wiki/Team_Fortress_2">Team Fortress 2</a> has already been on the market for 18 months, but the multiplayer shooter from <a href="http://www.valvesoftware.com/">Valve Software</a> didn&#8217;t reach the peak of its popularity until last weekend &#8212; thanks in part to this month&#8217;s release of <em><a href="http://store.steampowered.com/app/5260/">Meet the Spy</a></em>, the latest in a series of machinima shorts Valve produces to introduce the game&#8217;s characters.  Up until last week, Valve&#8217;s director of business development, Jason Holtman, told me in a conference call, TF2 was hitting maximum concurrency numbers of 32,000 players; over Memorial Day weekend, however, that more than doubled to 68,000.  (The single best sales day was also last weekend.)</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="256" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://blip.tv/play/g4Q9gYKbA435ZA" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="400" height="256" src="http://blip.tv/play/g4Q9gYKbA435ZA" allowfullscreen="true"></embed></object></p>
<p>Like the game itself, Valve&#8217;s video series is a clever reworking of traditional first-person shooter conventions, eschewing realistic violence and macho fantasy for cartoonish graphics and ironic wit.  (In <em><a href="http://store.steampowered.com/app/5051/">Meet the Sniper</a></em>, TF2&#8242;s ruthless Aussie marksman gets flustered by his disapproving parents.)  <em>Meet the Spy</em> is by far the most ambitious installment, depicting a trio of befuddled squaddies who try to locate an enemy agent in their midst, only to be undone by comic mishap and a surprisingly romantic plot twist.</p>
<p><span id="more-218955"></span></p>
<p>The series was originally based on monologues that Valve writer Erik Wolpaw drafted for internal use, first as audition scripts, then as a reference guide for the voice actors ultimately hired to record the in-game dialog.  According to editor and director Marc Scapparo, the plan was always to evolve these movies over successive installments, from mere character sketches to full-fledged shorts.  Working with a Wolpaw script, Scapparo and his team spent a month capturing in-game footage for <em>Spy</em>, then another month enhancing it in post-production. As with Valve&#8217;s games, the video was constantly screened to test audiences, and iterated according to their feedback.  In the original version, for example, the Red spy was unmasked as the <em>Blue</em> spy, which confused many early viewers, especially those not familiar with the game &#8212; sending the team back to the studio for a story overhaul.  &#8220;Humor&#8217;s pretty subjective,&#8221; as Wolpaw put it to me. &#8220;[But] if someone doesn&#8217;t understand what they saw, that&#8217;s a pretty objective [problem].&#8221;</p>
<p>While <em>Meet the Spy</em> was just a single element in the promotion of Team Fortress 2&#8242;s latest update, it&#8217;s certainly one of the most buzzed about.  TF2 lead developer Robin Walker partly attributes this popularity to the fact that Scapparo and Wolpaw are members of the game&#8217;s development team, not external marketers. In the Valve development philosophy, he said, &#8220;marketing is a game design problem.&#8221;  Then there&#8217;s the buzz you get from unauthorized distribution: Though it <a href="http://store.steampowered.com/app/5260/">was officially put on Steam</a>, Valve&#8217;s online distribution service, on May 19, a leaked copy <a href="http://viralvideochart.unrulymedia.com/youtube/meet_the_spy?id=ZTj6tauY1JU">had already been uploaded dozens of times</a> and seen by countless gamers days earlier.  </p>
<p>Denying persistent <a href="http://forums.steampowered.com/forums/showthread.php?t=863698">Internet rumors</a> to the contrary, Walker told me the video was not intentionally leaked by the company. However, he added, &#8220;We regard [the leak] as an unbridled success,&#8221; pointing to the additional burst of press it provoked. The developers even added a last-minute knowing wink to <a href="http://store.steampowered.com/app/5260">the final product</a>.  If you look carefully at the alarm system in the beginning, the &#8220;Intruder Alert&#8221; signal sits alongside a new warning message: &#8220;Leaked Video.&#8221;</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=218955&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=332875"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=332875" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=218955+how-meet-the-spy-machinima-helped-double-tf2s-popularity&utm_content=wjamesau">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/12/connected-consumer-2013-how-2012-laid-the-groundwork-for-change/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=218955+how-meet-the-spy-machinima-helped-double-tf2s-popularity&utm_content=wjamesau">How consumer media will change in 2013</a></li><li><a href="http://pro.gigaom.com/2012/11/ott-technologies-and-strategies-for-broadcasters/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=218955+how-meet-the-spy-machinima-helped-double-tf2s-popularity&utm_content=wjamesau">OTT technologies and strategies for  broadcasters</a></li><li><a href="http://pro.gigaom.com/2012/10/what-the-shift-to-the-cloud-means-for-the-future-epg/?utm_source=video&utm_medium=editorial&utm_campaign=auto3&utm_term=218955+how-meet-the-spy-machinima-helped-double-tf2s-popularity&utm_content=wjamesau">What the shift to the cloud means for the future EPG</a></li></ul>]]></content:encoded>
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		<slash:comments>2</slash:comments>
	
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			<media:title type="html">Wagner James Au</media:title>
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		<title>Gas Cubby Gets 2.0 Update</title>
		<link>http://gigaom.com/2009/04/16/gas-cubby-gets-20-update/</link>
		<comments>http://gigaom.com/2009/04/16/gas-cubby-gets-20-update/#comments</comments>
		<pubDate>Thu, 16 Apr 2009 12:50:37 +0000</pubDate>
		<dc:creator>Nick Santilli</dc:creator>
				<category><![CDATA[CNN Big Tech]]></category>
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		<category><![CDATA[Web]]></category>
		<category><![CDATA[cars]]></category>
		<category><![CDATA[gas cubby]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://theappleblog.com/?p=21357</guid>
		<description><![CDATA[About two months following the pricing experiment by App Cubby&#8217;s David Barnard, Gas Cubby gets a 2.0 upgrade. Gas Cubby provides a way to track gas mileage for your automobile. But more than that, all maintenance and other costs sunk into your vehicle are dutifully tracked [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=172604&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><img  title="gascubby-iphone-example" src="http://gigapple.files.wordpress.com/2009/04/gas-250.png?w=143&#038;h=300" alt="gascubby-iphone-example" width="143" height="300" class=" alignleft" /></p>
<p class="excerpt">About two months following the <a href="http://theappleblog.com/2009/02/10/cold-hard-truth-of-the-app-store/">pricing experiment</a> by App Cubby&#8217;s David Barnard, <a href="http://appcubby.com/gas/index.html">Gas Cubby</a> gets a 2.0 upgrade.</p>
<p>Gas Cubby provides a way to track gas mileage for your automobile. But more than that, all maintenance and other costs sunk into your vehicle are dutifully tracked as well. Tilt your iPhone horizontally and view graphs that can tell you how well your car is performing (or not), and how much of a drain on your wallet it may be. And my favorite feature: setup maintenance reminders so you don&#8217;t miss that oil change when the sticker falls off the inside of your windshield. <span id="more-172604"></span></p>
<p>Here&#8217;s a listing of what Version 2 adds to Gas Cubby:</p>
<ul>
<li>Online Sync &#8211; backup your data (useful if migrating from Lite and Full versions)</li>
<li>Custom Service Reminders &#8211; remember to change your pine tree air freshener</li>
<li>Data entry shortcuts &#8211; move through data entry in succession rather than back and forth</li>
<li>Gas Stats Chart &#8211; quick look at all stats numbers</li>
<li>Swipe navigation of Detail view &#8211; no need to back out to list of entries first</li>
<li>Date filter buttons for charts &#8211; narrow your view based on time frame</li>
<li>Line for averages in charts &#8211; your average results</li>
<li>Custom Octane ratings &#8211; in case fuel is different in your neck of the woods</li>
<li>Setting for calculator style number pad &#8211; a change of scenery if you like</li>
<li>Badge icon for past due service reminders &#8211; visual reminder from the home screen</li>
</ul>
<p>As I&#8217;ve been among the beta testers for Gas Cubby 2.0, I can say the updated features are nice. This already polished app has received a solid handful of features, making it even nicer to use. Would I call it a pleasure to track my vehicle&#8217;s statistics? Actually, I would.</p>
<p>As <a href="http://theappleblog.com/2008/11/14/keep-track-of-your-vehicle-with-gas-cubby/">in the past</a>, I definitely recommend Gas Cubby if you&#8217;re looking for a good way to keep your vehicle&#8217;s records up to date. Grab your own copy from the <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=295905460&amp;mt=8">App Store</a> for $9.99, or try out the <a title="iTunes Store" href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=311197503&amp;mt=8">Lite version</a> for free.</p>
<br />  <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=172604&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=313869"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=313869" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=172604+gas-cubby-gets-20-update&utm_content=nsantilli">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/02/ces-2012-a-recap-and-analysis/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=172604+gas-cubby-gets-20-update&utm_content=nsantilli">CES 2012: a recap and analysis</a></li><li><a href="http://pro.gigaom.com/2011/07/mobile-q2-smartphone-growth-surges-ipads-rule-continues/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=172604+gas-cubby-gets-20-update&utm_content=nsantilli">Mobile Q2: Smartphone growth surges; iPad&#8217;s rule continues</a></li><li><a href="http://pro.gigaom.com/2010/09/how-to-market-your-iphone-app-a-developers-guide/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=172604+gas-cubby-gets-20-update&utm_content=nsantilli">How to Market Your iPhone App: A Developer&#8217;s Guide</a></li></ul>]]></content:encoded>
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		<slash:comments>1</slash:comments>
	
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		<title>Updated: Why Google Would Want to Buy Valve</title>
		<link>http://gigaom.com/2008/09/17/why-google-would-want-to-buy-valve/</link>
		<comments>http://gigaom.com/2008/09/17/why-google-would-want-to-buy-valve/#comments</comments>
		<pubDate>Wed, 17 Sep 2008 16:54:49 +0000</pubDate>
		<dc:creator>Alistair Croll</dc:creator>
				<category><![CDATA[CNN Big Tech]]></category>
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		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=21357</guid>
		<description><![CDATA[Updated at the end: Google&#8217;s rumored acquisition of game delivery network Valve &#8212; and it is, at this point, just a rumor &#8212; would give the search giant a robust platform for delivering, updating and charging for digital content. If true, it&#8217;s a smart move for [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=21357&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://gigaom.files.wordpress.com/2008/09/valve_logo_black.gif"><img src="http:///2008/09/valve_logo_black.gif" alt="" title="valve_logo_black" width="166" height="44"  class=" alignleft" /></a><strong>Updated at the end: </strong>Google&#8217;s <a href="http://www.theinquirer.net/gb/inquirer/news/2008/09/17/google-valve">rumored acquisition</a> of game delivery network <a href="http://www.valvesoftware.com/">Valve </a> &#8212; and it is, at this point, <a href="http://multiplayerblog.mtv.com/2008/09/17/valve-on-rumors-of-google-buy-out/">just a rumor</a> &#8212; would give the search giant a robust platform for delivering, updating and charging for digital content. If true, it&#8217;s a smart move for Google, and one that should make content delivery firms nervous. It&#8217;s also a volley in the war between centralized and distributed computing.</p>
<p>Paying for games with advertising is a growing business. Sites like Kongregate share ad revenue with casual game developers, and ad networks like NeoEdge have seen strong growth from their focus on casual gaming. Valve has delivered some of the most popular games in recent history (for an overview of the Valve network&#8217;s distribution and size, check out the <a href="http://gigaom.com/2008/04/27/what-valves-steam-network-tells-us-about-pc-gamer-platforms/" target="_blank">piece we wrote back in April</a>.) Acquiring Valve, which has recently added social network features to its distribution client, would help Google get a stronger foothold in this space.</p>
<p>But Valve isn&#8217;t a gaming play for Google. This is about software distribution and updates through its Steam platform. <span id="more-21357"></span></p>
<p>Valve publishes multigigabyte content in <a href="http://gigaom.com/valve-steam-survey-report/part-2-the-valve-survey-steam-goes-global/" target="_blank">dozens of countries</a>, and it wraps that content in digital rights, ranking and payment systems. The games work offline, checking in occasionally to validate licenses and look for updates. It also patches those games. Of course, now that Google is in the desktop replacement business, it needs a way to update Chrome.</p>
<p>The ability to add features to Chrome is built into the terms of service, and Google will want to publish fixes as well as new features like, say, a P2P client. Security experts, quick to attack Microsoft for other failings, praise the robustness and security of Windows Updates; Google needs a good solution too.</p>
<p>If the acquisition goes through, Google will get a ready-made, commerce-enabled, geographically proven platform for multigigabyte content distribution. It will also be able to keep Chrome current and address any zero-day exploits that might emerge. It&#8217;s a smart move that both software publishers and content delivery networks need to watch closely.</p>
<p><strong>Update: </strong><a href="http://www.cinemablend.com/games/Rumor-Smash-Google-Not-Buying-Valve-12256.html">Several pubs</a> have <a href="http://kotaku.com/5051164/valve-kills-google-buy+out-rumor">contacted</a> the companies in the hopes of confirming the story, but all have been told that this <a href="http://www.computerandvideogames.com/article.php?id=197367">rumor is just that </a>&#8211; a rumor, and <a href="http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&amp;threadid=91457">nothing more</a>.</p>
<p><strong>See also: </strong></p>
<ul>
<li><a href="http://gigaom.com/2006/10/18/building-steam/">Building Steam</a></li>
<li><a href="http://gigaom.com/2006/07/19/steam-half-life/">Give Me Steam</a></li>
<li><a href="http://gigaom.com/valve-steam-survey-report/part-1-valves-steam-survey-of-1m-desktops-their-components/">Part 1: Valve’s Steam Survey of 1M+ Desktops &amp; Their Components</a></li>
<li><a href="http://gigaom.com/valve-steam-survey-report/part-2-the-valve-survey-steam-goes-global/">Part 2: The Valve Survey: Steam Goes Global</a></li>
<li><a href="http://gigaom.com/valve-steam-survey-report/part-3-the-steam-survey-how-much-storage-is-out-there/">Part 3: The Steam Survey: How Much Storage Is Out There?</a></li>
<li><a href="http://gigaom.com/valve-steam-survey-report/part-4-the-steam-survey-our-changing-screens/">Part 4: The Steam Survey: Our Changing Screens</a></li>
</ul>
<br /><img alt="" border="0" src="http://feeds.wordpress.com/1.0/categories/gigaom2.wordpress.com/21357/" /> <img alt="" border="0" src="http://feeds.wordpress.com/1.0/tags/gigaom2.wordpress.com/21357/" /> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=21357&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" /><p><a href="http://pubads.g.doubleclick.net/gampad/jump?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=706967"><img src="http://pubads.g.doubleclick.net/gampad/ad?iu=/1008864/GigaOM_RSS_300x250&#038;sz=300x250&#038;c=706967" /></a></p><p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=21357+why-google-would-want-to-buy-valve&utm_content=acroll">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2013/01/the-2013-task-management-tools-market/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=21357+why-google-would-want-to-buy-valve&utm_content=acroll">The 2013 task management tools market</a></li><li><a href="http://pro.gigaom.com/2012/12/connected-consumer-2013-how-2012-laid-the-groundwork-for-change/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=21357+why-google-would-want-to-buy-valve&utm_content=acroll">How consumer media will change in 2013</a></li><li><a href="http://pro.gigaom.com/2012/12/social-2013-the-enterprise-strikes-back/?utm_source=tech&utm_medium=editorial&utm_campaign=auto3&utm_term=21357+why-google-would-want-to-buy-valve&utm_content=acroll">Social 2013: The enterprise strikes back</a></li></ul>]]></content:encoded>
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			<media:title type="html">Alistair Croll</media:title>
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		<title>PC Gamer Secrets According to Valve&#039;s Steam Network</title>
		<link>http://gigaom.com/2008/04/27/what-valves-steam-network-tells-us-about-pc-gamer-platforms/</link>
		<comments>http://gigaom.com/2008/04/27/what-valves-steam-network-tells-us-about-pc-gamer-platforms/#comments</comments>
		<pubDate>Mon, 28 Apr 2008 04:00:28 +0000</pubDate>
		<dc:creator>Alistair Croll</dc:creator>
				<category><![CDATA[Online Games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[half-life]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=12288</guid>
		<description><![CDATA[You can tell a lot from a gamer&#8217;s hardware. And in the gaming world, nobody knows more about the platforms on which PC gamers run their games than the Steam game distribution network. In 2000, Half-Life was one of the best-rated, best-selling games of all time. [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=12288&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>You can tell a lot from a gamer&#8217;s hardware. And in the gaming world, nobody knows more about the platforms on which PC gamers run their games than the Steam game distribution network. In 2000, Half-Life was one of the best-rated, best-selling games of all time. Created by Valve, it was distributed through traditional retail channels. When it came time to release the sequel, however, Valve went direct. Using the Steam platform &#8212; Steam&#8217;s desktop software handles game registration, purchasing and patching, sort of like an iTunes for gamers &#8212; Valve distributed its game directly to consumers.</p>
<p>Traditional game publishers weren&#8217;t happy. But the resulting legal battle between Valve and Vivendi was ultimately <a href="http://www.gamesindustry.biz/content_page.php?aid=5708">won in Valve&#8217;s favor</a>. Today, the <a href="http://www.steampowered.com/v/index.php?area=stats">Steam network lists 259 titles, and delivers games to roughly 1.3 million users</a>. The distribution model has also revitalized veteran games like Deus Ex, as well as breakout indie titles such as Portal, Ragdoll Kungfu and Audiosurf. In January, the company launched <a href="http://www.valvesoftware.com/news.php?id=1423">Steamworks</a>, a set of publishing and development tools with gameplay and sales analytics built in. And on March 17, <a href="http://www.steampowered.com/v/index.php?area=news&amp;id=1489&amp;cc=CA">Epic announced that it would distribute its Unreal series</a> on the Steampowered network.</p>
<p>One of the things the Steam agent does is collect data on gamers&#8217; systems. Since 2004, Valve has published these statistics <a href="http://www.steampowered.com/status/survey.html">periodically</a>. They represent a snapshot of the world&#8217;s gaming desktops, detailing everything from language to video cards to storage space.</p>
<p><span id="more-12288"></span>We&#8217;ve crunched the results of the last four years&#8217; surveys in GigaOM&#8217;s supercomputers <em>(at least by 1960s standards)</em>, and with the help of the <a href="http://www.archive.org/index.php">Internet Way-Back Machine</a>, here&#8217;s what we learned:</p>
<ul>
<li> AMD (and ATI, the video card company it acquired) is struggling, losing market and mind share to Intel and video card maker Nvidia. The current top six video cards reported by Steam all belong to Nvidia.</li>
<li>Thanks to the explosion in broadband adoption, gaming has grown worldwide. In the last four years, the number of non-English Steam users grew to over 40 percent from 10 percent, with German and French desktops comprising the largest share.</li>
<li> Gamers have said &#8220;No thanks&#8221; to Windows Vista; Windows XP is the gamer&#8217;s platform of choice. <a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=6146&amp;Itemid=2" target="_blank">Hackers have been hard at work</a> trying to make best-selling titles like Halo 2 and Shadowrun work with Windows XP instead of Vista.</li>
<li> Traditional 4:3 ratio screens are gradually being replaced by widescreen (16:9) displays, but this growth comes from large-sized displays. We can conclude that the growth is less because of small-screen notebooks and more because of desktop flatscreen displays &#8212; suggesting that game-grade notebooks like those from Alienware are still the exception.</li>
<li> Multiple monitors remain a relatively uncommon phenomenon. Valve has only been collecting data on dual-display systems since its April, 2006, survey, and in that time the number has risen to 3.6 percent from 2.4 percent.</li>
</ul>
<p>For more details, charts, and graphs on the survey&#8217;s results and supporting graphs, check out the accompanying research report put together by GigaOM.</p>
<p>* <strong>Part 1</strong>: <a href="http://gigaom.com/valve-steam-survey-report/part-1-valves-steam-survey-of-1m-desktops-their-components/">Part 1: Valve’s Steam Survey of 1M+ Desktops &amp; Their Components</a><br />
* <strong>Part 2</strong>: <a href="http://gigaom.com/valve-steam-survey-report/part-2-the-valve-survey-steam-goes-global/">The Valve Survey: Steam Goes Global</a><br />
* <strong>Part 3</strong>: <a href="http://gigaom.com/valve-steam-survey-report/part-3-the-steam-survey-how-much-storage-is-out-there/">The Steam Survey: How Much Storage Is Out There?</a><br />
* <strong>Part 4</strong>: <a href="http://gigaom.com/valve-steam-survey-report/part-4-the-steam-survey-our-changing-screens/">The Steam Survey: Our Changing Screens</a></p>
<p><em>Disclaimer: The components of gaming systems have changed greatly in four years. In 2004, for example, many video cards and drivers simply didn&#8217;t exist; while today, 4-year-old cards are obsolete. Valve also surveys different things over time, and the number of respondents varies from survey to survey. So while we&#8217;ve made an effort to normalize the data here, it may not be entirely statistically accurate. </em></p>
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