Valve and Google

September 17, 2008

There’s a rumor going around that Google is going to buy Valve in the near future.  While that makes some people really happy, I’m not one of them.  Google is interested in Steam, because it’s an awesome content delivery system for the PC, and it meshes well with Google’s roadmap.  What doesn’t really make a lot of sense is what’s going to happen to the game studio part of Valve.

Valve Software has some of the most talented people in the industry working in their studios - games like Team Fortress, Half-Life, and of course Portal don’t happen on their own.  Steam has lots of publishers on board already (Eidos, Ubisoft, Activision, etc.), and Google’s ability to run a game studio internally is a huge unknown (although I’ve been wrong before).

All in all, a very uncomfortable position for me.

[Update]: Or maybe not.

Stardock Impulse

September 6, 2008

I just downloaded Stardock’s new Digital Distribution platform Impulse, and thus far I’m reasonably impressed.

Without getting too far into it, it looks like both Steam and Impulse essentially have a web browser embedded in them, and they use the callbacks from this browser to kick off the downloads process.  Both services allow you to keep a catalog of your games, re-download them as many times as you want, and both services have community elements as well.

Steam has a better catalog of games, and has hooks into various Valve magic such as a Steamworks, and saved games in the cloud (which is awesome).

But Impulse is shiny, and that matters.  I currently use both Quicken Online (at least until my trial expires) and Mint for personal finances, and even though Mint is horribly crippled by not supporting Canadian banks, I still log into it because it’s prettier than Quicken is.  Additionally, Steam has the unfortunate habit of randomly hanging in the middle of downloads, requiring me to stop and restart the download.  This isn’t a show stopping issue, but it’s irritating, and Impulse can capitalize on that.

Web design has moved forward since Steam was launched, and it’s time for Steam to bring some of those design principles to the table.

Steamworks

January 30, 2008

Valve has announced a new design platform for PC game design called Steamworks, available free of charge. The suite of tools seems to focus on easing some production-level issues rather than design issues. This includes smoothing delivery of the game through Steam’s retail channel, as well as providing certain frameworks to improve a game so delivered, notably in the multi-player arena.

Most notably in my opinion is the inclusion of hooks for getting play data back from the users once they’ve been launched.  This type of data gathering immensely helps developers get information about how the players are playing their game, and thus to take this data back and use it to improve designs for future titles.

All of this of course depends on the utilization of Steam as the delivery channel, something very few large studios would want to commit exclusively to.  I’ve asked Jason Holtman how well Steamworks would interface with XNA, as these two technologies seem to me to be functionally, if not technically, complementary.  If I hear back from him, I’ll update this page.