Valve: Why the PC is the future Article
PC Article by Oli Welsh
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He's backed up by an actual indie, Audiosurf creator Dylan Fitterer. This one-man development, created without financial backing - impossible on consoles, due to the cost of development kits - was the best-selling game on Steam full-stop at its release, outclassing many big-budget titles. "I didn't have to ask anybody if I could release it, except for my wife," Fitterer says. "It took a few years, and I was pretty darn tired by the time it was ready. Something like certifications? No thanks." He also points out the tight limitations of console servers versus PC servers for online gaming; Audiosurf's scoreboard for every song ever recorded would be out of the question on a closed platform.
Holtman argues that Steam and Steamworks - the suite of free tools it offers - revolutionise the environment for developers and publishers. The auto-updating system means that a game can be developed right up to release and beyond. It eases painful crunch times, and allows game makers to respond to their audiences, publishers to develop their titles as continuously evolving franchises rather than finite products.
"All of a sudden, PC games become this thing that's reliable and up-to-date," says Holtman. Team Fortress 2 designer Robin Walker weighs in, noting that the PC version of the shooter has had no less than 53 updates since its release last year - something that certification cost and time have prohibited for on console - and that this "ship continuously" ethos is a key component to the success of the best multiplayer titles. Steam, he says, makes that process fast and transparent.
"I don't want anyone between me and my customers," says Walker. "I want to write code today and I want all my customers running it tomorrow." Possible on the PC - Steam in particular, naturally. Not possible on consoles. For his part, Fitterer added achievements to Audiosurf in a total of two days. This constant iteration creates a feedback loop between developer and customer that, reckons Walker, can only improve the quality of the game. "The more I talk to my customers, the better my decisions will be. Without a system of talking to my customers, I will make bad decisions."

Crysis' low sales and endemic piracy was interpreted by many as a death knell for the PC, but Valve thinks it could have been avoided.
The implication is a striking one: sporadic, excessively controlled updating means that console multiplayer games will never reach the heights of their PC counterparts. There is a counter-argument - that PC games descend into a poorly-defined, indistinct mess of constant patching - but it is effectively squashed by the fact that, if you look for a multiplayer game with the longevity and massive popularity of a WOW or a Counter-Strike on console, you won't find one (with the very arguable exception of Halo).
Auto-updating is the reason Valve created Steam in the first place. It's the reason it now finds itself in an odd position for a developer: semi-publisher, leading distributor, market analyst, agony uncle and technocrat - not to mention defender of a platform that's still being proclaimed dead, when all signs point to the very opposite.
At the end of the day, PC gaming's health - and its trickiest challenge - comes down to a bottom line that even the format's detractors can't refute: there are just so many of the damn things. "We think the number of connected PC gamers we are selling our products to dwarf the current generation of consoles put together," states Newell. "There are tremendous opportunities in figuring out how to reach out to those customers."
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