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Valve's Gabe Newell on, well, everything Interview

PC Xbox 360 PlayStation 3 Interview by Tom Bramwell

21 May, 2007

Page 1 of 3. Page 2 ->

Originally published on GamesIndustry.biz, today's wide-ranging interview with Valve co-founder Gabe Newell touches on everything from the decision to extend Half-Life 2 episodically and introduce advertising to online multiplayer game Counter-Strike, to the future of the Steam business and what to expect from the next five years of gaming hardware. It also offers an insight into how Valve is structured, and why the developer believes listening to its customers is paramount to its success.

Eurogamer: Apart from the ability to launch content at shorter intervals, why was it important for you to have these three episodes of Half-Life stand apart from one another?

Gabe Newell: I think we were trying to be responsive to the feedback we were getting from customers, in the same way that Half-Life 2 tried to respond to what we were hearing from people after we released Half-Life 1, and Half-Life 1 was our own response to what we saw as being the positives and negatives in the genre at the time we did it. So, we wanted to move the story forward faster, we wanted to be able to adapt to hardware changes faster, we wanted to try to manage risk on the project rather than making them five years long which really limits you in your ability to try out various things. Those were some of the main reasons.

Eurogamer: Do you regret using the term "Episodes" for them at all?

Gabe Newell: We're really just tinkering with the formula. I sort of wish in general that game developers would try more experiments, because as an industry we're all going to benefit if everybody's not trying to duplicate exactly what was successful by somebody last time, because we're really going to learn. So some people are, you know, the Sam & Max stuff is coming out on something like a monthly basis, so it's going to be interesting to see what kind of experience they have from doing that, and we're taking the amount of time we are and that will be instructive in terms of how much we can get done versus how long it takes us to do and that kind of thing, so we're all going to be learning a lot from each other over the next couple of years as to what works best for customers with which kind of properties. Some properties I suspect and some genres I suspect will benefit more from shorter release cycles and others will work better with longer ones. So we're all going to learn. We're going to do three episodes and sit down and talk to our customers and find out what worked and what didn't about that approach and adjust accordingly.

Eurogamer: You mentioned the need to experiment - something that's been announced in the last week is in-game advertising in Counter-Strike. Why did you choose to do that now? I read an open letter from a server admin who made the point that he's hosting the game, so why shouldn't he expect a cut?

Gabe Newell: Well we're looking at a variety of ways of funding these development projects and it probably benefits us less than other kinds of developers. We're very successful with the retail model of large-scale projects; we could have just kept turning the crank on that. I think where advertising-supported projects will be interesting is the degree to which it continues, you know the same way Steam hopefully broadens... one of the issues that it solves is broadening the distribution of games like Red Orchestra, which deserve to reach an audience. I think that we're also going to start to see games that would struggle to get traditional publisher funding find that advertising is a great way of finding and developing an audience, and that's why we're putting the effort to make it possible for people to use Steam to do advertising-supported games. So we really see this as another option that we and other developers can use to figure out how to fund projects going forward.

What I would hope to see is that small developers can give away their titles for free and garner ongoing development support by generating advertising revenue, and we've done all the work to make that possible through the work that we're doing in Counter-Strike. That's certainly the hope. Another aspect in addition to broadening monetisation options and funding options, especially for new developers, is the possibility of segmenting your audience. So any time you can give people more pricing options, that's always been a good idea. Some people will prefer it one way and some people will prefer it the other way, but it really requires us - especially as the technology provider that a lot of developers are starting to depend on - to do it first and get it out there, work out the kinks in the system so that they can then use it to trial things themselves.

Eurogamer: But do you sympathise with, say, the guy in Germany hosting a CS server who wonders why he should pay to serve your ads? Is there a feeling that they could cut in on that income?

Gabe Newell: We haven't really thought about that. If they want to talk to us about it then they can. I think in general... there are between 150,000 and 180,000 servers around the world, so I think we've traditionally done a good job of supporting those people and giving them what they need to be excited about running and hosting servers. That's why it's an order of magnitude larger than any other server community for any other group. We're certainly always interested in engaging with any server operator to find out how we can do a better job.

Eurogamer: How would you sum up the current state of the Steam business?

Gabe Newell: The Steam business? It's going great. I think that we're continuing to get a clear idea of what we need to do next for consumers, how to make Steam more useful to them, how to solve problems. I'm pretty excited about finally getting some display drivers - the ATI announcement included that - where rather than having the situation they have right now where there are literally tens, close to hundreds of display drivers out there on people's machines, that everybody will have the most current, the most up-to-date driver, automatic bug-reporting and things like that. That's a nice step forward.

Eurogamer: There's the Steam Community stuff as well coming up.

Gabe Newell: That'll also I think provide a lot of value to customers as well. We also need in addition to make the customers happier. We need to make sure we're listening to and developing the features and functionality that other software developers need to make it more useful. There are little things, like being able to have better control over international pricing, and have day and date releases in Russia and things like that that as we talk to people and find out what's important to them - we have lots of those kind of check-boxes to check, and as long as we keep doing that I think we'll continue to see excitement about Steam building.

Eurogamer: Denis Dyack told GamesIndustry.biz recently that he reckons a future unified gaming console is inevitable at this stage. What do you think about that, and what do you think's going to happen to gaming hardware in the future?

Gabe Newell: Well, you know, as long as you've got Microsoft willing to lose six or seven billion dollars to push a hardware standard, it's hard to see, you know... as long as people are willing to absorb losses on hardware. Sony's doing the same thing. I think they just announced three quarters of a billion dollars in losses. As long as you've got people willing to do that, it's hard to see why gamers aren't going to want to have subsidised hardware from those people, so I'm not sure how soon we'll get to unification.

I think the thing that - from a technology perspective rather than the hardware issues, is really exciting - is this collision that's coming up between the GPUs, which have had these really light execution capabilities and the CPUs, which have had great compatibility stories and great single-thread execution capabilities. Those two design or architectural characteristics are going to converge and we're going to end up being in a world with all these huge numbers of homogenous cores and it's going to require us to rethink our approach to how we design game engines, but I think it's going to vastly improve the kind of game experiences we can give people; the kind of huge acceleration of just graphics quality that we've seen over the last couple of years is going to apply to all of the other aspects. AI, physics, game behaviour - all of that's going to suddenly be able to benefit from the same kind of scalable growth that we've been seeing on the graphics side, so that'll be I think one of the major characteristics of the next five years is watching that sort itself out.

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Comments: 1-32 of 32 in total

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siro
21/05/07 @ 13:10
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You sport some good questions there. Even though I'm only semi-interested in a new half-life title this interview made an entertaining read. Thanks!
TwistidChimp
21/05/07 @ 13:17
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Good interview with an interesting guy.
Hunam
21/05/07 @ 13:18
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Yeah, quite enjoyed his tone of the interview, seems like a genuinely nice guy.
souljacker2000
21/05/07 @ 13:18
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Great interview... more interesting than work
SpaceDan
21/05/07 @ 13:33
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Cripes Xiphos! Someone got out of bed on the wrong side this morning.
spongebob
21/05/07 @ 13:53
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Another great interview. It's so refreshing to read these instead of some "interviews" released by PR companies. And it's even more refreshing to read honest opinions from a such an important guy in the industry. Big up to Tom and EG.
bdc
21/05/07 @ 14:00
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Great article and interview.
Garibaldi
21/05/07 @ 14:10
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I think Newell should've been pressed on the ammount of time between each episode, but otherwise it was an interesting read.
L0cky
21/05/07 @ 14:25
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I think the reason for the amount of time between projects was explained pretty clearly in the interview...

I like the sound of their internal structure, wish more companies were able to do that. Damn the capitalists.
`Plant
21/05/07 @ 14:33
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Valve rocks.
CitizenGeek
21/05/07 @ 14:35
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What's with all the Valve stuff? Please don't say all the Square Enix stuff is finished :(
Svecke
21/05/07 @ 14:54
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Great article. It is so nice to see an interviewer that actually, you know, follow up on interesting stuff and actually -talk- to the person he's interviewing. It is so often that you see them just line up and fire off a row of questions. And you're sitting there wondering "...but, wait, what about that thing they said in the third question, what did they actually mean by that?". :P

And in other news: Gods, I love Steam. I have 60+ games on there. The current favorite is X-COM: Terror from the Deep.
Nige
21/05/07 @ 14:55
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Blimey - you wait ages for a Valve interview, and all of a sudden....
speedtrax
21/05/07 @ 15:04
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Didn't the guy call the 360/PS3 disasters, and thought that Wii would rule the roost? Seems like he's changed his tune a little.
Carrybagma
21/05/07 @ 15:15
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He does refer to 'customers' quite a bit but I don't doubt his sincerity. If waiting a long time means getting a 10/10 experience, I'd choose to wait a long time.

I liked the little snippet about a unified console.
zendragon
21/05/07 @ 15:19
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He explained (reasonably) the time and delays?!

Enlighten me then...
3william56
21/05/07 @ 15:38
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@Xiphos

Back on the medication, dude.
orakio
21/05/07 @ 15:55
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Interesting chap. He seems quite modest
polar
21/05/07 @ 15:56
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Good interview - glad you didn't back down when asking him about the CS advertising.
daedalus2
21/05/07 @ 15:57
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"Tadpole game"?

Erm... "tentpole game" surely makes more sense given the context.
Watkins381
21/05/07 @ 16:22
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What a lovely man
Gulag
21/05/07 @ 17:17
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Re: Valve and their tardy release schedule.

Could Valve knock out a Half-Life, or similar, every 2-3 years? No, not really. Sure, it might be an FPS with 'Half-Life' printed on the cover, but it would not be the kind of product Valve have earned their, deserved, reputations making.

Don't like waiting for a committed and ground-breaking development house to deliver smart and entertaining games? Tough. You might as well complain because your cat can't bark.

If you want a first-class game delivered year after year go talk to EA, I hear they're the kings of innovation AND punctuality. Oh wait....

I like my trains and buses on time; I prefer my games to be good.
Krusty
21/05/07 @ 17:22
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Woot, today is Valve day!!
I love 'em...

What's with all the idiot posts though?
If you haven't got anything nice to say...
Hugundo
21/05/07 @ 18:23
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"No, there's no film project in the works right now"

Thank fuck for that, please have mercy and keep it that way.
My Uwe Boll sense is tingling!
Edited 2 times, most recently on 21/05/07 @ 19:28
Carrybagma
21/05/07 @ 19:26
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You can see why they talk to film types though - they seem to pinch good ideas from film.
L0cky
21/05/07 @ 19:55
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@zendragon:

He said they're still learning how long it takes to develop these 'episodes'. Also he pointed out that they have no external financial pressure. No publisher pressure means all ETAs are tentative; ie if they're almost done and have a new idea, they have the liberty to stop and implement it.
Mugwum [staff]
21/05/07 @ 23:40
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"Good interview with an interesting guy."

He's a really good interview subject. There were times where I asked something and he sat there and thought about it for a good few seconds before answering. In a lot of cases, you feel the need to coax when that happens, but not with Gabe.
disc
22/05/07 @ 06:42
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Gabe Newell: Read Game Developer Mag for a post mortem on the Sam And Max Episodic Games by Telltale. It's a good post mortem for once.
AhrimaaN
22/05/07 @ 07:11
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Is there a link for that online somewhere by any chance?

Gabe is a very clever guy, but I think a bit too business minded and not too interested in devoting everything for the gamer.

What comes next for Half Life? The engine is starting to look pretty damn dated.. Hell HL2 has had sub standard lighting for a good while now! They just have very skilled artists and texture ppl in that studio.

HL4???

HL2 was not near as good as HL1 and don't get me started on EP1 - which is exactly why they're taking their sweet time getting ep2 out and with some actual real worthwhile content this time to make up for it... I mean EP1 used a lot of recycled content and it still took them forever to finish it.

A Half Life movie would not work.. or it would be very disappointing - solely because it could not involve Gordon as a speaking character... The universe on the other hand could most definitely be used as a vehicle for many great movie scripts I am sure.
UncleLou
22/05/07 @ 09:40
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HL2 is still looking better than 99% of all other games due to the strong art direction. No need to bin the engine yet, it's capable enough.

I also don't agree on Episode 1 - I found it more enjoyable than HL2 itself (which I agree wasn't as good as the first one, mainly because they somehow lost the good AI).
L0cky
22/05/07 @ 16:17
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Granted bsp lightmaps are old tech but I still haven't seen a game that does outdoor sunlit areas any better. Visually, HL2's strongest points are the artistic style, and the technical subtlety.

New engines are generally over playing the pixel shaders making them look somehow impressive (decreasinlgy so) yet unrealistic at the same time. Similar to how cgi was first used in movies; everything was far too shiny to be believable.

And it'll always be that way as dev's are afraid of holding back the reigns for fear of not being noticed.
cobracotton
23/05/07 @ 04:34
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awesome interview I would have liked you to press him further re advertising in CS... (Blows goats imo) I mean does he only read reviews online? theres been a big noise about about the whole advertising debacle, he seemed like it was the first he'd heard about it...

Anyway I'm off to write Gabe an email with lots of swearing just to see if he really does read em...

:)

Comments: 1-32 of 32 in total

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