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Valve Corporation
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{{short description|American video game company}} {{pp-vandalism|small=yes}} {{Use American English|date=May 2023}} {{Use mdy dates|date=May 2023}} {{Redirect|VALVe|3=Valve (disambiguation)}}{{Infobox company | name = Valve Corporation | logo = Valve logo.svg | logo_alt = "VALVe" on red background | image = Valve Lobby 2016.jpg | image_caption = The lobby of Valve's former offices in [[Bellevue, Washington]] | former_name = Valve, L.L.C. (1996–2003) | type = [[Privately held company|Private]] | industry = {{Unbulleted list|[[Video game industry|Video games]]|[[Digital distribution]]}} | founded = {{Start date and age|1996|08|24}} in [[Kirkland, Washington]], US | founders = {{Unbulleted list|[[Gabe Newell]]|[[Mike Harrington]]}} | hq_location_city = [[Bellevue, Washington]] | hq_location_country = US | key_people = {{Unbulleted list|Gabe Newell ([[President (corporate title)|president]])|Scott Lynch ([[Chief operating officer|COO]])}} | products = {{Unbulleted list|{{collapsible list|title=Video games|''[[Counter-Strike]]''|''[[Day of Defeat]]''|''[[Dota]]''|''[[Half-Life (series)|Half-Life]]''|''[[Left 4 Dead (series)|Left 4 Dead]]''|''[[Portal (series)|Portal]]''|''[[Team Fortress]]''}}|{{collapsible list|title=Hardware|[[HTC Vive]]|[[Steam Controller]]|[[Steam Deck]]|[[Steam Link]]|[[Steam Machine (hardware platform)|Steam Machine]]|[[Valve Index]]}}|{{collapsible list|title=Software|[[GoldSrc]]|[[Proton (software)|Proton]]|[[Source (game engine)|Source]]|[[Source 2]]|[[Source Filmmaker]]|[[Steam (service)|Steam]]|[[SteamOS]]|[[Valve Anti-Cheat]]|[[VOGL]]}}}} | equity = {{US$|10 billion|link=no}}<ref>{{cite news |title=Bloomberg Billionaires Index: #257 Gabe Newell |url=https://www.bloomberg.com/billionaires/profiles/gabe-newell/ |newspaper=[[Bloomberg L.P.|Bloomberg]] |access-date=February 10, 2021 |archive-date=February 2, 2021 |archive-url=https://web.archive.org/web/20210202141535/https://www.bloomberg.com/billionaires/profiles/gabe-newell/ |url-status=live }}</ref> | equity_year = 2019 | owner = Gabe Newell (>50%)<ref>{{cite magazine |url=https://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |first=Oliver |last=Chiang |title=The Master of Online Mayhem |magazine=Forbes |date=February 9, 2011 |access-date=March 6, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170307052320/https://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |archive-date=March 7, 2017}}</ref> | num_employees = 336<ref>{{cite web |url=https://www.theverge.com/2024/7/13/24197477/valve-employs-few-hundred-people-payroll-redacted |first=Jay |last=Peters |title=Here's how much Valve pays its staff — and how few people it employs |work=[[The Verge]] |date=July 13, 2024 |access-date=July 13, 2024 |url-status=live |archive-url=https://web.archive.org/web/20240713134151/https://www.theverge.com/2024/7/13/24197477/valve-employs-few-hundred-people-payroll-redacted |archive-date=July 13, 2024}}</ref> | num_employees_year = 2021 | subsid = {{Unbulleted list|Valve S.a.r.l.|Valve GmbH<ref name="valve-gmbh">{{cite web |url=http://store.steampowered.com/privacy_agreement/ |title=Privacy Policy Agreement |publisher=Valve |access-date=January 1, 2017 |quote=Payment processing related to Content and Services and/or physical goods purchased on Steam is performed by either Valve Corporation directly or by Valve’s fully owned subsidiary Valve GmbH on behalf of Valve Corporation depending on the type of payment method used. |url-status=live |archive-url=https://web.archive.org/web/20161231132652/http://store.steampowered.com/privacy_agreement/ |archive-date=December 31, 2016}}</ref>|[[Campo Santo (company)|Campo Santo]]}} | website = {{URL|https://www.valvesoftware.com/|valvesoftware.com}} | module = {{infobox network service provider|child=yes}} }} '''Valve Corporation''', also known as '''Valve Software''', is an American [[video game developer]], [[video game publisher|publisher]], and [[digital distribution]] company headquartered in [[Bellevue, Washington]]. It is the developer of the software distribution platform [[Steam (service)|Steam]] and the game franchises ''[[Half-Life (series)|Half-Life]]'', ''[[Counter-Strike]]'', ''[[Portal (series)|Portal]]'', ''[[Day of Defeat]]'', ''[[Team Fortress 2|Team Fortress]]'', ''[[Left 4 Dead (series)|Left 4 Dead]]'' and ''[[Dota]]''. Valve was founded in 1996 by the former [[Microsoft]] employees [[Gabe Newell]] and [[Mike Harrington]]. Their debut game, the [[first-person shooter]] (FPS) ''[[Half-Life (video game)|Half-Life]]'' (1998), was a critical and commercial success and had a lasting influence on the FPS genre. Harrington left in 2000. In 2003, Valve launched Steam, followed by ''[[Half-Life 2]]'' (2004), the [[Episodic video game|episodic]] sequels ''[[Half-Life 2: Episode One]]'' (2006) and ''[[Half-Life 2: Episode Two|Episode Two]]'' (2007), the multiplayer games ''[[Team Fortress 2]]'' (2007) and ''[[Left 4 Dead]]'' (2008), the puzzle games ''[[Portal (video game)|Portal]]'' (2007) and ''[[Portal 2]]'' (2011) and the [[multiplayer online battle arena]] game ''[[Dota 2]]'' (2013). In the 2010s, Valve released fewer games and experimented with hardware and [[virtual reality]] (VR). They entered the hardware market in 2015 with the [[Steam Machine (hardware platform)|Steam Machine]], a line of [[gaming computer]]s, which sold poorly, and released the [[HTC Vive]] and [[Valve Index]] VR headsets. They returned to the ''Half-Life'' series in 2020 with ''[[Half-Life: Alyx]]'', their flagship VR game. In 2022, Valve released the [[Steam Deck]], a portable gaming system. Valve uses a [[flat organization|flat structure]], whereby employees decide what to work on themselves. They develop games through [[playtesting]] and iteration, describing game design as a kind of [[experimental psychology]]. By 2012, Valve employed around 250 people and was reportedly worth over US$3 billion. Most of Valve's revenue comes from Steam, which controlled over half of the digital PC games market in 2011 and generated an estimated $3.4 billion in 2017. == History == === Founding and ''Half-Life'' (1996–2003) === [[File:Gabe newell doug lombardi.jpg|thumb|right|[[Gabe Newell]] (foreground) and Doug Lombardi (background), 2007]] Valve was founded in 1996 by the former [[Microsoft]] employees [[Gabe Newell]] and [[Mike Harrington]].<ref name="hist" /> Newell had spent the prior 13 years at Microsoft developing [[Microsoft Windows|Windows]],<ref name="hist" /> including the [[Windows 95]] port of ''[[Doom (1993 video game)|Doom]]''.<ref>{{Cite web|title=Gabe Newell made Windows a viable gaming platform, and Linux is next|url=https://www.extremetech.com/gaming/167253-gabe-newell-made-windows-a-viable-gaming-platform-and-linux-is-next?origref=|url-status=live|access-date=March 8, 2021|website=Extreme Tech| date=September 24, 2013 |archive-date=December 17, 2020|archive-url=https://web.archive.org/web/20201217120706/https://www.extremetech.com/gaming/167253-gabe-newell-made-windows-a-viable-gaming-platform-and-linux-is-next?origref=}}</ref> Wanting to move onto a new venture using their shared wealth, Newell and Harrington founded Valve, L.L.C.<ref>{{cite web |title=GDC 2002: Valve Steams - IGN |url=https://www.ign.com/articles/2002/03/22/gdc-2002-valve-steams |website=[[IGN]] |date=March 22, 2002 |access-date=January 24, 2020 |archive-date=April 11, 2020 |archive-url=https://web.archive.org/web/20200411025551/https://www.ign.com/articles/2002/03/22/gdc-2002-valve-steams |url-status=live }}</ref> in [[Kirkland, Washington]], about five miles from the Microsoft campus in [[Redmond, Washington|Redmond]], on August 24, 1996, Newell's wedding day.<ref name="Steam-2007">{{cite web |url=http://storefront.steampowered.com/Steam/Marketing/message/1171/ |title=Steam Message |work=Steam |publisher=Valve |date=August 24, 2007 |access-date=November 8, 2008 |quote=it was exactly eleven years ago that Valve was born |url-status=live |archive-url=https://web.archive.org/web/20081015071058/http://storefront.steampowered.com/Steam/Marketing/message/1171/ |archive-date=October 15, 2008}}</ref><ref>{{cite web |url=http://www.wipo.int/amc/en/domains/decisions/html/2005/d2005-0038.html |first=William R. |last=Towns |title=Valve Corporation v. ValveNET, Inc., ValveNET, Inc., Charles Morrin Case No. D2005-0038 |work=WIPO Arbitration and Mediation Center |publisher=[[World Intellectual Property Organization]] |date=March 9, 2005 |access-date=November 8, 2008 |url-status=live |archive-url=https://web.archive.org/web/20081015020831/http://www.wipo.int/amc/en/domains/decisions/html/2005/d2005-0038.html |archive-date=October 15, 2008}}</ref><ref name="hist">{{cite web |last=Dunn |first=Jeff |date=October 4, 2013 |title=Full Steam ahead: The History of Valve |url=https://www.gamesradar.com/history-of-valve/ |access-date=May 13, 2019 |website=[[GamesRadar]] |archive-date=October 16, 2016 |archive-url=https://web.archive.org/web/20161016131157/http://www.gamesradar.com/history-of-valve/ |url-status=live }}</ref><ref>{{cite web |url=http://www.gamespy.com/articles/697/697083p16.html |title=GameSpy Retro: Developer Origins, Page 16 of 19 |first=John |last=Keefer |date=March 31, 2006 |website=[[GameSpy]] |archive-url=https://web.archive.org/web/20070609133059/http://www.gamespy.com/articles/697/697083p16.html |archive-date=June 9, 2007 |url-status=dead}}</ref> In a break from industry style of the time, Newell did not want a company name that suggested "testosterone-gorged muscles and the 'extreme' of anything".<ref name="flhalflife22" /> Alternative names considered by Newell and Harrington include Hollow Box, Fruitfly Ensemble and Rhino Scar.<ref name="flhalflife22" /><ref>{{cite news|first=John|last=Walker|url=https://www.rockpapershotgun.com/2007/11/21/rps-exclusive-gabe-newell-interview/|title=RPS Exclusive: Gabe Newell Interview|website=[[Rock Paper Shotgun]]|date=November 21, 2007|access-date=May 13, 2019|archive-date=June 9, 2019|archive-url=https://web.archive.org/web/20190609204146/https://www.rockpapershotgun.com/2007/11/21/rps-exclusive-gabe-newell-interview/|url-status=live}}</ref> Valve's first game was ''[[Half-Life (video game)|Half-Life]]'', a [[first-person shooter]] (FPS) with elements of horror.<ref name="flhalflife22">{{cite web |title=The Final Hours of Half-Life: The id visit |url=http://uk.gamespot.com/features/halflife_final/part22.html |url-status=dead |archive-url=https://web.archive.org/web/20110223141855/http://uk.gamespot.com/features/halflife_final/part22.html |archive-date=February 23, 2011 |access-date=September 12, 2006 |website=[[GameSpot]]}}</ref> The development was aided by access to the [[Quake engine|''Quake'' engine]] by [[id Software]]; Valve modified this engine into their [[GoldSrc]] engine.<ref name="hist" /> After struggling to find a publisher, Valve eventually signed with [[Sierra On-Line]].<ref name="hist" /> ''Half-Life'' was released in November 1998<ref name="fhhalflife5">{{cite web |url=http://uk.gamespot.com/features/halflife_final/part5.html |title=The Final Hours of Half-Life: Reassembling the Pieces |website=GameSpot |archive-url=https://web.archive.org/web/20110225022620/http://uk.gamespot.com/features/halflife_final/part5.html |archive-date=February 25, 2011 |url-status=dead |access-date=September 14, 2006}}</ref> and was a critical and commercial success.<ref name="cgw">{{cite magazine |url=http://www.gamespot.com/action/halflif/review_cgw.html |title=Half-Life |last=Green |first=Jeff |date=February 1, 1999 |magazine=[[Computer Gaming World]] |archive-url=https://web.archive.org/web/20020209221334/http://www.gamespot.com/action/halflif/review_cgw.html |archive-date=February 9, 2002 |access-date=April 14, 2010}}</ref><ref name="Gamespotrev">{{cite web |url=http://www.gamespot.com/reviews/half-life-review/1900-2537398/ |title=Half-Life Review |website=GameSpot |archive-url=https://web.archive.org/web/20131031232543/http://www.gamespot.com/reviews/half-life-review/1900-2537398/ |archive-date=October 31, 2013 |url-status=live |access-date=April 25, 2007}}</ref><ref name="gamespotfame">{{cite web |url=http://www.gamespot.com/articles/greatest-games-of-all-time-half-life/1100-6171044/ |title=Greatest Games of All Time: Half-Life |last=Rorie |first=Matthew |date=May 18, 2007 |website=GameSpot |archive-url=https://web.archive.org/web/20150119235122/http://www.gamespot.com/articles/greatest-games-of-all-time-half-life/1100-6171044/ |archive-date=January 19, 2015 |url-status=live |access-date=March 31, 2016}}</ref> With its realism, [[Scripted sequence|scripted sequences]] and seamless narrative, it had a lasting influence; according to ''[[IGN]]'' in 2014, the history of the FPS genre "breaks down pretty cleanly into pre-''Half-Life'' and post-''Half-Life'' eras".<ref>{{cite web |url=https://ign.com/top/shooters/1 |title=Half-Life – #1 Top Shooters |date=September 13, 2013 |website=IGN|archive-url=https://web.archive.org/web/20140228203738/http://www.ign.com/top/shooters/1 |archive-date=February 28, 2014 |url-status=live |access-date=February 23, 2014}}</ref> Valve enlisted [[Gearbox Software]] to develop three [[Expansion pack|expansions]] for ''Half-Life'': ''[[Half-Life: Opposing Force|Opposing Force]]'' (1999), ''[[Half-Life: Blue Shift|Blue Shift]]'' (2001) and ''[[Half-Life: Decay|Decay]]'' (2001).<ref name="hist" /><ref>{{cite web |url=https://www.ign.com/articles/2017/08/28/gearbox-ceo-i-dont-know-that-we-could-or-should-make-half-life-2-episode-3-a-ign-unfiltered |title=Gearbox CEO: 'I Don't Know That We Could or Should' Make Half-Life 2: Episode 3 — IGN Unfiltered |first=Alex |last=Osborn |date=August 28, 2017 |website=ign.com |access-date=July 5, 2018 |archive-date=July 5, 2018 |archive-url=https://web.archive.org/web/20180705233401/http://www.ign.com/articles/2017/08/28/gearbox-ceo-i-dont-know-that-we-could-or-should-make-half-life-2-episode-3-a-ign-unfiltered |url-status=live }}</ref> In 1998, Valve acquired TF Software, a group that had made the popular ''Team Fortress'' [[mod (video gaming)|mod]] for ''Quake'', and remade it for GoldSrc as ''[[Team Fortress Classic]]'' in 1999.<ref>{{cite web |title=Team Fortress Full Speed Ahead |url=http://www.gamespot.com/articles/team-fortress-full-speed-ahead/1100-2463316/ |website=GameSpot |access-date=June 2, 2016 |url-status=live |archive-url=https://web.archive.org/web/20140323205856/http://www.gamespot.com/articles/team-fortress-full-speed-ahead/1100-2463316/ |archive-date=March 23, 2014}}</ref> Valve released the [[software development kit]] (SDK) for the GoldSrc engine, facilitating numerous user-created mods. They acquired the developers of one popular mod, ''[[Counter-Strike]]'', to create a standalone ''Counter-Strike'' game.<ref name="hist" /> Happy with Valve's success, Harrington sold his stake in Valve to Newell in 2000.<ref name="Geoff" /><ref name="flhalflife22" /> Valve's publishing agreement meant Sierra owned the ''Half-Life'' [[intellectual property]] and held exclusive publishing rights to future Valve games. In 2001, Valve renegotiated by threatening to cease game development and develop other software, using an offer of a partnership from [[Amazon (company)|Amazon]] to create a digital storefront as a bargaining chip. After the agreement with Sierra was amended, Valve gained the ''Half-Life'' intellectual property and online distribution rights for its games.<ref name=":5">{{Cite news |last=Carpenter |first=Lincoln |date=2024-09-13 |title='There's an alternate universe where Half-Life disappeared after release': Valve's first marketing strategist Monica Harrington says she helped navigate its way out of early disaster |url=https://www.pcgamer.com/games/fps/theres-an-alternate-universe-where-half-life-disappeared-after-release-valves-first-marketing-strategist-monica-harrington-says-she-helped-navigate-its-way-out-of-early-disaster/ |access-date=2024-12-12 |work=[[PC Gamer]] |language=en}}</ref><ref>https://www.gamesradar.com/games/fps/valve-would-never-ship-another-game-former-exec-forced-half-life-publishers-hand-by-saying-gabe-newell-and-the-team-would-pivot-away-from-game-dev/</ref> === Source, Steam, and ''Half-Life 2'' (2003–2010) === In 2003, Valve moved to [[Bellevue, Washington]], and [[Incorporation (business)|reincorporated]] as Valve Corporation.<ref name="hist" /> In 2010, the office moved to a larger location in Bellevue. In 2016, Valve signed a nine-floor lease in the [[Lincoln Square (Bellevue)|Lincoln Square]] complex in downtown Bellevue, doubling the size of its offices.<ref name="Levy-2016">{{cite news |last=Levy |first=Nat |date=August 3, 2016 |title=Valve leases nine floors in planned skyscraper, more than doubling its headquarters size |url=https://www.geekwire.com/2016/valve-leases-nine-floors-downtown-bellevue-doubling-office-space/ |work=[[GeekWire]] |access-date=August 3, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160804191933/http://www.geekwire.com/2016/valve-leases-nine-floors-downtown-bellevue-doubling-office-space/ |archive-date=August 4, 2016}}</ref> Valve began developing ''[[Half-Life 2]]'' six months after the release of the first ''Half-Life'', using its new in-house engine, [[Source (game engine)|Source]].<ref name="Geoff">{{Cite web|last=Geoff|first=Keighley|author-link=Geoff Keighley|title=The Final Hours of Half-Life 2|url=https://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/|url-status=live|archive-url=https://web.archive.org/web/20191226173658/https://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/|archive-date=December 26, 2019|access-date=November 30, 2019|website=[[GameSpot]]}}</ref> With advanced [[Physics engine|physics systems]] and an increased focus on story and characters, it received critical acclaim upon its release in 2004. By 2011, it had sold 12 million copies.<ref>{{Cite news|last=Chiang|first=Oliver|date=February 28, 2011|title=The Master of Online Mayhem|work=Forbes|url=https://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html|url-status=live|archive-url=https://web.archive.org/web/20110213025041/http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html|archive-date=February 13, 2011}}</ref> In 2002, Valve launched [[Steam (service)|Steam]], a digital storefront and delivery platform.<ref>{{cite magazine |url=https://www.pcmag.com/article2/0,2817,41291,00.asp |title=Valve Changes Online Gaming Rules |first=Loyd |last=Case |magazine=[[PC Magazine]] |date=March 22, 2002 |access-date=February 14, 2016 |url-status=dead|archive-url=https://web.archive.org/web/20160302232150/http://www.pcmag.com/article2/0,2817,41291,00.asp |archive-date=March 2, 2016 }}</ref><ref>{{cite web |last=Lee |first=James |title=The Last of the Independents? |date=April 30, 2008 |url=http://www.gamesindustry.biz/articles/the-last-of-the-independents- |publisher=GamesIndustry.biz |access-date=July 9, 2010 |url-status=live |archive-url=https://web.archive.org/web/20170815031153/http://www.gamesindustry.biz/articles/the-last-of-the-independents- |archive-date=August 15, 2017 }}</ref> Steam initially offered only Valve games, and was mandatory to install ''Half-Life 2'', but became a publisher of third-party games.<ref name="forbes-gnprofile">{{cite web |last=Chiang |first=Oliver |title=The Master of Online Mayhem |url=https://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |work=[[Forbes]] |access-date=February 14, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110213025041/http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |archive-date=February 13, 2011 }}</ref> As Valve became its own publisher via Steam, it transitioned to a [[flat organization]]. Outside of executive management, Valve does not have bosses and uses an [[open allocation]] system, allowing employees to move between departments at will.<ref>{{cite magazine|last=Suddath|first=Claire|date=April 25, 2012|title=What Makes Valve Software the Best Office Ever?|url=https://www.bloomberg.com/news/articles/2012-04-25/what-makes-valve-software-the-best-office-ever|url-status=live|magazine=Bloomberg|archive-url=https://web.archive.org/web/20120815155709/http://www.businessweek.com/articles/2012-04-25/what-makes-valve-software-the-shangri-la-of-offices|archive-date=August 15, 2012|access-date=May 1, 2022}}</ref><ref>{{cite magazine|last=Suddath|first=Claire|date=April 27, 2012|title=Why ThereAre No Bosses At Valve|url=https://www.bloomberg.com/news/articles/2012-04-27/why-there-are-no-bosses-at-valve|url-status=live|magazine=Bloomberg|archive-url=https://web.archive.org/web/20130904010143/http://www.businessweek.com/articles/2012-04-27/why-there-are-no-bosses-at-valve|archive-date=September 4, 2013|access-date=May 1, 2022}}</ref> After having taken five years to develop ''Half-Life 2'', Valve moved to [[Episodic video game|episodic development]], planning to release shorter games more frequently.<ref name="Crossley-2011">{{Cite magazine |last=Crossley |first=Rob |date=May 9, 2011 |title=The Valve manifesto |url=http://www.develop-online.net/features/1184/The-Valve-manifesto/ |url-status=live |archive-url=https://web.archive.org/web/20130709213641/http://www.develop-online.net/features/1184/The-Valve-manifesto |archive-date=July 9, 2013 |access-date=July 19, 2020 |magazine=[[MCV/Develop]]}}</ref> ''[[Half-Life 2: Episode One]]'', the first in a planned trilogy of episodic ''Half-Life 2'' sequels, was released in 2006.<ref>{{Cite web|last=Dobson|first=Jason|title=Half-Life 2: Episode One Dated, Trilogy Confirmed|url=https://www.gamedeveloper.com/pc/-i-half-life-2-episode-one-i-dated-trilogy-confirmed|access-date=May 1, 2022|website=[[Game Developer (website)|Game Developer]]|date=May 25, 2006|archive-date=May 16, 2022|archive-url=https://web.archive.org/web/20220516145404/https://www.gamedeveloper.com/pc/-i-half-life-2-episode-one-i-dated-trilogy-confirmed|url-status=live}}</ref> ''[[Half-Life 2: Episode Two|Episode Two]]'' followed in 2007, alongside the multiplayer game ''[[Team Fortress 2]]'' and the puzzle game ''[[Portal (video game)|Portal]]'', developed from the student project ''[[Narbacular Drop]]''.<ref name="seattletimes">{{cite web | url =https://www.seattletimes.com/business/backstory-to-blockbuster-game-portal-2-is-a-real-cinderella-tale/ | title = Backstory to blockbuster game 'Portal 2' is a real Cinderella tale | first = Breir | last = Dudley | date = April 17, 2011 | access-date = May 1, 2022 | work = [[The Seattle Times]] | archive-date = April 20, 2011 | archive-url = https://web.archive.org/web/20110420135500/http://seattletimes.nwsource.com/html/businesstechnology/2014794592_brier18.html | url-status = dead }}</ref> In January 2008, Valve announced the acquisition of [[Turtle Rock Studios]],<ref name="Valve 2008-01-10">{{cite press release|title=Valve Acquires Turtle Rock Studios|url=http://store.steampowered.com/news/1401/|publisher=Valve|date=January 10, 2008|access-date=January 10, 2008|url-status=live|archive-url=https://web.archive.org/web/20081015071006/http://store.steampowered.com/news/1401/|archive-date=October 15, 2008}}</ref> which was renamed Valve South.<ref>{{cite web|last=Robinson|first=Martin|date=February 11, 2014|title=Why Turtle Rock left Valve|website=[[Eurogamer]]|url=https://www.eurogamer.net/why-turtle-rock-left-valve|access-date=May 1, 2022|archive-date=May 2, 2022|archive-url=https://web.archive.org/web/20220502011646/https://www.eurogamer.net/why-turtle-rock-left-valve|url-status=live}}</ref> Turtle Rock developed ''[[Left 4 Dead]]'' and ''[[Left 4 Dead 2]]'' while associated with Valve. Turtle Rock Studios spun out of Valve again in March 2010.<ref>{{cite web|last=Bramwell|first=Tom|date=March 18, 2010|title=Turtle Rock Studios reforms|website=[[Eurogamer]]|url=https://www.eurogamer.net/turtle-rock-studios-reforms|access-date=May 1, 2022|archive-date=May 2, 2022|archive-url=https://web.archive.org/web/20220502011649/https://www.eurogamer.net/turtle-rock-studios-reforms|url-status=live}}</ref> ''[[Forbes]]'' estimated that Valve had grossed $70 million in 2005.<ref name="Chiang-2011">{{Cite news |last=Chiang |first=Oliver |date=February 9, 2011 |title=The Master of Online Mayhem |url=https://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |url-status=live |archive-url=https://web.archive.org/web/20110213025041/http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |archive-date=February 13, 2011 |access-date=October 13, 2016 |newspaper=Forbes}}</ref> === Transition to services (2010–2014) === [[File:Valve old logo.svg|thumb|right|Logo until 2018]] In 2009, Valve hired [[IceFrog]], the developer of ''[[Defense of the Ancients]]'', a ''[[Warcraft III: Reign of Chaos|Warcraft III]]'' mod.<ref>{{cite web |author=Aerox |url=https://www.destructoid.com/valve-hires-dota-allstars-developer/ |title=Valve hires DotA: Allstars developer |date=October 5, 2009 |website=[[Destructoid]] |archive-url=https://web.archive.org/web/20211026221203/https://www.destructoid.com/valve-hires-dota-allstars-developer/ |archive-date=October 26, 2021}}</ref> IceFrog led the development of a sequel not associated with the ''Warcraft'' elements, ''[[Dota 2]]'', released in 2013.<ref>{{cite magazine|last=Biessener|first=Adam|date=October 13, 2010|title=Valve's New Game Announced, Detailed: Dota 2|url=https://gameinformer.com/b/features/archive/2010/10/13/dota-2-announced-details.aspx|url-status=live|magazine=[[Game Informer]]|archive-url=https://web.archive.org/web/20101016155010/http://gameinformer.com/b/features/archive/2010/10/13/dota-2-announced-details.aspx|archive-date=October 16, 2010|access-date=October 8, 2012}}</ref> Alongside ''Dota 2'' in 2011, Valve started [[The International (Dota 2)|the International]], an annual [[eSport|esport]]s tournament for ''Dota 2'' with a prize pool supported by Valve and funds from microtransactions from [[battle pass]]es purchased by players.<ref name="Reilly">{{cite web|last=Reilly|first=Jim|date=August 1, 2011|title=Valve Goes Big with Dota 2 Tournament|url=http://www.ign.com/articles/2011/08/01/valve-goes-big-with-dota-2-tournament|archive-url=https://web.archive.org/web/20121109072431/http://www.ign.com/articles/2011/08/01/valve-goes-big-with-dota-2-tournament|archive-date=November 9, 2012|publisher=IGN}}</ref> Valve released ''[[Portal 2]]'' in April 2011.<ref name="vg247 early release">{{cite web |last=Hillier |first=Brenna |date=April 18, 2011 |title=No more potatoes: Portal 2 available right now on Steam |url=https://www.vg247.com/portal-2-available-now |url-status=live |archive-url=https://web.archive.org/web/20110420083833/http://www.vg247.com/2011/04/19/portal-2-available-now/ |archive-date=April 20, 2011 |access-date=May 1, 2022 |publisher=[[VG247]] |df=mdy-all}}</ref> As with the original ''Portal'', Valve employed a [[DigiPen Institute of Technology|Digipen]] student team to help develop it; the team behind ''[[Tag: The Power of Paint]]'' implemented the new gel gameplay.<ref>{{cite web |last=Remo |first=Chris |date=September 20, 2010 |title=Synthesizing Portal 2 |url=https://www.gamasutra.com/view/feature/6141/synthesizing_portal_2.php |url-status=dead |archive-url=https://archive.today/20120908060252/http://www.gamasutra.com/view/feature/6141/synthesizing_portal_2.php |archive-date=September 8, 2012 |access-date=May 1, 2022 |website=[[Game Developer (website)|Game Developer]] |df=mdy-all}}</ref> The [[Screen Digest]] analyst Ed Barton estimated Valve's 2010 revenue to be in the "high hundreds of millions of dollars".<ref name="Levy-2016" /> As of 2011, Valve had an estimated worth of $2 to 4 billion and employed 250 people; according to Newell, this made it more profitable per employee than [[Google]] or [[Apple Inc.|Apple]]. Most of Valve's revenue came from Steam, which controlled 50 to 70% of the market for downloaded PC games in 2011.<ref name="Chiang-2011" /> By 2011, Valve had replaced episodic development with a platform-oriented approach, whereby games such as ''Left 4 Dead 2'' and ''Team Fortress 2'' were continually updated through Steam updates.<ref name="Crossley-2011" /> In June 2012, Valve hired the economist [[Yanis Varoufakis]] to study the online economies of their games.<ref>{{Cite news |date=2012-06-15 |title=Game maker Valve appoints in-house video games economist |url=https://www.bbc.com/news/technology-18456171 |access-date=2024-11-19 |work=[[BBC News]] |language=en-GB}}</ref> That December, Valve acquired Star Filled Studios, a two-person studio, to open a San Francisco office.<ref>{{cite web |last=Hing |first=David |url=http://www.bit-tech.net/news/gaming/2012/12/17/vavle-acquires-or-hires-star-filled-studios/1 |title=Valve acquires or hires Star Filled Studios |work=bit-gamer.net |publisher=Bit-tech.net |date=December 17, 2012 |access-date=August 31, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130714185817/http://www.bit-tech.net/news/gaming/2012/12/17/vavle-acquires-or-hires-star-filled-studios/1 |archive-date=July 14, 2013}}</ref> Valve closed the office in August 2013 when they decided it had little benefit.<ref>{{cite web |last=Reilly |first=Luke |url=https://www.ign.com/articles/2013/08/08/valves-san-francisco-remote-office-shut-down |title=Valve's San Francisco Remote Office Shut Down |date=August 7, 2013 |website=IGN |url-status=live |archive-url=https://web.archive.org/web/20130902154851/http://www.ign.com/articles/2013/08/08/valves-san-francisco-remote-office-shut-down |archive-date=September 2, 2013}}</ref> At the 2013 [[D.I.C.E. Summit]], Newell announced that he and the film director [[J. J. Abrams]] were collaborating to produce a ''Half-Life'' or ''Portal'' film, as well as a possible game.<ref>{{cite web |url=http://lambdageneration.com/posts/j-j-abrams-collaborating-with-valve-on-possible-new-game-as-well-as-half-life-or-portal-feature-films/ |title=LambdaGeneration 2.0 – Coming Soon |date=February 6, 2013 |publisher=Lambda Generation |access-date=August 31, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130501003800/http://lambdageneration.com/posts/j-j-abrams-collaborating-with-valve-on-possible-new-game-as-well-as-half-life-or-portal-feature-films/ |archive-date=May 1, 2013}}</ref> In the 2010s, Valve released fewer games and invested in hardware development. Newell intended to make Valve more like [[Nintendo]], which develops games in tandem with hardware, allowing them to create innovative games such as ''[[Super Mario 64]]''.<ref name="Keighley-2020">{{Cite book |last=Keighley |first=Geoff |title=The Final Hours of Half-Life Alyx |date=2020 |publisher=Steam |author-link=Geoff Keighley}}</ref> Valve initially focused on [[augmented reality]], but in 2013 Newell laid off many staff to focus on [[virtual reality]] (VR).<ref name="Keighley-2020"/> In 2015, Valve released the [[Steam Machine (hardware platform)|Steam Machine]], a line of [[gaming computer]]s, which sold poorly.<ref name="Keighley-2020"/> Media commentators speculated that Valve's transition to service provider with Steam, which generated an estimated $3.4 billion in 2017, had driven it away from game development.<ref>{{cite web|last=Cooper|first=Ryan|date=June 4, 2019|title=How capitalism killed one of the best video game studios|url=https://theweek.com/articles/844962/how-capitalism-killed-best-video-game-studios|access-date=June 7, 2019|work=[[The Week]]|archive-date=June 7, 2019|archive-url=https://web.archive.org/web/20190607021550/https://theweek.com/articles/844962/how-capitalism-killed-best-video-game-studios|url-status=live}}</ref> Valve canceled games including [[Unreleased Half-Life games|numerous ''Half-Life'' projects]] (including ''[[Half-Life 2: Episode Three|Episode Three]]''), ''Left 4 Dead 3'', a [[Soulslike]] game, and a [[voxel]]-based game, ''A.R.T.I''. Additional VR projects included ''SimTrek'', developed by members of the ''[[Kerbal Space Program]]'' development team, and a new VR device, Vader, that was determined to be too costly for consumers.<ref>{{cite magazine | url = https://www.pcgamer.com/at-least-5-half-life-projects-were-cancelled-before-alyx-including-half-life-3/ | title = At least 5 Half-Life projects were cancelled before Alyx, including Half-Life 3 | first = Andy | last = Chalk | date = July 9, 2020 | access-date = July 9, 2020 | magazine = [[PC Gamer]] | archive-date = July 11, 2020 | archive-url = https://web.archive.org/web/20200711074843/https://www.pcgamer.com/at-least-5-half-life-projects-were-cancelled-before-alyx-including-half-life-3/ | url-status = live }}</ref><ref>{{cite web | url = https://www.ign.com/articles/half-life-3-left-4-dead-3-details-cancelled-valve | title = Details of Multiple Cancelled Valve Projects Revealed, Including Half-Life 3 | first = Joe | last = Skrebels | date = July 9, 2020 | access-date = July 9, 2020 | work = [[IGN]] | archive-date = July 13, 2020 | archive-url = https://web.archive.org/web/20200713154054/https://www.ign.com/articles/half-life-3-left-4-dead-3-details-cancelled-valve | url-status = live }}</ref> According to the designer [[Robin Walker (game designer)|Robin Walker]], the abundance of projects that failed to gain traction, with no shared vision, damaged morale.<ref name="Keighley-2020" /> Many players grew frustrated in anticipation of a new ''Half-Life'' game.<ref>{{cite web |date=November 19, 2018 |title=Whatever happened to Half-Life 3? The complete saga so far |url=https://www.pcgamesn.com/half-life-3/half-life-3-release-date-story-gameplay-art |access-date=November 19, 2018 |work=[[PCGamesN]] |archive-date=October 21, 2019 |archive-url=https://web.archive.org/web/20191021094127/https://www.pcgamesn.com/half-life-3/half-life-3-release-date-story-gameplay-art |url-status=live }}</ref> ===Source 2, virtual reality and ''Half-Life: Alyx'' (2015–present)=== Valve announced the [[Source 2]] engine in March 2015, and ported ''Dota 2'' to Source 2 in September.<ref>{{cite news|last=Langley|first=Hugh|date=March 3, 2015|title=Valve just announced its plans for Steam Machines... and Source 2|work=[[Tech Radar]]|url=https://www.techradar.com/news/gaming/valve-just-announced-its-plans-for-steam-machines-and-source-2-1287082|url-status=live|access-date=March 3, 2015|archive-url=https://web.archive.org/web/20150306030610/http://www.techradar.com/news/gaming/valve-just-announced-its-plans-for-steam-machines-and-source-2-1287082|archive-date=March 6, 2015}}</ref><ref>{{cite web|last1=Macy|first1=Seth|title=Dota 2 Now Valve's First Ever Source 2 Game|url=https://www.ign.com/articles/2015/09/09/dota-2-now-valves-first-ever-source-2-game|url-status=live|archive-url=https://web.archive.org/web/20150910075128/http://www.ign.com/articles/2015/09/09/dota-2-now-valves-first-ever-source-2-game|archive-date=September 10, 2015|access-date=September 9, 2015|website=IGN|date=September 9, 2015}}</ref> That year, Valve collaborated with the electronics company [[HTC]] to develop the [[HTC Vive]], a [[VR headset]] released in 2016.<ref name="The Final Hours">{{Cite web|last=Keighley|first=Geoff|author-link=Geoff Keighley|date=November 21, 2019|title=The Final Hours of Half-Life: Alyx|url=https://www.youtube.com/watch?v=-9K0eJEmMEw|url-status=live|archive-url=https://web.archive.org/web/20191121191644/https://www.youtube.com/watch?v=-9K0eJEmMEw|archive-date=November 21, 2019|access-date=November 21, 2019|via=[[YouTube]]}}</ref> Valve experimented with VR games, and in 2016 released ''[[The Lab (video game)|The Lab]]'', a collection of VR minigames.<ref name="Reeves">{{Cite magazine|last=Reeves|first=Ben|title=Valve On Why Half-Life: Alyx Needed To Be In VR|url=https://www.gameinformer.com/interview/2020/03/03/valve-on-why-half-life-alyx-needed-to-be-in-vr|url-status=live|archive-url=https://web.archive.org/web/20200304171602/https://www.gameinformer.com/interview/2020/03/03/valve-on-why-half-life-alyx-needed-to-be-in-vr|archive-date=March 4, 2020|access-date=March 4, 2020|magazine=Game Informer}}</ref> Valve recognized that many players wanted a more ambitious VR [[AAA game]], and began exploring the development of a major VR game.<ref name="Reeves" /> They developed several prototypes, with three further VR projects under development by 2017.<ref>{{Cite web|last=Campbell|first=Colin|date=February 10, 2017|title=Valve is working on three full VR games|url=https://www.polygon.com/virtual-reality/2017/2/10/14580932/valve-is-working-on-three-full-vr-games|url-status=live|archive-url=https://web.archive.org/web/20170302161616/http://www.polygon.com/virtual-reality/2017/2/10/14580932/valve-is-working-on-three-full-vr-games|archive-date=March 2, 2017|access-date=November 21, 2019|website=Polygon}}</ref><ref>{{Cite web|last=Hollister|first=Sean|title=Valve, of Half-Life and Portal, is making 3 full VR games|url=https://www.cnet.com/news/valve-makers-of-half-life-and-portal-are-working-on-three-full-vr-games/|url-status=live|archive-url=https://web.archive.org/web/20180310111923/https://www.cnet.com/news/valve-makers-of-half-life-and-portal-are-working-on-three-full-vr-games/|archive-date=March 10, 2018|access-date=November 21, 2019|website=CNET}}</ref> Finding that the portal systems of their puzzle series ''[[Portal (series)|Portal]]'' were disorienting in VR, they settled on ''Half-Life''.<ref name="The Final Hours" /> Walker said that ''Half-Life 3'' had been a "terrifyingly daunting prospect", and the team saw VR as a way to return to the series.<ref name="The Final Hours" /> Full development of a VR ''Half-Life'' game started around late 2016, with the largest team in Valve's history.<ref name="arstech fhalyx" /><ref name="finalhours alyx">{{cite web|last=Keighley|first=Geoff|author-link=Geoff Keighley|date=November 21, 2019|title=The Final Hours of Half-Life: Alyx|url=https://www.youtube.com/watch?v=-9K0eJEmMEw|access-date=November 21, 2019|via=[[YouTube]]|archive-date=November 21, 2019|archive-url=https://web.archive.org/web/20191121191644/https://www.youtube.com/watch?v=-9K0eJEmMEw|url-status=live}}</ref> Valve acquired the 3D audio software developer Impulsonic in January 2017.<ref>{{cite web |url=https://uploadvr.com/valve-acquires-3d-audio-company-impulsonic/ |title=Sounds Good: Valve Acquires 3D Audio Company Impulsonic |first=Jamie |last=Feltham |date=January 13, 2017 |website=[[UploadVR]] |access-date=February 3, 2020 |archive-date=February 3, 2020 |archive-url=https://web.archive.org/web/20200203075925/https://uploadvr.com/valve-acquires-3d-audio-company-impulsonic/ |url-status=live }}</ref> In April 2018, Valve acquired the independent developer [[Campo Santo (company)|Campo Santo]], known for the 2016 adventure game ''[[Firewatch]]''. Campo Santo planned to develop its own games under Valve, though they initially helped develop ''Half-Life: Alyx''.<ref>{{cite web |url=https://www.polygon.com/2018/4/21/17266690/valve-campo-santo-firewatch-steam |title=Valve acquires Firewatch developer, Campo Santo |first=Julia |last=Alexander |date=April 21, 2018 |access-date=April 21, 2018 |work=[[Polygon (website)|Polygon]] |archive-date=December 3, 2019 |archive-url=https://web.archive.org/web/20191203225838/https://www.polygon.com/2018/4/21/17266690/valve-campo-santo-firewatch-steam |url-status=live }}</ref><ref name="PC Gamer 12">{{cite magazine |url=https://www.pcgamer.com/uk/half-life-alyx-release-date-trailer-everything-we-know/ |title=12 big things we learned about Half-Life: Alyx |first1=Andy |last1=Kelly |first2=Christopher |last2=Livingston |date=November 21, 2019 |magazine=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20191123125928/https://www.pcgamer.com/uk/half-life-alyx-release-date-trailer-everything-we-know/ |archive-date=November 23, 2019 |access-date=March 27, 2020}}</ref> In November 2018, Valve released ''[[Artifact (video game)|Artifact]]'', a [[digital collectible card game]] based on ''Dota 2'', with design by [[Richard Garfield]], the creator of ''[[Magic: The Gathering]]''. ''Artifact'' had unusual pay-for mechanics to acquire new cards, and did not draw a large playerbase, losing 95% of players months after release.<ref name="Disappointment">{{cite web | url = https://www.ign.com/articles/gabe-newell-artifact-giant-disappointment-valve | title = Gabe Newell: Artifact Was a 'Giant Disappointment' | first = Joe | last = Skrebels | date = March 18, 2020 | access-date = March 18, 2020 | work = [[IGN]] | archive-date = March 19, 2020 | archive-url = https://web.archive.org/web/20200319155343/https://www.ign.com/articles/gabe-newell-artifact-giant-disappointment-valve | url-status = live }}</ref> In April 2021, Valve abandoned efforts to reboot the project, saying they had not found enough interested players to justify development.<ref>{{Cite news|last=Machkovech|first=Sam|date=April 3, 2021|title=Valve scraps revamped Artifact, dumps free, unfinished "2.0" version on Steam|url=https://arstechnica.com/gaming/2021/03/valve-scraps-revamped-artifact-dumps-free-unfinished-2-0-version-on-steam/|url-status=live|access-date=May 18, 2021|website=[[Ars Technica]]|archive-date=May 17, 2021|archive-url=https://web.archive.org/web/20210517202222/https://arstechnica.com/gaming/2021/03/valve-scraps-revamped-artifact-dumps-free-unfinished-2-0-version-on-steam/}}</ref> In June 2019, Valve released its second-generation VR hardware, the [[Valve Index]].<ref>{{Cite web |url=https://www.theverge.com/2019/4/30/18524167/valve-index-vr-headset-price-pre-order-date |title=Valve's Index VR headset will officially cost $999, and here's what it's all about |last=Hollister |first=Sean |date=April 30, 2019 |website=The Verge |access-date=June 5, 2019 |archive-date=April 26, 2022 |archive-url=https://web.archive.org/web/20220426060847/https://www.theverge.com/2019/4/30/18524167/valve-index-vr-headset-price-pre-order-date |url-status=live }}</ref> They also released ''[[Dota Underlords]]'' into early access, an [[auto battler]] based on a ''Dota 2'' community-created mode ''[[Dota Auto Chess]]''.<ref>{{cite web |url=https://www.polygon.com/2019/6/21/18683816/dota-underlords-auto-chess-clone |title=Dota Underlords feels like a clone of Auto Chess |first=Ryan |last=Gilliam |date=June 21, 2019 |website=[[Polygon (website)|Polygon]] |access-date=February 3, 2020 |archive-date=June 30, 2019 |archive-url=https://web.archive.org/web/20190630042648/https://www.polygon.com/2019/6/21/18683816/dota-underlords-auto-chess-clone |url-status=live }}</ref> In March 2020, Valve released ''[[Half-Life: Alyx]]'', a VR game.<ref>{{cite web|last=Marks|first=Tom|date=March 23, 2020|title=Valve Explains Why Half-Life 2: Episode 3 Was Never Made|url=https://www.ign.com/articles/valve-explains-why-half-life-2-episode-3-was-never-made|access-date=March 23, 2020|work=[[IGN]]|archive-date=March 23, 2020|archive-url=https://web.archive.org/web/20200323171744/https://www.ign.com/articles/valve-explains-why-half-life-2-episode-3-was-never-made|url-status=live}}</ref> It received acclaim<ref name="metacritic2">{{Cite web|title=Half-Life: Alyx for PC Reviews|url=https://www.metacritic.com/game/half-life-alyx/critic-reviews/?platform=pc|url-status=live|archive-url=https://web.archive.org/web/20200216062815/https://www.metacritic.com/game/pc/half-life-alyx|archive-date=February 16, 2020|access-date=April 2, 2020|publisher=[[Metacritic]]}}</ref> and was described as VR's first [[killer app]].<ref>{{Cite web|last=Carbotte|first=Kevin|title=Half-Life: Alyx Gameplay Review: (Almost) Every VR Headset Tested|url=https://www.tomshardware.com/uk/reviews/half-life-alyx-gameplay-vr-headset|access-date=March 24, 2020|website=Tom's Hardware|date=March 23, 2020}}</ref><ref>{{Cite web|last=Robinson|first=Andrew|date=March 23, 2020|title=Review: Half-Life Alyx is VR's stunning killer app|url=https://www.videogameschronicle.com/reviews/half-life-alyx|url-status=live|archive-url=https://web.archive.org/web/20200324213220/https://www.videogameschronicle.com/reviews/half-life-alyx|archive-date=March 24, 2020|access-date=March 24, 2020|website=VGC}}</ref><ref>{{Cite web|last=Oloman|first=Jordan|title=Half-Life: Alyx is a watershed moment for virtual reality {{!}} TechRadar|url=https://www.techradar.com/news/half-life-alyx-is-a-watershed-moment-for-virtual-reality|url-status=live|archive-url=https://web.archive.org/web/20200324211548/https://www.techradar.com/amp/news/half-life-alyx-is-a-watershed-moment-for-virtual-reality|archive-date=March 24, 2020|access-date=May 1, 2022|website=TechRadar|date=March 23, 2020}}</ref><ref>{{Cite web|date=December 27, 2019|title=CES 2020: Teslasuit Will Unveil New Haptic VR Gloves|url=https://www.techtimes.com/articles/246665/20191227/ces-2020-teslasuit-will-unveil-new-haptic-vr-gloves.htm|url-status=live|archive-url=https://web.archive.org/web/20200325084106/https://www.techtimes.com/amp/articles/246665/20191227/ces-2020-teslasuit-will-unveil-new-haptic-vr-gloves.htm|archive-date=March 25, 2020|access-date=May 1, 2022|website=Tech Times}}</ref> Newell said in January 2021 that the success of ''Alyx'' created desire within the company to develop more games, and that several were under development.<ref>{{cite web | url = https://www.videogameschronicle.com/news/gabe-newell-says-valve-has-multiple-games-in-development-and-wants-to-do-more-single-player/ | title = Gabe Newell says Valve has multiple games in development and 'wants to do more single-player' | first = Tom | last = Ivan | date = January 20, 2021 | access-date = January 20, 2021 | work = [[Video Games Chronicle]] | archive-date = January 20, 2021 | archive-url = https://web.archive.org/web/20210120172914/https://www.videogameschronicle.com/news/gabe-newell-says-valve-has-multiple-games-in-development-and-wants-to-do-more-single-player/ | url-status = live }}</ref> Valve collaborated with [[Netflix]] for ''[[Dota: Dragon's Blood]]'', an animated television series based on ''[[Dota]]'', which premiered in March 2021.<ref>{{cite web | url = https://kotaku.com/valve-netflix-are-making-a-dota-anime-1846283800 | title = Valve & Netflix Are Making A DOTA Anime | first = Luke | last = Plunkett | date = February 16, 2021 | access-date = February 16, 2021 | work = [[Kotaku]] | archive-date = February 17, 2021 | archive-url = https://web.archive.org/web/20210217001845/https://kotaku.com/valve-netflix-are-making-a-dota-anime-1846283800 | url-status = live }}</ref> In February 2022, Valve released the [[Steam Deck]], a portable game system that runs on [[SteamOS]].<ref>{{Cite magazine |last=Fenlon |first=Wes |date=February 25, 2022 |title=Steam Deck review |url=https://www.pcgamer.com/uk/steam-deck-review/ |access-date=March 14, 2022 |magazine=[[PC Gamer]] |language=en |archive-date=March 14, 2022 |archive-url=https://web.archive.org/web/20220314105414/https://www.pcgamer.com/uk/steam-deck-review/ |url-status=live }}</ref> In September 2023, Valve released ''[[Counter-Strike 2]]''. It received generally favorable reviews, but player reception was mixed.<ref>{{Cite news |last=Stanton |first=Rich |date=2023-09-28 |title=What I think of Counter-Strike 2 on day 1 |url=https://www.pcgamer.com/initial-impressions-of-counter-strike-2/ |access-date=2024-08-07 |work=PC Gamer |language=en}}</ref><ref>{{Cite web |last=Shive |first=Chris |date=2023-10-03 |title=Review: Counter-Strike 2 |url=https://hardcoregamer.com/reviews/review-counter-strike-2/473627/ |access-date=2024-08-07 |website=Hardcore Gamer |language=en}}</ref> {{anchor|Deadlock}}In 2024, Valve began beta-testing a new multiplayer game, ''[[Deadlock (video game)|Deadlock]]'', a combination of a [[hero shooter]] and [[MOBA]].<ref>{{cite web | url = https://www.pcgamesn.com/deadlock/valve-steam-players | title = Valve's super secretive Deadlock game just hit a big player milestone | first = Will | last = Nelson | date = August 11, 2024 | accessdate = August 11, 2024 | work = [[PCGamesN]] }}</ref> In September, staff members from Hopoo Games, developers of ''[[Risk of Rain]]'', announced that they had been employed at Valve.<ref>{{cite web |last=Caldwell |first=Brendan |title=Risk Of Rain creators wind down work on unannounced project and take jobs at Valve |url=https://www.rockpapershotgun.com/risk-of-rain-creators-wind-down-work-on-unannounced-project-and-take-jobs-at-valve |website=[[Rock Paper Shotgun]] |date=September 3, 2024 |access-date=September 3, 2024 }}</ref> According to a report by ''Forbes Australia'' published in December 2024, Valve had an annual revenue of $5 billion by 2023, with a 40% profit margin. Steam accounted for around 60% of this revenue, double that of 2019.<ref>{{Cite web |last=Pastis |first=Stephe |date=2024-12-06 |title=How Valve founder Gabe Newell turned ''Half-Life'' into a nearly $10 billion fortune |url=https://www.forbes.com.au/covers/magazine/how-valve-founder-gabe-newell-turned-half-life-into-a-nearly-10-billion-fortune/ |access-date=2024-12-11 |website=[[Forbes Australia]] |language=en-US}}</ref> == Structure == [[File:Robin Walker 3.jpg|thumb|Designer [[Robin Walker (game designer)|Robin Walker]] at Steam Dev Days 2014]] Initially, Valve used a hierarchical structure more typical of other development firms, driven by the nature of physical game releases through publishers that required tasks to be completed by deadlines.<ref name="GD2017">{{cite web |url=https://www.gamedeveloper.com/production/gabe-newell-discusses-the-downsides-of-working-at-valve |title=Gabe Newell discusses the downsides of working at Valve |first=Alex |last=Wawro |date=February 17, 2017 |access-date=February 17, 2017 |work=Game Developer |url-status=live |archive-url=https://web.archive.org/web/20170218143333/http://www.gamasutra.com/view/news/291925/Gabe_Newell_discusses_the_downsides_of_working_at_Valve.php |archive-date=February 18, 2017}}</ref> However, as Valve became its own publisher via Steam, it found the hierarchical structure was hindering progress.<ref name="arstech fhalyx" /> After completing ''Half-Life 2'', Valve transitioned to a [[flat organization]]; outside of executive management, Valve does not have bosses, and uses an [[open allocation]] system.<ref>{{cite magazine |url=https://www.bloomberg.com/news/articles/2012-04-25/what-makes-valve-software-the-best-office-ever |title=What Makes Valve Software the Best Office Ever? |date=April 25, 2012 |magazine=Bloomberg |last=Suddath |first=Claire |url-status=live |archive-url=https://web.archive.org/web/20120815155709/http://www.businessweek.com/articles/2012-04-25/what-makes-valve-software-the-shangri-la-of-offices |archive-date=August 15, 2012}}</ref><ref>{{cite magazine |url=https://www.bloomberg.com/news/articles/2012-04-27/why-there-are-no-bosses-at-valve |date=April 27, 2012 |title=Why There Are No Bosses At Valve |magazine=Bloomberg |last=Suddath |first=Claire |url-status=live |archive-url=https://web.archive.org/web/20130904010143/http://www.businessweek.com/articles/2012-04-27/why-there-are-no-bosses-at-valve |archive-date=September 4, 2013|access-date=May 1, 2022}}</ref> Valve's marketing manager, Doug Lombardi, said: "Nobody writes a design doc and hands it to somebody and says, 'you go build this'. It's the teams that are coming up with the ideas and pushing in the directions that they want to take the product."<ref>{{Cite web |last=Farrelly |first=Steve |date=March 28, 2011 |title=AusGamers Valve Software 2011 Video Interview |url=https://www.ausgamers.com/features/read/3037280 |website=[[AusGamers]] |access-date=July 30, 2022 |archive-date=July 30, 2022 |archive-url=https://web.archive.org/web/20220730134402/https://www.ausgamers.com/features/read/3037280 |url-status=live }}</ref> This approach allows employees to work on whatever interests them, but requires them to take ownership of their product and mistakes they may make, according to Newell. Newell recognized that this structure works well for some but that "there are plenty of great developers for whom this is a terrible place to work".<ref name="GD2017" /> Following the difficult development of ''Half-Life 2'', Newell said he became "obsessed" with improving Valve's [[Work–life balance|work-life balance]].<ref name="Crossley-2011" /> Although Valve has no bosses, some employees hold more influence due to seniority or relationships. De facto project leads became "centralized conduits" for organization and sharing information, and decisions are made collectively. Valve uses a process named Overwatch to gather feedback from senior members, which teams may use or ignore.<ref name="Keighley-2020"/><ref name="Crossley-2011" /> The success of Steam means that Valve is not dependent on the success of its games.<ref name="Macgregor-2023">{{Cite news |last=Macgregor |first=Jody |date=2023-01-27 |title=Valve's unusual corporate structure causes its problems, report suggests |language=en |work=PC Gamer |url=https://www.pcgamer.com/valves-unusual-corporate-structure-causes-its-problems-report-suggests/ |access-date=2023-09-24}}</ref> The lack of organization structure has led to project cancellations, as it can be difficult to convince other employees to work on them.<ref name="layoffs">{{cite magazine|last=Petitte|first=Omri|date=February 13, 2013|title=Valve lays off several employees in hardware, mobile teams [Updated]|url=https://www.pcgamer.com/valve-layoff-hardware-mobile/|url-status=live|archive-url=https://web.archive.org/web/20220220145443/https://www.pcgamer.com/valve-layoff-hardware-mobile/|archive-date=February 20, 2022|access-date=May 1, 2022|magazine=[[PC Gamer]]}}</ref><ref name="yanis">{{cite web|last=Varoufakis|first=Yanis|author-link=Yanis Varoufakis|date=August 3, 2012|title=Why Valve? Or, what do we need corporations for and how does Valve's management structure fit into today's corporate world?|url=http://blogs.valvesoftware.com/economics/why-valve-or-what-do-we-need-corporations-for-and-how-does-valves-management-structure-fit-into-todays-corporate-world/|url-status=dead|archive-url=https://web.archive.org/web/20120807023528/http://blogs.valvesoftware.com/economics/why-valve-or-what-do-we-need-corporations-for-and-how-does-valves-management-structure-fit-into-todays-corporate-world/|archive-date=August 7, 2012|access-date=August 12, 2012|publisher=Valve Economics}}</ref><ref>{{cite magazine|last=Hern|first=Alex|date=August 3, 2012|title=Valve Software: free marketeer's dream, or nightmare?|url=https://www.newstatesman.com/business/economics/2012/08/valve-software-free-marketeers-dream-or-nightmare|url-status=live|magazine=New Statesman|archive-url=https://web.archive.org/web/20120805051647/http://www.newstatesman.com/blogs/economics/2012/08/valve-software-free-marketeers-dream-or-nightmare|archive-date=August 5, 2012|access-date=May 1, 2022}}</ref> In 2020, Valve acknowledged that this made it difficult to gather momentum and had slowed their output during the 2010s.<ref>{{Cite web|last=Says|first=Germinalconsequence|date=July 10, 2020|title=Half-Life: Alyx Helped Change Valve's Approach To Development|url=https://www.kotaku.com.au/2020/07/half-life-alyx-helped-change-valves-approach-to-development/|access-date=July 19, 2020|website=Kotaku Australia|language=en-AU|archive-date=July 19, 2020|archive-url=https://web.archive.org/web/20200719161845/https://www.kotaku.com.au/2020/07/half-life-alyx-helped-change-valves-approach-to-development/|url-status=dead}}</ref> Their VR projects and ''Half-Life: Alyx'' became a turning point, setting short-term studio-wide goals to focus the company. According to Walker, "We sort of had to collectively admit we were wrong on the premise that you will be happiest if you work on something you personally want to work on the most."<ref name="arstech fhalyx">{{cite web | url = https://arstechnica.com/gaming/2020/07/valve-secrets-spill-over-including-half-life-3-in-new-steam-documentary-app/ | title = Valve secrets spill over—including Half-Life 3—in new Steam documentary app | first = Sam | last = Machkovech | date = July 9, 2020 | access-date = July 10, 2020 | work = [[Ars Technica]] | archive-date = July 19, 2020 | archive-url = https://web.archive.org/web/20200719061754/https://arstechnica.com/gaming/2020/07/valve-secrets-spill-over-including-half-life-3-in-new-steam-documentary-app/ | url-status = live }}</ref> In January 2023, ''[[People Make Games]]'' released a report on Valve's corporate structure and culture, based on interviews with several current and former employees. They found that Valve's flat structure and [[Stack ranking|stack-ranking]] compensation system created a poor release record and a lack of employee diversity.<ref name="Macgregor-2023" /><ref>{{Cite web |last=Benfell |first=Grace |date=January 26, 2023 |title=New Report Claims Valve's Structure And Work Culture Is Hostile To Diversity |url=https://www.gamespot.com/articles/new-report-claims-valves-structure-and-work-culture-is-hostile-to-diversity/1100-6510857/ |access-date=2023-09-24 |website=GameSpot |language=en-US}}</ref> In 2024, ''Forbes'' estimated that Newell owned 50.1% of Valve, with the rest owned by employees.<ref name="Pastis-2024a">{{Cite web |last=Pastis |first=Stephe |date=2024-12-06 |title=How Valve founder Gabe Newell turned ''Half-Life'' into a nearly $10 billion fortune |url=https://www.forbes.com.au/covers/magazine/how-valve-founder-gabe-newell-turned-half-life-into-a-nearly-10-billion-fortune/ |access-date=2024-12-11 |website=[[Forbes Australia]] |language=en-US}}</ref> As part of Wolfire Games' lawsuit over Steam policies, case documents revealed details related to Valve's employee structure. Starting with 60 employees in 2003, Valve grew to around 350 employees around 2012 and remained around this number through 2021. Up through 2010, the employees were categorized in three areas, administration, game development, and Steam development; in 2011, a hardware development category was added.<ref>{{cite web | url = https://www.theverge.com/2024/7/13/24197477/valve-employs-few-hundred-people-payroll-redacted | title = Here's how much Valve pays its staff — and how few people it employs | first = Jay | last = Peters | date = July 13, 2024 | accessdate = July 13, 2024 | work = [[The Verge]] }}</ref> ===Valve time=== {{Anchor|Valve Time}} {{Redirect|Valve Time|timing of the opening and closing of valves|Valve timing}} '''Valve time''' is an industry term used jokingly with game releases from Valve, used to acknowledge the difference between the "promised" date for released content stated by Valve and to the "actual" release date; "Valve Time" includes delays but also includes some content that was released earlier than expected. Valve has acknowledged the term, including tracking known discrepancies between ideal and actual releases on their public development wiki<ref>{{cite web |url=http://developer.valvesoftware.com/wiki/Valve_Time |title=Valve Time |publisher=Valve |access-date=June 9, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100618121700/http://developer.valvesoftware.com/wiki/Valve_Time |archive-date=June 18, 2010}}</ref> and using it in announcements about such delays.<ref>{{cite magazine |url=https://www.wired.com/2010/06/portal-2-delay// |title=Valve Delays Portal 2 to 2011 |magazine=[[Wired (magazine)|Wired]] |first=Chris |last=Kohler |date=June 9, 2010 |access-date=May 1, 2022 |url-status=live |archive-url=https://web.archive.org/web/20100612142546/http://www.wired.com/gamelife/2010/06/portal-2-delay |archive-date=June 12, 2010}}</ref><ref>{{cite web |url=https://www.shacknews.com/article/66536/portal-2-delayed-hits-stores |title=Portal 2 Delayed to 'The Week of April 18' |first=Xav |last=de Matos |work=[[Shacknews]] |date=November 18, 2010 |access-date=May 1, 2022 |url-status=live |archive-url=https://web.archive.org/web/20101120011239/http://www.shacknews.com/onearticle.x/66536 |archive-date=November 20, 2010}}</ref> Valve ascribes delays to their mentality of team-driven initiatives over corporate deadlines.<ref name="faliszek valvetime">{{cite web |url=https://www.gamasutra.com/view/news/27296/Valves_Faliszek_Team_SelfDetermination_Drives_Left_4_Dead_2_DLC_Strategy.php |title=Valve's Faliszek: Team Self-Determination Drives Left 4 Dead 2 DLC Strategy |first=Chris |last=Remo |date=February 24, 2010 |access-date=May 1, 2022 |work=Game Developer |url-status=dead |archive-url=https://web.archive.org/web/20100509090347/http://www.gamasutra.com/view/news/27296/Valves_Faliszek_Team_SelfDetermination_Drives_Left_4_Dead_2_DLC_Strategy.php |archive-date=May 9, 2010}}</ref> === Playtesting === Valve [[playtest]]s its games extensively from the beginning of development,<ref name="Remo-2008" /> and iterates based on the results.<ref name="Keighley-2020"/> Its website states: "We believe that all game designers are, in a sense, [[experimental psychologist]]s."<ref name="Keighley-2020" /> The Valve writer [[Chet Faliszek]] said he initially blamed testers when they failed to engage with designs as expected, but changed his mind when multiple testers had the same problem: "By the third or fourth time, all of a sudden you're realizing, 'I'm an idiot. This is pretty obvious this doesn't work. It's not their fault, it's our fault.'"<ref name="Remo-2008">{{Cite web|last=Remo|first=Chris|title=Valve's Faliszek: Playtesters Aren't Idiots, It's You|url=https://www.gamedeveloper.com/pc/valve-s-faliszek-playtesters-aren-t-idiots-it-s-you|url-status=live|access-date=May 1, 2022|website=Game Developer|date=August 7, 2008|archive-date=May 2, 2022|archive-url=https://web.archive.org/web/20220502011646/https://www.gamedeveloper.com/pc/valve-s-faliszek-playtesters-aren-t-idiots-it-s-you}}</ref> He gave an example from the development of ''Left 4 Dead'', wherein a [[Texture mapping|texture]] change caused every tester to miss a ladder and become stuck.<ref name="Remo-2008" /> Walker said playtesting helped Valve maximize the experience for players. For example, when something exciting occurs by chance during a playtest, the developers attempt to have it occur for every player.<ref name="Bramwell">Bramwell, Tom (September 8, 2007). "Opening the Valve". ''[[Eurogamer]]''. Retrieved December 15, 2023.</ref> Newell contrasted this approach to that of [[Warren Spector]], whose open-ended games are designed to be replayed with different outcomes: "You spend all of this time to build stuff that most players will never ever ever see ... If only one per cent of your customers see this cool thing that takes five per cent of your development budget, that's not a good use of resources."<ref name="Bramwell" /> == Engines == === GoldSrc === {{Main|GoldSrc}} The first game engine Valve developed is GoldSrc, a modified version of the [[Quake engine|''Quake'' engine]] by [[id Software]].<ref name="hist" /> It was first used with Half-Life on November 19, 1998. All Valve games that released in the period before the release of their next engine, the Source engine, used GoldSrc, with examples being Half-Life, Counter-Strike, Ricochet, and others. === Source === {{Main|Source (game engine)}} Valve's second engine is the Source engine. The Source engine was proprietary and completely built from the ground up, not derivative of their original GoldSrc engine. It was first used in [[Half-Life: Source]] on November 1st, 2004, which was met with critical reviews. Only weeks later on November 16, 2004 however, Half-Life 2 was released, which was the main showcase of the capabilities of the Source engine, with the biggest improvements being the graphical fidelity for the time and the advanced physics engine. Examples of games created in the Source engine include [[Half-Life 2]] and it's [[Half-Life 2#Sequels|episodes]], [[Portal (series)|Portal 1 & 2]], [[Left 4 Dead (franchise)|Left 4 Dead 1 and Left 4 Dead 2]], [[Counter-Strike: Global Offensive]] (defunct, now [[Counter-Strike 2]] on Source 2), [[Team Fortress 2]], and [[Dota 2]] , which was originally on Source, but was updated to Source 2 in 2015. === Source 2 === {{Main|Source 2}} The latest [[Proprietary software|proprietary]] game engine from Valve is Source 2, released in June 2015 with [[Dota 2]] updated to the engine. It is an updated version of the original Source engine, with improvements in physics, lighting, AI, and more. Source 2 also notably supports [[Virtual reality|Virtual Reality (VR)]], which was used for their tech demo [[The Lab (video game)|The Lab]] in 2016 and the latest entry in the [[Half-Life (series)|Half-Life series]], [[Half-Life: Alyx]]. Examples of games in Source 2 are [[Half-Life: Alyx]], [[Counter-Strike 2]], [[Dota 2]], and the free [[Steam Deck]] [[Technology demonstration|tech demo]] [[Aperture Desk Job]]. == Products == === Games === {{Main|List of Valve games}} Valve is the main developer and publisher of the single-player ''[[Half-Life (series)|Half-Life]]'' and ''[[Portal (video game)|Portal]]'' games and the multiplayer games ''[[Counter-Strike]]'', ''[[Team Fortress 2]]'', ''[[Dota 2]]'', ''[[Day of Defeat]]'', and ''[[Artifact (video game)|Artifact]]''. Valve also published the multiplayer game ''[[Left 4 Dead]]'' and developed and published ''[[Left 4 Dead 2]]''. Unreleased and canceled Valve games include the fantasy [[role-playing video game|role-playing game]] ''Prospero'' and [[Unreleased Half-Life games|numerous ''Half-Life'' projects]], including ''[[Half-Life 2: Episode Three|Episode Three]]''.<ref name="raisingbar_prospero">{{cite book |title=Half-Life 2: Raising the Bar |year=2004 |publisher=[[Prima Games]] |isbn=0-7615-4364-3 |page=10}}</ref> Valve worked with [[Arkane Studios]] on ''[[The Crossing (video game)|The Crossing]]'', which was canceled in May 2009.<ref>{{cite web|url=https://www.shacknews.com/article/58649/arkane-and-valves-crossing|title=Arkane and Valve's 'The Crossing' on Hold|last=O'Conner|first=Alice|date=May 15, 2009|publisher=[[Shacknews]]|url-status=live|archive-url=https://web.archive.org/web/20130509214533/http://www.shacknews.com/article/58649/arkane-and-valves-crossing|archive-date=May 9, 2013|access-date=May 1, 2022}}</ref> === Steam === {{Main|Steam (service)}} Valve announced Steam, its [[digital distribution]] service, at the 2002 [[Game Developers Conference]].<ref>{{Cite news |url=https://www.gamesradar.com/history-of-valve/ |title=Full Steam ahead: The History of Valve |work=gamesradar |access-date=February 26, 2018 |language=en |archive-date=October 16, 2016 |archive-url=https://web.archive.org/web/20161016131157/http://www.gamesradar.com/history-of-valve/ |url-status=live }}</ref><ref>{{cite web |url=https://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |title=GDC 2002: Valve unveils Steam |publisher=[[GameSpot]] |date=March 22, 2002 |access-date=May 1, 2022 |archive-date=May 2, 2022 |archive-url=https://web.archive.org/web/20220502011643/https://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |url-status=live }}</ref> It was launched in September 2003 and was first used to deliver [[Patch (computing)|patches]] and other updates to Valve's online games.<ref>{{Cite news |url=https://www.pcgamer.com/steam-versions/ |title=The 13-year evolution of Steam |work=pcgamer |access-date=February 26, 2018 |archive-date=August 13, 2017 |archive-url=https://web.archive.org/web/20170813092632/http://www.pcgamer.com/steam-versions/ |url-status=live }}</ref><ref>{{cite web |last1=Burnes |first1=Andrew |title=Steam Client Delayed |url=https://www.ign.com/articles/2003/09/10/steam-client-delayed |website=IGN |access-date=March 1, 2018 |date=September 10, 2003 |archive-date=March 2, 2018 |archive-url=https://web.archive.org/web/20180302044821/http://www.ign.com/articles/2003/09/10/steam-client-delayed |url-status=live }}</ref> On August 1, 2012, Valve announced revisions to the Steam Subscriber Agreement (SSA) to prohibit [[class action]] [[lawsuit]]s by users against the service provider.<ref name="augustrockpapershotgun"/><ref name="valveaugustssa"/> By July 2014, there were over 3,400 games available on Steam, with over 150 million registered accounts by January 2018.<ref name=steamgrowth_2014>{{cite web |url=https://www.engadget.com/2014-01-15-steam-has-75-million-active-users-valve-announces-at-dev-days.html |title=Steam has 75 million active users, Valve announces at Dev Days |date=January 15, 2014 |website=Engadget|access-date=May 1, 2022|url-status=live |archive-url=https://web.archive.org/web/20140719043324/http://www.joystiq.com/2014/01/15/steam-has-75-million-active-users-valve-announces-at-dev-days/ |archive-date=July 19, 2014}}</ref><ref>{{cite web |url=https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |title=Valve reveals Steam's monthly active user count and game sales by region |first=Taylor |last=Supor |date=August 3, 2017 |access-date=November 27, 2017 |work=[[GeekWire]] |archive-date=February 16, 2018 |archive-url=https://web.archive.org/web/20180216044005/https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |url-status=live }}</ref> Alongside these changes to the SSA, the company also declared publicly the incorporation of Valve [[Société à responsabilité limitée|S.a.r.l.]], a subsidiary based in [[Luxembourg]].<ref name="augustrockpapershotgun">{{cite news |url=http://www.rockpapershotgun.com/2012/08/01/steams-sub-agreement-prohibits-class-action-lawsuits/ |title=Steam's Sub Agreement Prohibits Class-Action Lawsuits |website=[[Rock Paper Shotgun]] |date=August 1, 2012 |access-date=August 3, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120803004936/http://www.rockpapershotgun.com/2012/08/01/steams-sub-agreement-prohibits-class-action-lawsuits/ |archive-date=August 3, 2012}}</ref><ref name="valveaugustssa">{{cite web |url=http://store.steampowered.com/news/8523/ |title=Updated Steam Subscriber Agreement |publisher=Valve |date=August 1, 2012 |access-date=August 3, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120803134105/http://store.steampowered.com/news/8523 |archive-date=August 3, 2012}}</ref> Valve set up a physical office in [[Kirchberg, Luxembourg]]. According to Valve's project manager Mike Dunkle, the location was chosen for eCommerce capabilities and infrastructure, talent acquisition, tax advantages and central geographic location – most major partners are accessible, 50% within driving distance.<ref>[http://www.chronicle.lu/categoriesbusinessitcgaming/item/724-valve-software-latest-gaming-company-to-set-up-in-luxembourg Valve Software Latest Gaming Company to Set Up in Luxembourg] {{webarchive|url=https://web.archive.org/web/20140502003013/http://www.chronicle.lu/categoriesbusinessitcgaming/item/724-valve-software-latest-gaming-company-to-set-up-in-luxembourg |date=May 2, 2014 }}. Chronicle.lu (September 4, 2012). Retrieved on May 23, 2014.</ref> Valve S.a.r.l. was used to sell games to UK users to avoid paying the full 20% [[value-added tax]] (VAT).<ref>Karmali, Luke. (March 25, 2014) [https://ign.com/articles/2014/03/25/steam-amazon-and-itunes-prices-could-rise-in-uk Steam, Amazon and iTunes Prices Could Rise in UK] {{webarchive|url=https://web.archive.org/web/20140502003318/http://www.ign.com/articles/2014/03/25/steam-amazon-and-itunes-prices-could-rise-in-uk |date=May 2, 2014 }}. IGN. Retrieved on May 23, 2014.</ref> The [[Tax avoidance|tax loophole]] was expected to close on January 1, 2015.<ref>{{cite web |title=UK closing tax loophole on Steam game downloads |url=https://www.mcvuk.com/business-news/pc/uk-closing-tax-loophole-on-steam-game-downloads/ |website=MCV |access-date=May 1, 2022 |date=March 25, 2014 |archive-date=May 2, 2022 |archive-url=https://web.archive.org/web/20220502011643/https://www.mcvuk.com/business-news/pc/uk-closing-tax-loophole-on-steam-game-downloads/ |url-status=live }}</ref> In December 2015, the French consumer group [[UFC Que Choisir]] initiated a lawsuit against Valve for several of their Steam policies that conflict or run afoul of French law. One of the reasons was for using the tax loophole.<ref>{{cite web |url=https://www.gamedeveloper.com/business/french-consumer-group-sues-valve-over-steam-policies|title=French consumer group sues Valve over Steam policies |first=Christian |last=Nutt |date=December 17, 2015 |access-date=May 1, 2022 |work=Game Developer |url-status=live |archive-url=https://web.archive.org/web/20151218051846/http://gamasutra.com/view/news/262203/French_consumer_group_sues_Valve_over_Steam_policies.php |archive-date=December 18, 2015}}</ref> Valve S.a.r.l. ceased business on January 1, 2017, with the main company taking over EU sales again.<ref>{{cite web |url=http://store.steampowered.com/subscriber_agreement/ |title=Steam Subscriber Agreement |quote=This Agreement was last updated on January 1st, 2017 ("Revision Date"). If you were a Subscriber before the Revision Date, it replaces your existing agreement with Valve or Valve SARL on the day that you explicitly accept it. |publisher=Valve |access-date=January 1, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170101054627/http://store.steampowered.com/subscriber_agreement/ |archive-date=January 1, 2017}}</ref> In August 2017, Valve announced that Steam had reached over 67 million monthly and 33 million [[daily active users]] on the platform.<ref>{{Cite news |url=https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |title=Valve reveals Steam's monthly active user count and game sales by region |date=August 3, 2017 |work=GeekWire |access-date=August 4, 2017 |archive-date=February 16, 2018 |archive-url=https://web.archive.org/web/20180216044005/https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |url-status=live }}</ref> === Steam Machine === {{Main|Steam Machine (hardware platform)}} Newell has been critical of the direction that Microsoft has taken with making Windows a [[Open architecture|closed architecture]] similar to Apple's products, and has stated that he believes that the changes made in Windows 8 are "a catastrophe for everyone in the [personal computer] space".<ref name="ign windows 8">{{cite web |url=https://www.ign.com/articles/2012/07/26/gabe-newell-windows-8-is-a-catastrophe |title=Gabe Newell: "Windows 8 Is Kind of a Catastrophe" |first=Dan |last=Crabtree |date=July 25, 2012 |access-date=May 1, 2022 |work=[[IGN]] |archive-date=May 2, 2022 |archive-url=https://web.archive.org/web/20220502011643/https://www.ign.com/articles/2012/07/26/gabe-newell-windows-8-is-a-catastrophe |url-status=live }}</ref> Newell identified the open-source Linux platform as an ideal platform for Steam and said the only thing holding back its adoption is the lack of games.<ref name="ign windows 8"/> In 2012, Valve announced that they were working on a console-PC hybrid for the living room, dubbed by media as the "Steam Box".<ref>{{cite news |last=Davies |first=Marsh |title=Valve confirms Steam Box – a "very controlled" PC for the living room |url=http://www.pcgamer.com/2012/12/09/valve-confirms-steam-box-a-very-controlled-pc-for-the-living-room/ |access-date=April 21, 2013 |newspaper=[[PC Gamer]] |date=December 9, 2012 |url-status=live |archive-url=https://web.archive.org/web/20130313210941/http://www.pcgamer.com/2012/12/09/valve-confirms-steam-box-a-very-controlled-pc-for-the-living-room/ |archive-date=March 13, 2013}}</ref><ref>{{cite news |last=Newman |first=Jared |title=Valve's Steam Box: The plot thickens for PC-based game consoles |url=https://www.pcworld.com/article/457205/valve-s-steam-box-the-plot-thickens-for-pc-based-game-consoles.html |access-date=May 1, 2022 |newspaper=[[PC World]] |date=March 18, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130427071440/http://www.pcworld.com/article/2031082/valve-s-steam-box-the-plot-thickens-for-pc-based-game-consoles.html |archive-date=April 27, 2013}}</ref> A precursor to such a unit is SteamOS, a freely available Linux-based operating system that builds upon the Steam client functionality that includes media services, live streaming across home networks, game sharing within families, and parental controls. SteamOS was officially announced in September 2013 as the first of several announcements related to the Steam Machine platform<ref>{{cite magazine |url=https://www.wired.com/2013/09/valve-steamos/ |title=Valve Continues Its War on Game Consoles With Steam Operating System |magazine=[[Wired (magazine)|Wired]] |first=Chris |last=Kohler |date=September 23, 2013 |access-date=May 1, 2022 |url-status=live |archive-url=https://web.archive.org/web/20130925050842/http://www.wired.com/gamelife/2013/09/valve-steamos/ |archive-date=September 25, 2013}}</ref> as well as their unique game controller.<ref name="Steam-2007" /> In May 2014, Valve announced that the company's own SteamOS-powered Steam Machine would be delayed until 2015 due to problems with the game controller.<ref>{{Cite news |url=https://www.zdnet.com/article/valve-steam-machines-delayed-until-2015/ |title=Valve Steam Machines delayed until 2015 |last=Vaughn-Nichols |first=Steven J. |date=May 28, 2014 |work=[[ZDNet]] |access-date=June 3, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140601042315/http://www.zdnet.com/valve-steam-machines-delayed-until-2015-7000029966/ |archive-date=June 1, 2014}}</ref> In 2015, [[Alienware]], [[ZOTAC]], and [[CyberPowerPC]] launched their versions of the Steam Machine. By June 2016, fewer than half a million had been sold.<ref>{{cite magazine |last1=Wilde |first1=Tyler |title=What happened to Steam Machines? |url=https://www.pcgamer.com/what-happened-to-steam-machines/ |magazine=[[PC Gamer]] |access-date=May 7, 2018 |date=April 2, 2018 |archive-date=May 7, 2018 |archive-url=https://web.archive.org/web/20180507221931/https://www.pcgamer.com/what-happened-to-steam-machines/ |url-status=live }}</ref> While the Steam Machine line has been effectively canceled, Valve continued to manufacture and sell [[Steam Controller]]s until late November 2019,<ref>{{Cite news |url=https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price/ |title=Pour one out for the Steam Controller, sold out forever after $5 fire sale |last=Hollister |first=Sean |date=November 26, 2019 |work=[[The Verge]] |access-date=December 13, 2019 |archive-date=December 14, 2019 |archive-url=https://web.archive.org/web/20191214003250/https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price/ |url-status=live }}</ref> and publishes both mobile apps and software for the [[Steam Link]], allowing in-home streaming. ===Valve Index and virtual reality=== At the [[Game Developers Conference]] in March 2015, Valve and Taiwanese electronics company [[HTC]] unveiled [[SteamVR]] and the [[HTC Vive]]—a [[virtual reality]] platform and a [[virtual reality headset]]. The platform would be distinguished by its "Lighthouse" motion tracking system, where sensors on the headset and its included [[motion controller]]s read the position of two base station devices mounted in the play area. This would allow for "room-scale" VR experiences, where the player would not be required to remain in a stationary position in front of a camera and would be able to freely walk around the space.<ref>{{Cite web|url=https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/|title=Hands-on: Valve/HTC Vive opens up the virtual reality experience|last=Orland|first=Kyle|date=March 5, 2015|website=Ars Technica|access-date=November 21, 2019|archive-date=November 5, 2019|archive-url=https://web.archive.org/web/20191105075036/https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/|url-status=live}}</ref><ref>{{Cite web|url=https://arstechnica.com/gaming/2015/06/steamvr-the-room-scale-vr-world-that-feels-like-an-imax-in-your-house/|title=SteamVR: The room-scale VR world that feels like an "IMAX in your house"|last=Machkovech|first=Sam|date=June 12, 2015|website=Ars Technica|access-date=November 21, 2019|archive-date=July 16, 2019|archive-url=https://web.archive.org/web/20190716040942/https://arstechnica.com/gaming/2015/06/steamvr-the-room-scale-vr-world-that-feels-like-an-imax-in-your-house/|url-status=live}}</ref> In November 2017, Microsoft added beta support for the [[SteamVR]] service for Windows Mixed Reality headsets.<ref>{{Cite news|url=https://www.anandtech.com/show/12053/windows-mixed-reality-headsets-gain-steamvr-support-a-library-of-vr-games|title=Windows Mixed Reality Headsets Gain SteamVR Support, a Library of VR Games|last=Shilov|first=Anton|access-date=December 5, 2017|archive-date=December 28, 2017|archive-url=https://web.archive.org/web/20171228035815/https://www.anandtech.com/show/12053/windows-mixed-reality-headsets-gain-steamvr-support-a-library-of-vr-games|url-status=live}}</ref><ref>{{Cite news|url=https://www.theverge.com/2017/11/9/16627664/steamvr-games-available-in-windows-mixed-reality-on-november-15th|title=SteamVR games available in Windows Mixed Reality on November 15th|work=The Verge|access-date=November 11, 2017|archive-date=January 3, 2018|archive-url=https://web.archive.org/web/20180103230137/https://www.theverge.com/2017/11/9/16627664/steamvr-games-available-in-windows-mixed-reality-on-november-15th|url-status=live}}</ref> In June 2019, Valve released their own VR headset, known as the [[Valve Index]], positioned as a higher-end device with wider [[field of view]] and higher refresh rate. They were accompanied by updated motion controllers, which are strapped against the user's palms and have sensors for detecting input pressure and individual fingers.<ref>{{cite web |last1=Higham |first1=Michael |title=Valve Index Impressions – A Necessary But Incremental Step For PC VR |url=https://www.gamespot.com/articles/valve-index-impressions-a-necessary-but-incrementa/1100-6467377/ |website=GameSpot |access-date=June 9, 2019 |archive-date=May 14, 2022 |archive-url=https://web.archive.org/web/20220514205142/https://www.gamespot.com/articles/valve-index-impressions-a-necessary-but-incrementa/1100-6467377/ |url-status=live }}</ref><ref>{{Cite web|url=https://www.theverge.com/2019/5/28/18639084/valve-index-steamvr-headset-knuckles-controllers-preview|title=The Valve Index might have the most fun VR controllers I've ever tried|last=Robertson|first=Adi|date=May 28, 2019|website=The Verge|access-date=November 21, 2019|archive-date=August 3, 2019|archive-url=https://web.archive.org/web/20190803140351/https://www.theverge.com/2019/5/28/18639084/valve-index-steamvr-headset-knuckles-controllers-preview|url-status=live}}</ref><ref>{{cite web|first=Adi|last=Robertson|url=https://www.theverge.com/2018/6/22/17494332/valve-knuckles-ev2-steamvr-controller-development-kit-shipments-portal-moondust-demo|title=Valve is shipping new 'Knuckles' VR controllers to developers with a Portal-themed demo|date=June 22, 2018|access-date=May 13, 2019|archive-date=May 15, 2019|archive-url=https://web.archive.org/web/20190515092413/https://www.theverge.com/2018/6/22/17494332/valve-knuckles-ev2-steamvr-controller-development-kit-shipments-portal-moondust-demo|url-status=live}}</ref> ===Steam Deck=== {{main|Steam Deck}} Announced in July 2021, the Steam Deck is a hybrid game console similar to the [[Nintendo Switch]]. It is primarily a handheld device that supports playing of Steam games, but through a separate dock unit, the console can output to an external monitor and use external power, networking, and USB accessories connected to the dock. The hardware is based on customized [[Zen 2|AMD Zen 2]] and [[RDNA 2]] chipsets. Units started shipping in February 2022. === Other projects === ==== PowerPlay ==== PowerPlay was a technological initiative headed by Valve and [[Cisco Systems]] to decrease the latency for online games, announced in January 2000.<ref>{{cite web |url=https://www.ign.com/articles/2000/01/08/valve-cisco-and-a-host-of-pc-developers-unveil-powerplay |title=Valve, Cisco, and a Host of PC Developers Unveil PowerPlay |website=IGN |date=January 7, 2000 |url-status=live |archive-url=https://web.archive.org/web/20150708161556/http://www.ign.com/articles/2000/01/08/valve-cisco-and-a-host-of-pc-developers-unveil-powerplay |archive-date=July 8, 2015}}</ref> It was described as a set of protocols and deployment standards at the [[router (computing)|router]] level to improve performance. It was claimed that a player with 1000 ms [[Ping (networking utility)|ping]] was able to play against another player on a [[Local area network|LAN]] connection with no noticeable disadvantage.<ref name="planetfortress">{{cite web |url=http://www.planetfortress.com/schtick/powerplay.shtml |title=PowerPlay and interview |publisher=Planetfortress |date=2000 |access-date=November 17, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120717084400/http://www.planetfortress.com/schtick/powerplay.shtml |archive-date=July 17, 2012 }}</ref> Initially the protocol was to be released with PowerPlay 1.0 focusing on [[quality of service]] (QoS) and later a revision, PowerPlay 2.0 that would focus on functionality. Cisco and Valve intended to deliver a single dial-up service in Q1 2000 in the United States with a 30-day free trial with a bundled copy of ''[[Team Fortress]]'' modified to support PowerPlay.<ref>{{cite web |url=http://www.voodooextreme.com/powerplay/ |archive-url=https://web.archive.org/web/20000817072202/http://www.voodooextreme.com/powerplay/ |archive-date=August 17, 2000 |title=Voodoo Extreme |url-status=dead |access-date=November 17, 2012}}</ref> The standard was to involve purchasing PowerPlay approved Cisco hardware and infrastructure that had adequate bandwidth and QoS standards that prioritize PowerPlay gaming packets at all others' expense. Newell conceded that [[Internet service provider]]s (ISPs) would bear the brunt of this expense: "The ISPs are going to need to spend a fair amount of money to be compliant with PowerPlay. But how they get that back is up to them. Some will have a tiered service, and some will just try to recoup their investment through reduced customer churn and customer acquisition."<ref name="eurogamer1">{{cite web |url=https://www.eurogamer.net/powerplay |title=PowerPlay|website=EuroGamer |date=January 19, 2000 |access-date=November 17, 2012 |url-status=live |archive-url=https://web.archive.org/web/20150924151038/http://www.eurogamer.net/articles/powerplay |archive-date=September 24, 2015}}</ref> Despite never deploying the dial-up plan featuring PowerPlay 1.0, Valve announced in January 2001 that the standard had indeed been finalized.<ref name="planetfortress" /> 12 months after its announcement, PowerPlay was abandoned.{{Cn|date=August 2022}} ==== Pipeline ==== In July 2013, Valve announced Pipeline, an [[Internship|intern]] project consisting of ten high school students working together to learn how to create video game content.<ref>{{cite web |url=http://pipeline.valvesoftware.com/about_us.php |title=Pipeline — About Us |publisher=Valve |access-date=September 13, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130831062321/http://pipeline.valvesoftware.com/about_us.php |archive-date=August 31, 2013 }}</ref> Pipeline serves to discuss and answer questions that teenagers often ask about the video game industry,<ref name="pipeline_home" /> and see if it is possible to train a group of teenagers with minimal work experience to work for a company like Valve.<ref name="pipeline_home" /> The latter purpose breaks Valve's tradition of employing experienced developers, as the company is not good at "teaching people straight out of school".<ref name="pipeline_home">{{cite web |url=http://pipeline.valvesoftware.com/ |title=Pipeline — Home |work=Valve |archive-date=August 20, 2014 |archive-url=https://web.archive.org/web/20140820163118/http://pipeline.valvesoftware.com/ |url-status=dead |access-date=August 31, 2013 }}</ref> == Legal disputes == === ''Valve Corporation v. Vivendi Universal Games'' === Between 2002 and 2005, Valve was involved in a complex legal dispute with its publisher, [[Vivendi Universal Games]] (under Vivendi's brand [[Sierra Entertainment]]). Valve had entered into a publishing agreement with Sierra to release ''Half-Life'' and subsequent games in 1997, with the contract giving Sierra some [[intellectual property]] (IP) rights to Valve's games. After Valve began development of ''Half-Life 2'', it agreed a new contract with Sierra in 2001, removing these rights from Sierra and giving Valve some rights for digital distribution.<ref name="gamespot valve v sierra">{{cite web | url = https://www.gamespot.com/articles/valve-vs-vivendi-universal-dogfight-heats-up-in-us-district-court/1100-6107712/ | title = Valve vs. Vivendi Universal dogfight heats up in US District Court | first = Curt | last = Feldman | date = December 15, 2004 | access-date = December 9, 2020 | work = [[GameSpot]] | archive-date = May 10, 2022 | archive-url = https://web.archive.org/web/20220510013229/https://www.gamespot.com/articles/valve-vs-vivendi-universal-dogfight-heats-up-in-us-district-court/1100-6107712/ | url-status = live }}</ref> Internally, Valve started work on Steam as a means to digitally distribute these games, and first revealed this project at the March 2002 [[Game Developers Conference]].<ref name="gamespot valve v sierra"/> By August 2002, Valve had found that Sierra was distributing copies of their games to [[Internet cafe]]s against the terms of their contracts and filed a lawsuit against Sierra and Vivendi. In addition to claims of [[copyright infringement]], Valve asserted that Sierra [[breach of contract|breached contract]] by withholding royalties and delaying the release of ''[[Counter-Strike: Condition Zero]]'' until after the holiday season. Vivendi and Sierra countersued, stating that Valve had misrepresented their position in the revised 2001 contract since they had been working on Steam at that point as a means to circumvent the publishing agreement. Vivendi sought [[intellectual property]] rights to ''Half-Life'' and a ruling preventing Valve from using Steam to distribute ''Half-Life 2''.<ref name="gamespot valve v sierra"/> On November 29, 2004, Judge [[Thomas Samuel Zilly]] of the [[U.S. District Court for the Western District of Washington]] ruled in favor of Valve. The ruling stated that Vivendi Universal and its affiliates (including Sierra) were not authorized to distribute Valve games, either directly or indirectly, through cyber cafés to end users for [[pay-to-play]] activities pursuant to the parties' publishing agreement. In addition, Judge Zilly ruled that Valve could recover copyright damages for infringements without regard to the publishing agreement's limitation of liability clause.<ref>{{cite web |url=http://www.gamespot.com/news/2004/09/20/news_6107712.html |first=Curt |last=Feldman |title=Valve vs. Vivendi Universal dogfight heats up in US District Court |work=GameSpot|date=September 20, 2004 |access-date=November 8, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080908022850/http://www.gamespot.com/news/2004/09/20/news_6107712.html |archive-date=September 8, 2008}}</ref> Valve posted on the Steam website that the companies had come to a settlement in court on April 29, 2005.<ref>{{cite press release |url=http://store.steampowered.com/news/413/ |title=Valve and Vivendi Universal Games Settle Lawsuit |publisher=Valve |date=April 29, 2005 |access-date=November 8, 2008 |url-status=live |archive-url=https://web.archive.org/web/20081015071017/http://store.steampowered.com/news/413/ |archive-date=October 15, 2008}}</ref> [[Electronic Arts]] announced on July 18, 2005, that they would partner with Valve in a multi-year deal to distribute their games, replacing Vivendi Universal.<ref>{{cite web |url=http://www.eagames.com/redesign/editorial.jsp?src=valve_071805 |archive-url=https://web.archive.org/web/20070216012052/http://www.eagames.com/redesign/editorial.jsp?src=valve_071805 |url-status=dead |archive-date=February 16, 2007 |title=EA and Valve Team Up to Deliver Half Life to Gamers Worldwide |publisher=Electronic Arts Inc |date=July 18, 2005 |access-date=November 8, 2008}}</ref> As a result of the trial, the arbitrator also awarded Valve $2,391,932.<ref name="gamepolitics" /> === ''Valve Corporation v. Activision Blizzard'' === In April 2009, Valve sued [[Activision Blizzard]], which acquired [[Sierra Entertainment]] after a merger with its parent company, [[Vivendi Universal Games]]. Activision had allegedly refused to honor the ''Valve v. Vivendi'' arbitration agreement. Activision had only paid Valve $1,967,796 of the $2,391,932 award, refusing to pay the remaining $424,136, claiming it had overpaid that sum in the past years.<ref name="gamepolitics">{{cite web |url=http://www.gamepolitics.com/2009/04/30/it039s-ugly-valve-sues-activision-activision-threatens-sue-valve |title=It's Ugly: Valve Sues Activision, Activision Threatens to Sue Valve |publisher=gamepolitics.com |date=April 30, 2009 |quote=Against that backdrop, Activision cut Valve a check last week for $1,967,796—the amount handed down by the arbitrator less the disputed $424K. According to Valve's suit, Activision said that it wouldn't pay the rest and if Valve went to court Activision would countersue. Valve has apparently called Activision's bluff and the parties are now once again at odds. |access-date=May 1, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20090502205718/http://www.gamepolitics.com/2009/04/30/it039s-ugly-valve-sues-activision-activision-threatens-sue-valve |archive-date=May 2, 2009}}</ref><ref>{{cite web |url=http://www.leagle.com/decision/in%20fco%2020100730214 |title=Valve Corporation v. Activision Blizzard, Inc. |date=July 30, 2010 |publisher=United States Court of Appeals, Ninth Circuit |url-status=live |archive-url=https://web.archive.org/web/20150209002220/http://www.leagle.com/decision/in%20fco%2020100730214 |archive-date=February 9, 2015}}</ref> === ''Dota'' intellectual property ownership === ''[[Defense of the Ancients]]'' (DotA) was a landmark [[mod (video gaming)|mod]] first released in 2003 that created the basis of the genre of [[multiplayer online battle arena]] (MOBA). It was originally developed by Kyle Sommer (who goes by the alias ''Eul'') within [[Blizzard Entertainment]]'s ''[[Warcraft III: Reign of Chaos]]'' via its [[Warcraft III World Editor|world editor]], and spawned several similar efforts, notably ''DotA-Allstars''. While there had been several that contributed to ''DotA-Allstars'', the project was managed primarily by [[Steve "Guinsoo" Feak]], and later by "[[IceFrog]]". IceFrog was eventually hired by Valve in 2009, with the rights to the ''DotA'' [[intellectual property]] being sold to Valve the following year. Eul was also hired into Valve by 2010.<ref name="dota ip"/> Valve then subsequently filed [[trademark]]s towards a sequel to ''DotA'', titled ''[[Dota 2]]''. DotA-Allstars, LLC, a group of former contributors to the ''DotA-Allstars'' project, filed an opposing trademark in August 2010 to contest Valve's claim it owned the property rights.<ref>{{cite magazine |last=Augustine |first=Josh |url=https://www.pcgamer.com/riot-games-dev-counter-files-dota-trademark/ |title=Riot Games' dev counter-files "DotA" trademark |date=August 17, 2010 |access-date=May 1, 2022|magazine=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20130203103306/http://www.pcgamer.com/2010/08/17/riot-games-dev-counter-files-dota-trademark/ |archive-date=February 3, 2013}}</ref> DotA-Allstars, LLC was eventually acquired by Blizzard to start development of ''Blizzard All-Stars''. Blizzard took over the trademark challenge. The [[United States Patent & Trademark Office]] initially ruled in Valve's favor. By this point, [[Riot Games]] had hired Guinsoo to help develop their own MOBA, ''[[League of Legends]]''. As with IceFrog, Feak transferred his rights to the ''Dota'' property to Riot, who in turn sold those to Blizzard. Blizzard filed a lawsuit against Valve to challenge Valve's ownership, pitting the rights assigned through IceFrog to Guinsoo at odds.<ref>{{cite web |last=Plunkett |first=Luke |url=https://kotaku.com/blizzard-and-valve-go-to-war-over-dota-name-5883938 |title=Blizzard and Valve go to War Over DOTA Name |date=February 10, 2012 |publisher=Kotaku |url-status=live |archive-url=https://web.archive.org/web/20120211081846/http://kotaku.com/5883938/blizzard-is-suing-valve |archive-date=February 11, 2012|access-date=May 1, 2022}}</ref> The case ''Blizzard Entertainment v. Valve Corporation'' was settled out of court in May 2012; Valve retained the right to use ''Dota'' commercially, while Blizzard reserved the right for fans to use ''Dota'' non-commercially.<ref>{{cite magazine |last=Reilly |first=Jim |url=https://www.gameinformer.com/b/news/archive/2012/05/11/valve-blizzard-reach-dota-trademark-agreement.aspx |title=Valve, Blizzard Reach DOTA Trademark Agreement |date=May 11, 2012 |magazine=[[Game Informer]] |url-status=live |archive-url=https://web.archive.org/web/20120724090129/http://www.gameinformer.com/b/news/archive/2012/05/11/valve-blizzard-reach-dota-trademark-agreement.aspx |archive-date=July 24, 2012}}</ref> Blizzard changed the names of its own projects to remove the ''Dota'' term, and renamed ''Blizzard All-Stars'' as ''[[Heroes of the Storm]]''. Valve's ''Dota 2'' was released in 2013.<ref>{{cite web |url=http://kotaku.com/blizzard-s-diablo-starcraft-wow-crossover-has-a-new-nam-1447238984 |title=Blizzard's Diablo/Starcraft/WoW Crossover Has a New Name |publisher=Kotaku |date=October 17, 2013 |last=Narcisse |first=Evan |url-status=live |archive-url=https://web.archive.org/web/20131020114040/http://kotaku.com/blizzard-s-diablo-starcraft-wow-crossover-has-a-new-nam-1447238984 |archive-date=October 20, 2013}}</ref> In 2014, mobile developers Lilith and {{Proper name|uCool}} released their games ''Dota Legends'' and ''Heroes Charge'', respectively. Both were influenced by ''Dota'' and the sequels. In 2017, Valve and Blizzard took joint action against these companies, citing copyright issues related to the ''Dota'' names. {{Proper name|uCool}} argued that the ''Dota'' games were a [[Collective work (US)|collective work]] and could not be copyrighted by anyone in particular, but the presiding judge, [[Charles R. Breyer]], felt that, due to the trio's actions as maintainers of the ''Dota'' mods, they had a rightful copyright claim to this. Separately, Lilith and {{Proper name|uCool}} argued that Eul had, in a forum post from September 2004, assigned an [[Open-source software|open-source copyright license]] to ''Dota'', which would make Valve and Blizzard's copyright claims void. The case was later heard by a jury.<ref name="dota ip">{{cite web |url=https://arstechnica.com/gaming/2017/05/does-valve-really-own-dota-a-jury-will-decide/ |title=Does Valve really own Dota? A jury will decide |first=Kyle |last=Orland |date=May 17, 2017 |access-date=May 22, 2017 |work=[[Ars Technica]] |url-status=live |archive-url=https://web.archive.org/web/20170521165016/https://arstechnica.com/gaming/2017/05/does-valve-really-own-dota-a-jury-will-decide/ |archive-date=May 21, 2017}}</ref> === ''ACCC v. Valve Corporation'' === The [[Australian Competition & Consumer Commission]] (ACCC) announced it was taking action against Valve in 2014. On March 29, 2016, Valve was found guilty of breaching Australian consumer law because:<ref>{{cite news |last=Wilkins |first=Georgia |url=https://www.smh.com.au/business/consumer-affairs/online-games-giant-valve-found-to-have-breached-australian-consumer-law-20160329-gnt2wd.html |title=Online games giant Valve found to have breached Australian consumer law |work=[[Sydney Morning Herald]]|date=March 29, 2016 |access-date=December 3, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160913134130/http://www.smh.com.au/business/consumer-affairs/online-games-giant-valve-found-to-have-breached-australian-consumer-law-20160329-gnt2wd.html |archive-date=September 13, 2016}}</ref><ref>{{cite web |last=Pearce |first=Rohan |url=http://www.computerworld.com.au/article/596867/accc-chalks-up-court-win-against-valve-software-guarantee-case/ |title=ACCC chalks up court win against Valve Software |website=[[Computerworld]] |publisher=[[International Data Corporation]] |date=March 29, 2016 |access-date=December 3, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161223020623/http://www.computerworld.com.au/article/596867/accc-chalks-up-court-win-against-valve-software-guarantee-case/ |archive-date=December 23, 2016}}</ref> * Valve claimed consumers were not entitled to a refund for digitally downloaded games purchased from Valve via the Steam website or Steam Client (in any circumstances); * Valve had excluded statutory guarantees and/or warranties that goods would be of acceptable quality; and * Valve had restricted or modified statutory guarantees and/or warranties of acceptable quality. During the prosecution of this case, Valve implemented a refund policy for Steam purchases, but the case still reviewed Valve's actions prior to the onset of the lawsuit. The court overseeing the case sided with the ACCC in assigning a {{AUD|3 million|link=yes}} (about {{USD|2.1 million}}) fine against Valve in December 2016, as well as requiring Valve to inform Australian consumers of their rights when purchasing games from Steam.<ref>{{cite web |url=http://kotaku.com/australian-court-fines-valve-3-million-over-refund-pol-1790435837 |title=Australian Court Fines Valve $2.1 Million Over Refund Policy |first=Alex |last=Walker |date=December 23, 2016 |access-date=December 25, 2016 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20161224142156/http://kotaku.com/australian-court-fines-valve-3-million-over-refund-pol-1790435837 |archive-date=December 24, 2016}}</ref> Valve appealed the court's determination that it "engaged in misleading or deceptive conduct and made false or misleading representations about consumer guarantees", as well as seeking to appeal the fine, but the Australian higher courts rejected the appeals in December 2017.<ref>{{cite web |url=https://www.pcgamesn.com/valve-accc-lawsuit |title=Australian courts say Valve must pay a $3 million fine for "misleading" consumers |first=Ali |last=Jones |date=December 22, 2017 |access-date=December 27, 2017 |work=[[PCGamesN]] |archive-date=December 28, 2017 |archive-url=https://web.archive.org/web/20171228000324/https://www.pcgamesn.com/valve-accc-lawsuit |url-status=live }}</ref> In January 2018, Valve filed for a "special leave" of the court's decision, appealing to the [[High Court of Australia]].<ref>{{cite web |url=https://www.gamespot.com/articles/ordered-to-pay-3-million-fine-valve-files-another-/1100-6456267/ |title=Ordered To Pay $3 Million Fine, Valve Files Another Appeal In Australia |first=Eddie |last=Makuch |date=January 22, 2018 |access-date=January 22, 2018 |work=[[GameSpot]] |archive-date=January 23, 2018 |archive-url=https://web.archive.org/web/20180123031353/https://www.gamespot.com/articles/ordered-to-pay-3-million-fine-valve-files-another-/1100-6456267/ |url-status=live }}</ref> The High Court dismissed this claim in April 2018, asserting that Valve still was liable under Australian law since it sold products directly to its citizens.<ref>{{cite web |url=https://www.gamespot.com/articles/valve-loses-appeal-for-3-million-fine-in-australia/1100-6458378/ |title=Valve Loses Appeal For $3 Million Fine In Australia |first=Eddie |last=Makuch |date=April 19, 2018 |access-date=April 19, 2018 |work=[[GameSpot]] |archive-date=April 20, 2018 |archive-url=https://web.archive.org/web/20180420054346/https://www.gamespot.com/articles/valve-loses-appeal-for-3-million-fine-in-australia/1100-6458378/ |url-status=live }}</ref> === ''UFC Que Choisir v. Valve Corporation'' === Consumer rights group [[UFC Que Choisir]], based in France, filed a lawsuit against Valve in December 2015, claiming users should be able to resell their software.<ref>{{cite web |last=Hayward |first=Andrew |url=http://www.stuff.tv/news/valve-sued-french-group-over-right-resell-steam-games |title=Valve sued by French group over right to resell Steam games |publisher=[[Stuff (magazine)|Stuff]] |date=December 21, 2015 |access-date=December 3, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161009082550/http://www.stuff.tv/news/valve-sued-french-group-over-right-resell-steam-games |archive-date=October 9, 2016}}</ref><ref>{{cite web |last=Sayer |first=Peter |url=https://www.pcworld.com/article/418837/the-french-are-steamed-about-valves-unfair-game-resale-ban.html |title=Valve slapped with lawsuit over 'unfair' Steam game resale ban |magazine=[[PC World]] |publisher=[[International Data Group]] |date=December 18, 2015 |access-date=May 1, 2022 |url-status=live |archive-url=https://web.archive.org/web/20161007000922/http://www.pcworld.com/article/3017060/software-games/the-french-are-steamed-about-valves-unfair-game-resale-ban.html |archive-date=October 7, 2016}}</ref> The [[Tribunal de grande instance de Paris|High Court of Paris]] ruled in favor of UFC Que Choisir in September 2019, stating that Valve must allow the resale of Steam games. Valve stated it will appeal the decision.<ref>{{cite web | url = https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law | title = French court rules that Steam's ban on reselling used games is contrary to European law | first = Colin | last = Campbell | date = September 19, 2019 | access-date = September 19, 2019 | work = [[Polygon (website)|Polygon]] | archive-date = December 19, 2019 | archive-url = https://web.archive.org/web/20191219182402/https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law | url-status = live }}</ref> === Skins gambling === {{Main|Skin gambling}} Valve was named as a defendant in two lawsuits in June and July 2016 related to third-party gambling sites that use the Steamworks API to allow betting with the virtual currency of cosmetic weapon replacement textures, better known as "skins", from ''[[Counter-Strike: Global Offensive]]'', which through these sites can be converted from or to real-world money. Both suits assert Valve aiding in underaged [[gambling]].<ref name="polygon gambling overview">{{cite web |url=http://www.polygon.com/2016/7/11/12129136/counter-strike-global-offensive-cs-go-skins-explainer |title=How do Counter-Strike: Global Offensive skins work? |first=Samit |last=Sarkar |date=July 11, 2016 |access-date=July 11, 2016 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20160711145127/http://www.polygon.com/2016/7/11/12129136/counter-strike-global-offensive-cs-go-skins-explainer |archive-date=July 11, 2016}}</ref> Valve subsequently stated it has no commercial ties with these sites, and that it would demand these sites cease their use of the Steamworks API as they violate the authorized use policies.<ref>{{cite web |url=https://www.gamedeveloper.com/business/valve-says-it-will-start-cracking-down-on-third-party-gambling-sites |title=Valve says it will start cracking down on third-party gambling sites |first=Bryant |last=Francis |date=July 13, 2016 |access-date=May 1, 2022 |work=Game Developer |url-status=live |archive-url=https://web.archive.org/web/20160715153648/http://www.gamasutra.com/view/news/277025/Valve_says_it_will_start_cracking_down_on_thirdparty_gambling_sites.php |archive-date=July 15, 2016}}</ref><ref>{{cite web |url=http://store.steampowered.com/news/22883/ |title=News – In-Game Item Trading Update |website=Steam Store |access-date=July 15, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160715061050/http://store.steampowered.com/news/22883/ |archive-date=July 15, 2016}}</ref> In October 2016, the Washington State Gambling Commission required Valve to stop the use of virtual skins for gambling on Steam, stating they would face legal repercussions if they failed to co-operate.<ref>{{cite web |url=https://www.gamedeveloper.com/business/washington-state-authority-orders-valve-to-stop-allowing-i-cs-go-i-skin-gambling |title=Washington state authority orders Valve to stop allowing CS:GO skin gambling |first=Alissa |last=McAloon |date=October 5, 2016 |access-date=May 1, 2022|work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20161006151941/http://www.gamasutra.com/view/news/282773/Washington_state_authority_orders_Valve_to_stop_allowing_CSGO_skin_gambling.php |archive-date=October 6, 2016}}</ref> On October 17, 2016, Valve sent a letter to the Washington State Gambling Commission stating that they had "no business relationship with such gambling sites", asserting that they come into existence, operate, and go out of existence without their knowledge and consent, adding that they were not aware of any such law that Steam or any of their games were violating.<ref>{{cite web |last=Grosso |first=Robert |url=https://techraptor.net/gaming/news/update-valve-to-respond-to-washington-gambling-commission-after-given-deadline |title=[Update] Valve to Respond to Washington Gambling Commission After Given Deadline |website=techraptor.net |date=October 17, 2016 |access-date=May 1, 2022 |url-status=live |archive-url=https://web.archive.org/web/20161114001643/https://techraptor.net/content/valve-respond-washington-gambling-commission-given-deadline |archive-date=November 14, 2016}}</ref><ref>{{cite magazine |url=http://www.pcgamer.com/valve-misses-deadline-to-respond-to-washington-state-gambling-regulator-but-says-its-coming-soon/ |first=Andy |last=Chalk |title=Valve denies wrongdoing in skin gambling legal rumblings: 'no factual or legal support for these accusations' |magazine=PC Gamer |date=October 18, 2016 |access-date=October 18, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161018232817/http://www.pcgamer.com/valve-misses-deadline-to-respond-to-washington-state-gambling-regulator-but-says-its-coming-soon/ |archive-date=October 18, 2016}}</ref> === Anti-competitive practices === In February 2017, the [[European Commission]] began investigating Valve and five other publishers—[[Bandai Namco Entertainment]], [[Capcom]], [[Focus Home Interactive]], [[Koch Media]] and [[ZeniMax Media]]—for anti-competitive practices, specifically the use of geo-blocking through the Steam storefront and Steam product keys to prevent access to software to citizens of certain countries. Such practices would be against the [[Digital Single Market]] initiative by the European Union.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2017-02-02-valve-under-investigation-by-european-commission-for-steam-geo-blocking |title=Valve under investigation by European Commission for Steam geo-blocking |first=Matthew |last=Handrahan |date=February 2, 2017 |access-date=February 2, 2017 |work=[[GamesIndustry.biz]] |url-status=live |archive-url=https://web.archive.org/web/20170202184925/http://www.gamesindustry.biz/articles/2017-02-02-valve-under-investigation-by-european-commission-for-steam-geo-blocking |archive-date=February 2, 2017}}</ref> While the other five companies named are in stages of settling with the EU as of August 2019, Valve has stated it plans to fight the charges, asserting that geo-blocking affects less than 3% of its games, and that it had turned off such geo-blocking within the EU in 2015.<ref>{{cite web | url = https://www.reuters.com/article/us-eu-antitrust-videogames-exclusive/exclusive-valve-to-fight-eu-antitrust-charges-five-videogame-publishers-to-settle-sources-idUSKCN1VJ26R | title = Exclusive: Valve to fight EU antitrust charges, five videogame publishers to settle: sources | first = Foo Yun | last = Chee | date = August 29, 2019 | access-date = August 29, 2019 | publisher = [[Reuters]] | archive-date = August 29, 2019 | archive-url = https://web.archive.org/web/20190829213459/https://www.reuters.com/article/us-eu-antitrust-videogames-exclusive/exclusive-valve-to-fight-eu-antitrust-charges-five-videogame-publishers-to-settle-sources-idUSKCN1VJ26R | url-status = live }}</ref> In January 2021, five gamers filed a proposed class-action [[Competition law|antitrust]] lawsuit in California against Valve, alleging that the company "abuses the Steam platform's market power" by requiring game developers and publishers to enter into a '[[Most favoured nation|most favored nation]]' agreement with Valve, restricting their ability to sell games for less on other platforms and thereby preventing price competition.<ref>{{Cite web |last=Gardner |first=Eriq |date=2021-01-28 |title=Popular Gaming Platform Accused of Abusing Market Power Through Contracts |url=https://www.hollywoodreporter.com/business/business-news/popular-gaming-platform-accused-of-abusing-market-power-through-contracts-4124057/ |url-status=live |archive-url=http://web.archive.org/web/20231009231803/https://www.hollywoodreporter.com/business/business-news/popular-gaming-platform-accused-of-abusing-market-power-through-contracts-4124057/ |archive-date=2023-10-09 |access-date=2024-06-17 |website=[[The Hollywood Reporter]] |language=en-US}}</ref><ref>{{Cite news |last=Yin-Poole |first=Wesley |date=2021-01-30 |title=Lawsuit accuses Valve of abusing Steam market power to prevent price competition |url=https://www.eurogamer.net/new-lawsuit-accuses-valve-of-abusing-steam-market-power-to-prevent-price-competition |url-status=live |archive-url=http://web.archive.org/web/20240614075316/https://www.eurogamer.net/new-lawsuit-accuses-valve-of-abusing-steam-market-power-to-prevent-price-competition |archive-date=2024-06-14 |access-date=2024-06-17 |work=[[Eurogamer]] |language=en}}</ref> In May 2021, [[Wolfire Games]] filed a proposed class-action antitrust lawsuit against Valve, alleging that the company exerts [[monopoly]] power over the PC gaming market and uses its "gatekeeper role" to "wield extreme power over publishers of PC Desktop Games" and to extract "an extraordinarily high cut from nearly every sale that passes through its store."<ref>{{Cite web |last=Orland |first=Kyle |date=2021-04-30 |title=Humble Bundle creator brings antitrust lawsuit against Valve over Steam |url=https://arstechnica.com/gaming/2021/04/humble-bundle-creator-brings-antitrust-lawsuit-against-valve-over-steam/ |url-status=live |archive-url=http://web.archive.org/web/20240314090728/https://arstechnica.com/gaming/2021/04/humble-bundle-creator-brings-antitrust-lawsuit-against-valve-over-steam/ |archive-date=2024-03-14 |access-date=2024-06-17 |website=[[Ars Technica]] |language=en-us}}</ref><ref>{{Cite web |last=Hollister |first=Sean |date=2021-05-01 |title=As Epic v. Apple approaches the courtroom, Valve is getting sued over Steam too |url=https://www.theverge.com/2021/5/1/22413196/valve-steam-lawsuit-wolfire-games-humble-bundle-app-store-cut-epic-apple |url-status=live |archive-url=http://web.archive.org/web/20240411235319/https://www.theverge.com/2021/5/1/22413196/valve-steam-lawsuit-wolfire-games-humble-bundle-app-store-cut-epic-apple |archive-date=2024-04-11 |access-date=2024-06-17 |website=[[The Verge]] |language=en}}</ref> Although a motion by Valve to dismiss the original lawsuit was granted in November 2021, Wolfire was allowed to file a revised complaint, and in May 2022 US District Court Judge [[John C. Coughenour]] ruled that that lawsuit could proceed, finding that Wolfire's allegations were "sufficient to plausibly allege unlawful conduct."<ref>{{Cite web |last=Zwiezen |first=Zack |date=2022-05-11 |title=Lawsuit Claiming Steam Gives Valve Too Much Power Is Moving Forward After All |url=https://kotaku.com/valve-steam-antitrust-lawsuit-wolfire-games-us-court-1848912204 |url-status=live |archive-url=http://web.archive.org/web/20240613143959/https://kotaku.com/valve-steam-antitrust-lawsuit-wolfire-games-us-court-1848912204 |archive-date=2024-06-13 |access-date=2024-06-17 |website=[[Kotaku]] |language=en}}</ref> Wolfire's suit was consolidated with a similar lawsuit from another developer. In November 2024, it was affirmed into a class-action lawsuit, with any developer affected by Valve's revenue cut able to be part of the class.<ref>{{cite web | url = https://www.gamesindustry.biz/wolfire-and-dark-catts-antitrust-lawsuit-against-valve-granted-class-action-status | title = Wolfire and Dark Catt's antitrust lawsuit against Valve granted class action status | first = James | last = Batchelor | date = November 28, 2024 | accessdate = November 28, 2024 | work = [[GamesIndustry.biz]] }}</ref> In June 2024, Vicki Shotbolt, a children's digital rights activist, filed a lawsuit with the [[Competition Appeal Tribunal]] in the UK that accuses Valve of "rigging the market" for PC games, alleging that Valve used its market dominance to overcharge 14 million people in the UK and seeking damages of £22 to £44 per affected customer, or £656 million in total.<ref>{{Cite web |last=Rahman-Jones |first=Imran |date=2024-06-12 |title=Steam owner Valve accused of ripping off 14m UK gamers |url=https://www.bbc.com/news/articles/cpwwyj6v24xo |url-status=live |archive-url=http://web.archive.org/web/20240615021327/https://www.bbc.co.uk/news/articles/cpwwyj6v24xo |archive-date=2024-06-15 |access-date=2024-06-17 |website=[[BBC News]] |language=en-GB}}</ref><ref>{{Cite web |last=Kan |first=Michael |date=2024-06-13 |title=$837 Million Lawsuit Accuses Valve's Steam of Overcharging PC Gamers |url=https://www.pcmag.com/news/837-million-lawsuit-accuses-valves-steam-of-overcharging-pc-gamers |url-status=live |archive-url=http://web.archive.org/web/20240614051956/https://www.pcmag.com/news/837-million-lawsuit-accuses-valves-steam-of-overcharging-pc-gamers |archive-date=2024-06-14 |access-date=2024-06-17 |website=[[PCMag]] |language=en}}</ref> ===''Valve Corporation v. Zaiger, LLC''=== In 2023, Valve sued a law firm, Zaiger, alleging that it attempted to extort settlements from Valve by threatening to bring numerous antitrust arbitration cases on behalf of Steam customers, a tactic referred to as "mass arbitration". Valve also brought suit against a litigation financier for Zaiger over the funding of a social media campaign to recruit Steam users as clients. Valve alleged that they improperly interfered with its contracts with Steam customers and abused the arbitration process by signing up clients with the intent of obtaining settlements slightly lower than the cost of arbitration filing fees, rather than arbitrating their claims. Valve said that it was targeted due to the terms of the Steam Subscriber Agreement, in which Valve would be responsible for the fees and costs associated with arbitration. The lawsuit was dismissed without prejudice by the [[US District Court for the Western District of Washington]] in 2024 due to [[personal jurisdiction]] issues.<ref name = "arsSep27">{{Cite web|url=https://arstechnica.com/tech-policy/2024/09/steam-doesnt-want-to-pay-arbitration-fees-tells-gamers-to-sue-instead/|title=Steam doesn't want to pay arbitration fees, tells gamers to sue instead|website=Ars Technica|date=September 27, 2024}}</ref><ref>{{Cite web|url=https://www.reuters.com/legal/legalindustry/column-mass-arbitration-target-valve-accuses-law-firm-litigation-funder-2023-12-08/|title=Mass arbitration target Valve accuses law firm, litigation funder of 'extortion'|website=Reuters|date=December 8, 2023}}</ref> In September 2024, Valve changed its Steam Subscriber Agreement to require disputes to proceed in court, with no option of arbitration.<ref name = "arsSep27"/> == References == {{Reflist}} == External links == {{Commons category}} * {{Official website}} {{Valve}} {{Portalbar|Companies|Free and open-source software|Technology|Video game|1990s}} {{Authority control}} [[Category:Valve Corporation| ]] [[Category:1996 establishments in Washington (state)]] [[Category:Companies based in Bellevue, Washington]] [[Category:Linux game porters]] [[Category:Video game companies established in 1996]] [[Category:Video game companies based in Washington (state)]] [[Category:Video game development companies]] [[Category:Video game publishers]] [[Category:Computer companies of the United States]] [[Category:Computer hardware companies]] [[Category:Computer systems companies]]
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