Law Gabe Newell ordered to make in-person deposition for Valve v. Wolfire Games lawsuit - In an order filed on November 16 in the US District Court for the Western District of Washington, Wolfire Games said Newell "is uniquely positioned to testify on all aspects of [Valve's] business strategy".

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Valve CEO Gabe Newell has been ordered to attend an in-person deposition regarding an antitrust lawsuit filed by Wolfire Games.

In an order filed on November 16 in the US District Court for the Western District of Washington, Wolfire Games said Newell "is uniquely positioned to testify on all aspects of [Valve's] business strategy" and that an in-person deposition "would allow [it] to adequately assess Newell's credibility."

Newell had asked for a remote deposition due to concerns regarding COVID. However, the court said Newell has presented "insubstantial evidence to suggest that he is at particularised risk of serious illness" and, as a result, has been ordered to attend the deposition in person.

The order states that all participants have to wear masks during the deposition, and that Newell must remove his mask when answering questions.

Wolfire Games filed an antitrust lawsuit against Valve in April 2021 for anti-competitive practices on Steam.

The filing centred around the 30% cut that the platform holder takes, with the developer arguing that Valve used "dominance to take an extraordinarily high cut from nearly every sale that passes through its store" and that it has used its position to "exploit publishers and consumers."

The claim was initially dismissed in November 2021, with a US District judge arguing that the complaint did "not articulate sufficient facts to plausibly allege an antitrust injury based on that market."

The document concluded that Wolfire Games could file another complaint addressing the highlighted issues, which it did in May 2022, as reported by Game Developer.

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I also saw yesterday https://www.yahoo.com/entertainment/publisher-studio-ghibli-meets-stardew-113808233.html basically crying about how Steam has bad discoverability for indie games cause AAA games pay for front page headers etc. People really think Steam should just front page header their shit for free. His shit is on Gamepass so of course 80% of the revenue came from consoles.

I gotta wonder if devs have even used other PC stores because it's pretty fucking easy to understand why Steam is as big as they are for indies. Epic has 0 discoverability unless its a free game, GOG has probably the best service besides Steam but isn't exactly the place to discover indie games, EA/Ubisoft/Battlenet are trash, Itch is a clusterfuck. Consoles also suck ass to find new games on unless it's a trending game or on Gamepass.

Meanwhile I open Steam and I have 10 games in discovery queue every single day that are 100ish reviews at best with good ratings that I never would've seen anywhere else and right now during the sale I have games I've never heard of before right below the front page that are similar to what I play or my friends play that have sub 100 reviews as well and I can immediately see upcoming games of any tag I like with 2 clicks. Half my library at this point is shit I have never seen outside of Steam or /v/ threads.

Valve should take a 50% cut from these retards cause they ain't selling nearly as much on any other PC store unless Timmy paypigs them.
 
Platform is the least of Sprittea's problems. The game just looks boring. I love the cozy farm/dating sim genre and even I'm not interested in it. If your game is just "Stardew Valley but Ghibli", of course it's not going to sell well in 2023. This would have worked in 2015-2016 when such a thing would have been novel.

The more interesting My Time At Sandrock left early access just a week prior to this game's release.
 
Steam isn't a monopoly. No one is stopping the devs from going onto the EGS or even developing their own launcher like EA did with origin or the Bethesda launcher or Blizzard.
The only way to determine that is if we know their market share. Some people say it's 75% but I don't think Valve has ever publicly claimed that.

The fact Steam has a lions share of the market is from offering an objectively amazing product.
Dominating the market due to hard work, good business practices and luck doesn't exempt you from monopoly regulation.

The government doesn't care why you're a monopoly, only how it affects others.
 
Dominating the market due to hard work, good business practices and luck doesn't exempt you from monopoly regulation.

The government doesn't care why you're a monopoly, only how it affects others.
Except by definition Steam isn't a monopoly. If you said oligopoly I'd agree slightly more, but even then that's a tenious definition at the best. The door for developers to get their game on the market is so easy now. Itch.io, EGS, Steam, Origin, Uplay, Bethesda Launcher. Hell you could just have your game be a .exe file and distribute it from your own website like Starsector does. This just sounds like the devs are pissy at the 30% chunk Steam takes.

No one is holding a gun to their head and demanding they play ball on Steam. They're more than able to pack up and leave, they want everything Steam offers without paying the entrance fee.
 
I think Epic is still offering free blowjobs or something if you sell your game on their store and give them a year exclusivity
As a consumer this thing annoys me much more than anything Steam has done. Can Epic be sued for this?
I also saw yesterday https://www.yahoo.com/entertainment/publisher-studio-ghibli-meets-stardew-113808233.html basically crying about how Steam has bad discoverability for indie games cause AAA games pay for front page headers etc. People really think Steam should just front page header their shit for free. His shit is on Gamepass so of course 80% of the revenue came from consoles.
Steam has 10k+ games released each year and it keeps growing. Go figure how to compete with that. Most of these games are just ripping off each other. Oh wow, another open world engineering survival? That's totally not something I've seen many times before. Another farming simulator №8841? Very original.

In fact, Steam offers some good tools for devs to promote their games. Events like Steam Next Fest, thematical sales. Making your game Steam Deck verified can help too.

I know that most of these indies are pure garbage that nobody would play even for free, but it's not Steam fault that they pollute the discovery pool.
 
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I find it insane that all gamers throat Valve/Steam even though it serves as a type of DRM. My Steam account was initially made due to buying a game on a disc, and I did not have (and sparingly have today) the will to purchase games via their platform.
I only buy games on Steam if they are only sold on Steam.
Users of this site love to complain about consooming the goyslop, but Steam is mostly loved because it speedruns goyslop directly onto your PC.
Hope this gets Steam to at least reduce the percentages of the take.
 
I find it insane that all gamers throat Valve/Steam even though it serves as a type of DRM. My Steam account was initially made due to buying a game on a disc, and I did not have (and sparingly have today) the will to purchase games via their platform.
I only buy games on Steam if they are only sold on Steam.
Users of this site love to complain about consooming the goyslop, but Steam is mostly loved because it speedruns goyslop directly onto your PC.
Hope this gets Steam to at least reduce the percentages of the take.
Because the DRM they apply even then is both optional and minimal - developers can opt out of it entirely with no repercussions, and bypassing it takes all of one cracked dll that's so widely available that most steam games are cracked within minutes of release. In return, I get an actually functional, performant content management system for updates and game installs, a store that doesn't make finding games nearly as shit as any other store, and a tool that generally tries to not get in my way when I want to play games. If anything, steamworks API and its social functions have made it easier for me to do shit with my friends - right click an existing friends name and 'invite' rather than juggling yet another third party service, accounts, logins, finding/adding friends again and then making sure everyones got the right room/code/whatever to get in.

Steams never once stopped me from doing what I want with my games, and actively avoids going out of its way to really enforce its DRM beyond making piracy just slightly more annoying that buying a game. Gabe was dead on when he said that piracy is a service issue and not a DRM quality issue, and Steams barely-there approach has proven it out.

"Steam is a monopoly because they force me to price my game the same across all the many different digital storefronts I use!" What?
I look forward to the judge and defense lawyer asking the prosecution how its fair to price steam users higher than epic users because they want to, as they've said, preserve their profit margin across platforms regardless of fee structures and services. I'm sure they'll pull some kind of argument but its gonna be funny to watch all the same.
 
Valve runs its massive PC gaming ecosystem with only about 350 employees

Ars' leak analysis shows a large "Games" department and a very well-paid "Admin" team.

KYLE ORLAND - 7/17/2024

As a private and generally secretive company, Valve doesn't offer much outside visibility into its inner workings. So when years' worth of data on the company's employee and aggregate payroll numbers leaked recently, we were eager to take a deep dive to see what those numbers could tell us about the operation and evolution of a company that has a hand in the majority of PC gaming transactions.

The recent data comes from a poorly redacted document in Wolfire's antitrust lawsuit against Steam, as first noticed over the weekend by SteamDB's Pavel Djundik. While the key data in the document has now been properly hidden in the court docket, The Verge captured the raw numbers from a table labeled "Employee Headcount and Gross Pay Data, 2003-2021."

Breaking down that data by year and department with some simple graphs and statistics, seen below, gives us outsiders a rare partial glimpse into Valve's organization. All told, it's a bit hard to believe that this lynchpin of the PC gaming world has rested on the work of just a few hundred people for many years now.

Small but mighty​

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Valve's total employee count has been remarkably stable for years.

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The majority of Valve's headcount has remained in the Games department, even as Valve releases few games these days

It's striking to consider just how small Valve is compared to other major players in the game industry. In 2021, Microsoft estimated Valve's annual revenue at $6.5 billion, roughly on the same scale as EA's $7.5 billion in 2024 revenue. But Steam achieved those numbers with around 350 employees, compared to well over 13,000 people employed by EA.

The disparity highlights just how much money Valve brings in with a relatively small workforce. And a lot of that is thanks to the chunk of revenue Valve takes from every sale on Steam. The dominant PC gaming marketplace has seen a massive increase in the number of annual game releases since 2012 or so, thanks to initiatives like Steam Greenlight and Steam Direct.

Yet, surprisingly, the size of the "Steam" department inside Valve has shrunk in recent years, from a peak of 142 employees in 2015 down to just 79 in 2021. From the outside, having just 79 employees keeping track of more than 11,000 Steam releases in 2021 is a pretty incredible ratio.

Some readers may also be surprised that Valve's "Games" department has represented a majority of the company's headcount since 2003. That has remained true (though to a lesser extent) even in more recent years, as Valve's output of new games has become much more occasional. It seems likely a large number of those Games department employees are devoted to ultra-popular Valve games like Dota 2 and Counter-Strike 2, which enjoy tens of millions of players and need significant support work.

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Valve only had a few dozen Hardware department employees in the run up to the launch of the Steam Deck.

The leaked data also shows the slow rise of Valve's small Hardware department, which started with just three employees in 2011 as the company began work on its doomed Steam Machines initiative. Transitioning into the Valve Index era in the late 2010s, the hardware department still represented just a few dozen people and a paltry 3 to 4 percent of the company's annual payroll.

By the time we hit 2021 and the run-up to the Steam Deck, the Hardware division still makes up just 12 percent of Valve's small total headcount. Looking back, it's impressive that such a small team was able to create a portable gaming device that quickly spawned a whole micro-industry of imitators. We can only hope the Hardware team got a little more employee support in the wake of the Steam Deck's market success.

"We are relatively recently a hardware company," Valve's Greg Coomer told Rock Paper Shotgun in 2021. "And our DNA is really in software where upgrading stuff, it takes as long as writing some code and shipping it on the internet. So the people who work here, you know, we've hired a ton of experts in the hardware field who have all been slowly teaching us, 'You can't really operate the same way in hardware and just upgrade things whenever you feel like it.'"

Some are more equal than others​

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Valve's aggregate gross payroll kept increasing even after employee headcount stopped growing in 2012.

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Total employee spending in the Hardware department is heavily outclassed by other departments at Valve.

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A logarithmic scale to better highlight small differences in the early years of the chart.

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The Games department continues to make up the lion's share of employee gross pay.

Looking past the departmental breakdowns, we can easily pick out a few distinct eras in Valve's recent employment history. The first is one of pretty consistent growth: With just 78 employees in 2003, Valve's total headcount increased steadily until it hit 351 employees in 2012. This period coincided with Steam becoming the primary method for PC gamers to access new titles, and it included the relatively quick death of boxed retail PC game sales.

After 2012, Valve's total employee count remained remarkably steady, hovering between 325 and 375 employees through 2021. But total spending on gross pay for all employees continued rising even as total headcount remained steady, growing from about $300 million (inflation-adjusted 2021 dollars) in 2011 to just under $450 million in 2021.

Thus, the mean gross pay per employee throughout Valve shot up from about $483,000 in 2011 to $1.32 million per employee in 2021. That might sound high, but it seems downright conservative for a company bringing in roughly the same revenue as a major game publisher with about 38 times as many employees.

Yet these overall pay averages obscure massive discrepancies in mean gross pay by department. The handful of Hardware employees had by far the smallest average pay of the four listed departments at nearly $500,000 per year in 2021. However, the 35 members of the Admin department are well on the other end of the pay distribution, averaging $4.5 million in gross pay per employee in 2021.

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The Admin department is the best paid at Valve by far, on a per-person basis. But that wasn't always the case.

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Admin employees at Valve bring in a mean of nearly $4.5 million per year in salary.

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Logarithmic scale to make small differences more visible.

It wasn't always this way at Valve. Back in 2004, the mean Admin employee's pay was only 95 percent of the mean non-Admin employee. That could be seen as a testament to the company's much-publicized "flat" organizational structure, summarized in the Valve New Employee Handbook as one where "we don’t have any management, and nobody 'reports to' anybody else. We do have a founder/president, but even he isn't your manager."

But if members of the Admin department don't act as "managers," in aggregate, they're certainly paid like they are. Since 2005, the Admin department's mean pay ratio has generally hovered anywhere from 250 to 550 percent of mean non-Admin pay, settling in at a 474 percent ratio in 2021. All told, in 2021, the Admin department represented just 10 percent of Valve's total employees but 36 percent of its total gross payroll.

It's hard to draw out too much detail from these mean numbers, of course. For all we know, lofty eight- or nine-figure salaries for just a handful of executives could be skewing the mean pay for the 35-employee Admin department. And the pay disparities shown here seem downright quaint when CEO Bobby Kotick was making 1,560 times as much money as the median Activision employee in 2020. Still, the existence of this well-paid "Admin" class at Valve at least raises questions about the company's vaunted lack of hierarchy.

Overall, this small glimpse into Valve's structure only gives a somewhat skewed, partial, and somewhat outdated picture of the employee structures that help the world's largest PC gaming platform run. But even this small glimpse is likely to be the most visibility we get into this private company for the foreseeable future.
 
Gabe is actually the farmer TETRABAX based on the $300 superchats and already knows how to deal with vexatious litigants thanks to Josh. Big, soy-filled nothingburger by butthurt indie devs that don't know how good they have it. I hope Valve annihilates their bank acounts via legal fees.
 
But Steam achieved those numbers with around 350 employees, compared to well over 13,000 people employed by EA.
Investors are going to see this article, I would not be surprised if the industry is headed for another big round of layoffs. Either that, or publishers are going to go in hard on attempting to make their own platforms (and ultimately failing, like we've seen before). Hopefully, they'll get the message that quality actually yields returns.
 
Microsoft estimated Valve's annual revenue at $6.5 billion, roughly on the same scale as EA's $7.5 billion in 2024 revenue. But Steam achieved those numbers with around 350 employees, compared to well over 13,000 people employed by EA.
Looking back, it's impressive that such a small team was able to create a portable gaming device that quickly spawned a whole micro-industry of imitators.
It's almost as if a small team of people are more dedicated to a project they love, rather than being mindless, soulless, locusts feasting off of others' hardwork.

EA must have never heard the phrase "too many chefs spoil the broth".
Valve's Greg Coomer
lol, lmao even.
 
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