Valve's Economic Experiments
Valve is building their own economy within Steam. But how did they get there? Prep the time machine, because Geekwire looked into Valve's self-proclaimed experiments in 2011.
Valve is building their own economy within Steam. But how did they get there? Prep the time machine, because Geekwire looked into Valve's self-proclaimed experiments in 2011.
Games are really part of a large economy. They are productivity platforms for goods and services.
That is Gabe Newell speaking at DICE Summit about reinventing gaming as we know it. In his 30 minute keynote he covered a variety of topics including innovating PC input, gaming in the living room, cloud gaming, and the essence of games.
Most coverage has been focused on the many preludes to Valve's SteamBox (or Steamcast if you will), but Valve's use of hardware is merely an extension of Steam into the living room. Their plans appear to be bigger. More
Double Fine Productions has decided to crowd-source funding for their newest project, which happens to be a reunion of the genre's biggest names. People seem to be excited. I'm one of those people.
Also, of note: Notch, Steven Dengler and Tim Schafer have a discussion on Twitter. "Let's make Psychonauts 2 happen." Yes, please.
I think its time for a group hug.
Ron Carmel of 2D Boy has put together a very convincing and comprehensive argument on the state of digital distribution, mainly focused on Xbox Live Arcade's current position and improvements that can be made.