Valve Corporation - Wikipedia
Valve Corporation - Wikipedia
Valve Corporation
  Valve Corporation is an American video game developer and digital
                                                                                            Valve Corporation
  distribution company headquartered in Bellevue, Washington. It is the
  developer of the software distribution platform Steam and the Half-Life,
  Counter-Strike, Portal, Day of Defeat, Team Fortress, Left 4 Dead, and
  Dota 2 games.
  Half-Life
  For its first product, Valve settled on a concept for a horror first-person shooter (FPS) using the Quake engine licensed
  from id Software.[12] Half-Life was released in November 1998.[13] It was praised by numerous publications as one of the
  best and most influential games of all time;[14][15][16] according to IGN, the history of the FPS genre "breaks down pretty
  cleanly into pre-Half-Life and post-Half-Life eras."[17]
  Valve acquired TF Software Pty. Ltd., the makers of the Team Fortress mod for Quake, in May 1998 with the intent to
  create a standalone Team Fortress game.[18] The Team Fortress Classic mod, a port of the original Team Fortress mod for
  Quake, was released for Half-Life in 1999.
  Gearbox Software created the expansion packs Opposing Force, Blue Shift, and Decay, and ported the game to Dreamcast
  and PlayStation 2.
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  In December 2012, Valve acquired Star Filled Studios, a two-man gaming company, to open a San Francisco office.[27]
  However, Valve ended the operation in August 2013 when it was decided that there was little benefit coming from the
  arrangement.[28] In April 2018, Valve acquired the independent developer Campo Santo, known for the 2016 adventure
  game Firewatch. Campo Santo will continue to develop its own titles under Valve.[29]
  Network intrusions
  Valve's internal network has been infiltrated by hackers three times, in 2003 where content of the yet to be released Half-
  Life 2 was leaked onto the internet,[30] Newell's email account was compromised, and keyloggers were installed on several
  Valve systems.[31] In 2011 the Steam customer databases and forums were compromised.[32][33] In September 2011, a
  hacker broke into the network and downloaded the beta code of Call of Duty: Modern Warfare 3.[34][35]
  In June 2014, a developer from SCS Software reported an exploit that allowed announcement pages to be injected with
  code, and after no response, he edited an announcement to redirect users to a Harlem Shake video.[36][37][38] In March
  2016, a vulnerability on the Steam Store allowed a user to publish a game without any authorization from Valve.[39][40]
  Games
  Valve has developed and published the main games in both the Half-Life and Portal series, as well as published both and
  developed one of the Left 4 Dead games, the other of which was developed by Valve South (now Turtle Rock Studios).
  Valve also developed and published Team Fortress, Team Fortress 2, and Dota 2, and are developing Artifact.
  As several of Valve's series feature only two primary games, named with numerals such as Half-Life and Half-Life 2, and
  with no apparent announcements on a third title in these series, Valve has developed a lighthearted joking reputation for
  not being able to count to 3, or scared of this number.[41] This has also created a humorous myth-like nature among
  players and journalists as to whether Half-Life 3 actually exists or not.[42]
  Cancelled games
  Incomplete games include a fairy-themed role-playing game,[43] Prospero[44] and Stars of Blood.[45][46] Valve worked with
  Arkane Studios on The Crossing, which was cancelled in May 2009. Arkane later tried to produce Return to Ravenholm
  without consent by Valve, which was then also canceled.[47][48][49]
  Steam
  Valve announced Steam, its digital distribution software platform, at the 2002 Game Developers Conference.[50][51] It
  launched in September 2003 and was first used to deliver patches and other updates to Valve's online games, of which it
  later became mandatory to use.[52][53]
  On August 1, 2012, Valve announced revisions to the Steam Subscriber Agreement (SSA) to prohibit class action lawsuits
  by users against the service provider.[54][55] By July 2014, there were over 3,400 games available on Steam, with over 150
  million registered accounts by January 2018.[56][57]
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  Alongside these changes to the SSA, the company also declared publicly the
  incorporation of Valve S.a.r.l., a subsidiary based in Luxembourg.[54][55] Valve
  set up a physical office in Luxembourg Kirchberg. 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, with 50% within driving
  distance.[58]
  Valve S.a.r.l. was used to sell games to United Kingdom–based users to avoid
  paying the full 20% value-added tax (VAT).[59] The tax loophole was expected
  to be closed on January 1, 2015.[60] 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           Gabe Newell (foreground) and Doug
  for using the tax loophole.[61] Valve S.a.r.l. stopped doing business on January          Lombardi (background), 2007
  1, 2017, with the main company taking over EU sales again.[62] In August 2017,
  Valve announced that Steam had reached over 67 million monthly and 33
  million daily active users on the platform.[63]
Other projects
  PowerPlay
  PowerPlay was a technological initiative headed by Valve and Cisco Systems to decrease the latency for online computer
  games.[64] Gabe Newell, the managing director of Valve, announced the project in January 2000 and after 12 months the
  project was quietly abandoned.
  PowerPlay was described as a set of protocols and deployment standards at the router level to improve performance. It
  was claimed that a player with 1000 ms ping was able to play against another player on a LAN connection with no
  noticeable disadvantage.[65] 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.[66] Despite never deploying the dial-up plan featuring PowerPlay 1.0, Valve announced in January
  2001 that the standard had indeed been finalized.[65]
  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 the expense of all others. Gabe Newell
  conceded that Internet service providers (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."[67]
  Steam Machine
  Newell has been critical of the direction that Microsoft has taken with the Windows operating system in making it a 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 PC space".[68] Newell identified the open-source Linux platform as an ideal platform for
  Steam, noting that the only thing holding back its adoption is the lack of games.[68]
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  In 2012, Valve announced that they were working on a console/PC hybrid for the living room which was unofficially
  dubbed by media as the "Steam Box".[69][70] 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[71] as well as their unique game controller.[7] 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.[72] In 2015, Alienware, ZOTAC, and CyberPowerPC launched their versions of the
  Steam Machine. By June 2016, fewer than half a million had been sold.[73]
  Pipeline
  In July 2013, Valve announced Pipeline, an intern project consisting of ten high school students working together to learn
  how to create video game content.[74] Pipeline serves to discuss and answer questions that teenagers often ask about the
  video game industry,[75] and see if it is possible to train a group of teenagers with minimal work experience to work for a
  company like Valve.[75] The latter purpose breaks Valve's tradition of employing experienced developers, as the company
  is not good at "teaching people straight out of school".[75][10]
  J. J. Abrams collaboration
  At the 2013 D.I.C.E. Summit, Gabe Newell confirmed that he and director J. J. Abrams were collaborating to produce a
  Half-Life or Portal film, as well as a possible new game.[76]
  HTC Vive
  In March 2015, Valve and Taiwanese electronics company HTC announced a joint project to develop the Vive, a virtual
  reality headset with motion tracked controllers.[77] The companies are working with Google, Lions Gate, and HBO to
  develop content for the device.[78]
  Finances
  Valve does not make its finances public. In 2005, Forbes estimated that Valve had grossed $70 million that year. Ed
  Barton, a Screen Digest analyst, estimated Valve's 2010 revenue to be in the "high hundreds of millions of dollars". As of
  2011, the company had an estimated worth of $2 to 4 billion, and according to Newell it was the most profitable company
  per employee in the United States. Most of Valve's revenue comes from Steam, which controlled 50 to 70% of the market
  for downloaded PC games in 2011.[79]
  Organizational structure
  In Valve's early days, the company's structure was similar to other development firms; this was principally driven by the
  nature of physical game releases through publishers that required tasks to be completed by given deadlines, requiring a
  more regimented structure.[80] As the company moved to digital releases where they serve as their own publisher, the
  company structure has become more as a flat organization. Valve published their employee handbook to the public in
  2012,[81][10] demonstrating at that time that outside of executive management, there were no bosses, and the company
  used an open allocation system, allowing employees to move between departments at will.[82][83] 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".[80]
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  Economist Yanis Varoufakis, a former economic consultant for Valve, and former Finance Minister of Greece, attempted
  to place Valve's organization in the context of theories of the firm and broader economic thinking.[84][85][86] Former
  employee Jeri Ellsworth criticized the structure as "a lot like high school" in that certain employees have more influence
  than others.[87]
Legal disputes
  Vivendi fought back, saying that Gabe Newell and marketing director Doug Lombardi had misrepresented Valve's position
  in meetings with the publisher. Vivendi later countersued, claiming that Valve's Steam content distribution system
  attempted to circumvent their publishing agreement. Vivendi sought intellectual property rights to Half-Life and a ruling
  preventing Valve from using Steam to distribute Half-Life 2.
  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. Specifically, 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.[88] Valve posted on
  the Steam website that the two companies had come to a settlement in court on April 29, 2005.[89] Electronic Arts
  announced on July 18, 2005, that they would be teaming up with Valve in a multi-year deal to distribute their games,
  replacing Vivendi Universal from then onwards.[90] As a result of the trial, the arbitrator also awarded Valve $2,391,932.
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  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.[95] 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.[96] 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.[97]
  In 2014, mobile developers Lilith and uCool released their titles Dota Legends and Heroes Charge, respectively. Both
  titles 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. uCool argued that the Dota games were a 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, that they rightful have copyright claim to this. Separately, Lilith and uCool argued that Eul
  had, in a forum post dated September 2004, assigned an open-source copyright license to Dota, which would make Valve
  and Blizzard's copyright claims void. The case is scheduled to be heard by a jury to resolve this matter at a later date.[93]
        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
  A$3 million (about US$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.[100] 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.[101] In
  January 2018, Valve filed for a "special leave" of the court's decision, appealing to the High Court of Australia.[102] 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.[103]
  Skins gambling
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  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 "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.[108] 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.[109][110] 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 cooperate.[111] Valve sent a letter on October 17, 2016 to the
  Washington State Gambling Commission stating, "Valve has no business relationship with such gambling sites, and
  indeed they can come into existence, operate, and go out of existence without Valve's knowledge" and that "We are not
  aware of any such law that Steam or our games are violating".[112]
  European Commission
  In February 2017, the European Commission began investigating Valve and five 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.[113]
  "Valve Time"
  "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
  predominant delays but also includes some content that was released earlier than expected. Valve itself has fully
  acknowledged the term, including tracking known discrepancies between ideal and actual releases on their public
  development wiki[114] and using it in announcements about such delays.[115][116] Valve ascribes delays to their mentality of
  team-driven initiatives over corporate deadlines to make sure they provide a high-quality product to their customers.[117]
  Valve's former business development chief Jason Holtman stated that the company sees themselves as an "oddity" in an
  industry that looks towards punctual delivery of products; instead, Valve "[tries] as hard as we can to make the best thing
  possible in the right time frame and get people content they want to consume. And if that takes longer, that's fine".[118] For
  that, Valve takes the concept of "Valve Time" as a compliment, and that "having customers consistently looking at our
  property or something you've done and saying, can you give me more" is evidence that they are making the right decisions
  with their game releases, according to Holtman.[118] The company does try to avoid unintentional delays of their
  projects,[119] and believes that the earlier occurrences of "Valve Time" delays, primarily from Half-Life development, has
  helped them improve their release schedules.[117]
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https://en.wikipedia.org/wiki/Valve_Corporation                                                                                8/18
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https://en.wikipedia.org/wiki/Valve_Corporation                                                                           11/18
5/26/2018                                                 Valve Corporation - Wikipedia
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https://en.wikipedia.org/wiki/Valve_Corporation                                                                          12/18
5/26/2018                                                  Valve Corporation - Wikipedia
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https://en.wikipedia.org/wiki/Valve_Corporation                                                                           13/18
5/26/2018                                                  Valve Corporation - Wikipedia
https://en.wikipedia.org/wiki/Valve_Corporation                                                                            14/18
5/26/2018                                                    Valve Corporation - Wikipedia
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https://en.wikipedia.org/wiki/Valve_Corporation                                                                              17/18
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