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Valve nukes Steam Box, working on new UI

The beginning of the week brought reports that Valve was working on something called “Steam Box,” a list of hardware specs and associated software that manufacturers would turn around and build to sell under Valve’s certified label. Much like PC gamers would see their favorite titles branded by Nvidia or AMD, these rigs would feature the Steam Box logo, indicating that they were good to go when it comes to playing PC games offered on Steam.

The idea, it seemed, was to take the console approach and provide a set list of hardware that developers could rely on from multiple manufacturers. There’s no indication that Valve was looking to create a single console to compete with the current and next-generation crops, but rather to have a standardized PC platform that lasts for up to four years at the most. There’s even talk that the Alienware X51 rig was built based on an early Steam Box spec.

According to a November 2 tweet by Valve employee Greg Coomer, a hand-built prototype consisted of a quad-core Intel i7 CPU, 8 GB of RAM, and a Zotac Z68 mini-ITX motherboard with an on-board Nvidia mobile GPU. According to Zotac’s website, the Z68-ITX WiFi Supreme supports socket LGA1155 2nd generation Intel Core processors and features the Intel Z68 Express chipset, Nvidia’s GeForce GT 430 GPU with 1 GB of DDR3 VRAM, 802.11n and Ethernet connectivity and more.

Coomer said his prototype ran Portal 2 FAST.

Still, regardless what seems to be going on with Steam Box, Valve marketing director Doug Lombardi claims the company is currently focused on prepping and shipping the Steam Big Picture Mode UI. He even admitted that Valve is building boxes to test the new Steam interface only. This new UI will reportedly make the online gaming service easier to use for people who want to play Steam games on a PC that’s connected to their TV.

“We’re also doing a bunch of different experiments with biometric feedback and stuff like that, which we’ve talked about a fair amount,” he admitted. “All of that is stuff that we’re working on, but it’s a long way from Valve shipping any sort of hardware.”

Yet hardware is not out of the question, as even Valve bossman Gabe Newell recently said that Valve will sell hardware if it becomes a necessity to keep the doors open.

On top of that, Lombardi didn’t actually refuse to say that Valve isn’t working on a hardware platform. Instead, he agreed that there’s definitely nothing coming any time soon, nothing at GDC or E3. Like Newell said, there’s a possibility that maybe some day Valve will make hardware, but Lombardi made it clear that (a) Valve partnering with hardware manufacturers and/or (b) Valve building its own hardware will not be happening anytime soon. End of story.

As for the prototype seen back in November, Lombardi said that Coomer is one of the guys leading the Big Picture effort. “The idea is that you can take Steam to any display,” he said. “What we’re trying to do is say, ‘here’s a box that we’re going to use for testing that’s common for Big Picture mode and get performance at a base level.’”

“We’re always putting boxes together,” he added. “Going all the way back to the Half-Life 1 days, we built special boxes to test our software render… it’s just part of development.”

Sound like he just nuked any speculation that Coomer’s rig was a Steam Box prototype

.

Source: Tom’s Hardware m.tomshardware.com/news/Valve-Steam-Box-Zotac-Alienware-Big-Picture,14959.html#xtor=RSS-993

Tribes: Ascend release date

Hi-Rez Studios announced that Tribes: Ascend will be released on April 12, 2012! Check out their new trailer (parody of Dead Island):

GDC 2012: How Valve made Team Fortress 2 free-to-play

 

In June of 2011, Valve Software took its four-year-old online first-person shooter Team Fortress 2 and made it completely free-to-play — and ended up increasing revenues by a factor of twelve as a result.

Valve’s Joe Ludwig ran a GDC session Wednesday that explained exactly how four years’ worth of content updates, tweaks, and community engagement helped Valve transition TF2 from a triple-A boxed title to a free-to-play game built around microtransactions.

Updates keep players hooked

Building large updates with additional content was key to maintaining player interest and expanding the player base.

"Although small updates to the game started immediately after launch, it wasn’t until the medic update in 2008 that significantly changed revenue," Ludwig said. "Adding so much stuff at once gave the press and community a reason to talk about it, which got more people to try it for the first time."

However, Valve soon found that the business model for a triple-A boxed game didn’t quite mesh with their development strategy.

"The trouble is, when you’re a AAA box game, the only people who can earn you new revenue are the people who haven’t bought your game. This drives you to build new content to attract new people," Ludwig said, "There’s a fundamental tension between building the game to satisfy existing players and attract new players."

In order to resolve this tension, Valve continued to release updates that delivered new maps, game modes, weapons, and even entire new game systems (in-game items, a marketplace, and a trading system, for example) with the eventual goal of switching over to free-to-play.

Community engagement key for maintaining player interest

In order to make a successful free-to-play game, Valve needed to make sure that its players were constantly coming back to Team Fortress 2 and checking back in. Part of its strategy entailed engaging its player community in as many different ways as possible.

Ludwig showed TF2′s Sniper-focused update as an example. Each content update started with a teaser trailer that hinted at several possible new items or features, and Valve developers would monitor the community reaction in the forums to determine which aspects caught the players’ attention. "We found people in the forums talking about how cool it would be if the Pyro could light the sniper’s arrows on fire. To be honest, we hadn’t considered it, but we were able to implement it by the time the update shipped," Ludwig said.

In another instance, players picked up on a blueprint displayed in passing within the teaser trailer for the Engineer-focused update of a mechanical hand item. Ludwig explained that "[The players] didn’t realize it, but they were indirectly voting on the content of the update. When the update shipped, it included that robot hand."

If Valve was going to engage its player community outside the game itself to try and maintain interest in TF2, it was going to have to do it well, Ludwig stressed. "It’s important to make the out-of-game components to the updates just as compelling as the in-game components. This is something that MMOs do really well. In our case, this means telling a story with multiple parts."

But the community relationship wasn’t limited to soliciting and monitoring feedback. Valve gave its players several opportunities to contribute to the game itself as well by designing game maps and proposing in-game items. "At this point, more than half of the items in TF2 are contributed by the community. Pretty much every place you give the community a chance to change the game, they’ll do it, and they’ll probably do a better job than you would," Ludwig said, "One more way that the community contributed to updates is by building maps. Up to this point we’ve shipped 19 community maps."

Anticipate negative player reactions and design around them

Once Valve rolled out the in-game item system, it needed to get the players used to the idea of paying for them. "This wasn’t a change we made lightly, but it was something we had to do to get our game into the free-to-play business model," Ludwig said.

"They had never paid for an item in TF2 at any point in the past, and we weren’t sure how willing they’d be to pay now."

Ludwig outlined the players’ possible objections to the item store, the first of which was TF2 turning into a "pay-to-win" game:

"We dealt with the pay to win concern in a few ways. The first was to make items involve tradeoffs, so there’s no clear winner between two items. But by far the biggest thing we did to change this perception was to make all the items that change the game free. You can get them from item drops, or from the crafting system. It might be a little easier to buy them in the store, but you can get them without paying. The only items we sell exclusive to the store are cosmetic or items optional to gameplay."

Players also hated the idea of getting nickel-and-dimed with intermediary virtual currencies, like a point system. "Players actually object pretty strongly to the idea that they’ll have to take their money and buy a block of some virtual currency, when they only want to spend a fraction of that on the item they want," Ludwig said, "TF2 uses the Steam Wallet, which supports all currencies you can normally use on Steam, and lets you load it to the exact amount you want to use. It’s now used by 22 games on Steam."

Valve’s audience concern extended into the actual free-to-play transition, as well; it needed to make sure that players who paid for the game didn’t feel ripped off. "One thing we did was to give paid players a hat called ‘Proof of Purchase’. We also made a distinction between paid and free accounts; smaller backpack sizes, and fewer crates. What we didn’t include was any restriction on how you could play the game itself," Ludwig said.

Fortunately for Valve, its four-year efforts ended up paying off. Once the item store was introduced, revenues from item sales alone were four times larger than revenues from sales of TF2 itself, and after the free-to-play transition was finished, overall revenue was up 12 times higher than monthly TF2 sales were. "This is just the beginning of taking the lessons we’ve learned from TF2 and applying them to Steam itself," Ludwig said, "It was risky, everything could have gone horribly wrong, but we felt it was worth the risk to try the new business model."

Source: GamaSutra

Gabe is more than fine… financially

Forbes editors have decided to estimate Gabe Newell’s fortune recently. As you realize there’s a list with the richest people in the world on which Gabe turned out to be… 854. This may sound not that great right? But as it turns out, if he wanted to sell his shares to someone else, he would be richer by $ 1.5 billion.

Just imagine how much does he earn by month… congrats Gabe I guess? Now make your service (Steam) better…

Valve patents for controller

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Valve said to be working on ‘Steam Box’ gaming console with partners, could announce at GDC

Recently there’s been chatter that Valve — the company behind the massively popular gaming service Steam — has been considering getting into the hardware business. Specifically, there have been rumors that the company has been toying with the idea of creating a proper set-top console which could potentially pose a threat to the Xbox 360 and PlayStation 3. Valve co-founder Gabe Newell even recently told Penny Arcade: “Well, if we have to sell hardware we will.”

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Summing up the Coupons Giveaway

You guys are weird :D

We had around 600 coupons in the first place and 0 friends and now after whole giveaway thing and donations we have around… 900 and like 160 friends. Too bad they no longer work. Go ahead and keep us in your friends list, that account might giveaway random shit when we get something cool.

Stay tuned for more giveaways in the future, we might get some games soon-ish as well.

Now GO OUTSIDE, it’s fucking spring!

Damn, check this out!

You guys are unbelievable, I guess you DID need those coupons:

Screenshot-2012-02-29_20.22.01

So far we’ve added around 100 people.  We’re taking turns with Zuko, possibly someone else later on. We still have plenty coupons left (569! Wahhhh!?) – just add us and tell us what you want, but browse first.

Remember that if you have any spare coupons feel free to donate these to us, maybe others will want it.

I’m back to installing Windows 8 Consumer Preview, which came out today.

Coupons Giveaway

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Zuko: http://www.youtube.com/watch?v=Ns45Mr2D6jQ

stranded:

stranded: http://www.youtube.com/watch?feature=player_detailpage&v=632kyLysP6c#t=36s

stranded:

stranded:

stranded: im just frustrated that they keep selling old games on everything digital now, making them HD and shit, there is no progress at all in gaming

0cube: oh well got that on steam anyways already... so no good?

stranded: it's just stupid wolf3d in browser

0cube: FUCK THAT SHIT: Sorry, your IP address shows you are coming from a country that requires us to block access to this particular site. Click here (www.bethsoft.com) to check out our other games.

Zuko: http://wolfenstein.bethsoft.com/

rottencat: FEAR 3 75% discount (£3.25) in GameFly Activate in Steam. Steam price: 36,99€ http://www.gamefly.co.uk/

Zuko: http://www.kickstarter.com/projects/stainlessgames/carmageddon-reincarnation

stranded:

stranded:

stranded:

stranded: http://steamcommunity.com/sharedfiles/filedetails/?id=68460456

stranded: ᶘ ᵒᴥᵒᶅ

hunshiki: Thanks Tommy. And Stranded. Both questions answered flawless. :)

stranded: the site is logging, click on the green arrows below

Tommy: hey, maybe it is one of these : http://www.deals4downloads.com /////// http://isthereanydeal.com/

hunshiki: (Too bad the chatbox is not logging. So many good pictures get posted when I'm not checking the page for a few days.)

hunshiki: Guys, do you know that site's address, which had all the dails for "today"? It listed all the games (discounted) from every online store. I can't remember it's name, and even ~10 minutes of Google didn't help me.

3289275: i love the price of games in australia lol

stranded:

stranded:

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