What do they say about this? What is it that they found that invalidated this "premise"? I can't seem to find anything in the article.
What do they say about this? What is it that they found that invalidated this "premise"? I can't seem to find anything in the article.
Ultimately though, jumping between a bunch of cancelled projects is not fulfilling and likely to lead to burn out in the long run.
This is a game which was being developed by a studio called Campo Santo. The devs were hired by Valve, but they could still work on their game at Valve. At some point, the devs were really happy (based on their social media accounts) to switch and devote all their time to Half-Life Alyx instead, and the development of their original game was put on an indefinite hold. Now that Half-Life Alyx was released, what does that quote imply for The Valley of Gods?
Also, if you accept that Valve no longer runs on "work on what you want", as you imply, it means people will be forced to work on and finish that game.
The fact that the store page still exist and is up (which is more than you can say for any unfinished Valve project) gives a clear sign that they still plan to finish it.
A bigger source of their profit is taking 30% of most PC gaming revenue with minimal overhead. This was such a money spinner that other game publishers eventually got wise to it and started their own stores. But Steam is still the big dog here.
Every TI, the prize pool surpasses 25m. Which means that just by buying compendiums and treasures, people have already paid 100m (25% is contributed towards the prize pool).
There's also multiple compendiums per year, or battle passes or whatever depending on the year.
And there's a lot of random loot box releases, Arcana items etc.
On top of that, Valve extracts an extra 10% (or is it 15%) of the trade value of every item that gets sold through the steam market. And those items are sold and bought A LOT.
Not to suggest that a good slice of Valve's profits don't come from Steam, but they still make a reasonable amount from individual games.
[0] That's a 2015 figure, with suggestions it has increased since then: https://venturebeat.com/2015/03/24/dota-2-makes-18m-per-mont...
[1] In 2017 it was possibly more than double that figure: https://www.superdataresearch.com/market-data/market-brief-y...
Eg, if the direction is always “work on whatever you find fun right now” you run into problems ever actually finishing anything. Which matches what happens in my ~/Projects folder quite well :)
If nobody fixes the security holes in Steam's overlay sandbox and protocol handler, every single person with Steam installed gets a crypto-locker installed. The old Valve model didn't really have incentives to encourage people to do the hard work necessary to achieve those fixes, especially if that hard work was interfering with other people's fun.
I seriously doubt it. It's rather it was a very poor business decision as people didn't want to do the boring, but very necessary, work.