Valve conquered PC gaming. What comes subsequent?

Editorial Team
29 Min Read


Right here at FT Alphaville we love exploring “black gap” firms: these ultra-private companies that should largely be noticed by the affect they exert on others.

However even inside that class, there aren’t many locations fairly like Valve Company, with its weird company construction, revenue-per-head figures that may make Silicon Valley or Wall Avenue giants scorching and bothered, a product that appears to mainly print cash, and a seldom-seen chief deified in some corners of the web — all with out ever taking exterior funding.

Few firms can declare a much bigger function in online game historical past than Valve. Based in 1996 by Gabe Newell and Mike Harrington — each former Home windows builders at Microsoft — the corporate’s first title, Half-Life, launched in 1998, is extensively credited with remodeling the first-person shooter style. Harrington left the corporate in 2006, leaving Newell (identified to some on-line obsessives as “Gaben”) as its de facto head.

Valve video games have been few in quantity, however their affect is big: Half-Life and its sequels for his or her storytelling; Portal for its creativity and humour; the Counter-Strike collection for its function within the emergence of esports; Left 4 Lifeless for its use of synthetic intelligence to create dynamic co-operative gameplay. Nevertheless, its most influential title is arguably Staff Fortress 2, the sport whose cosmetics system introduced microtransactions — the place gamers pay small quantities to unlock in-game content material — into the mainstream.

In doing so, it created a enterprise mannequin that has, for higher and for worse, powered the cellular video games revolution of the previous twenty years — and laid the groundworks for one of many zanier presentation slides we’ve seen exterior of SoftBank:

A slide from Valve’s presentation © Valve Software program

Valve has even managed to seek out some success within the notoriously difficult {hardware} market. Its handheld console — which appears roughly like a military-grade Nintendo Swap — has offered “a number of thousands and thousands”, the corporate claimed in late 2023, with market analysis agency IDC estimating it hit 6mn gross sales by early this yr.

However its monetary engine, powering virtually all its different achievements, is Steam. For a technology of players, Steam wants no introduction — such is its dominance. However for these blissfully unaware, Steam is a storefront, distribution service and social media community for PC players that launched in 2003.

And it mainly prints cash.

Private computer systems have been a difficult proposal for recreation builders. Within the early ’00s, pirating PC video games was fairly simple. Most titles offered as a bodily disc with a novel serial code, however these might simply be faked.

For builders, this was clearly anathema. Digital rights administration — controlling who might use recreation software program — turned an more and more pressing subject.

In got here Valve. After unsuccessfully pitching to firms together with Microsoft, it developed Steam, which mixed game-updating know-how, anti-piracy and anti-cheating measures on one platform. It might promote customers video games and confirm that they owned the sport — just about eliminating the necessity for discs and serial codes.

Steam landed in the appropriate place on the proper time, shortly changing into the default platform for PC players to obtain and handle their video games. Safer and extra handy than piracy, it additionally launched a social overlay that allowed gamers to speak extra simply whereas enjoying totally different video games.

“The true worth proposition for one thing like Steam is to have every thing in a single place,” says Clay Griffin, an analyst at MoffettNathanson. “It’s a one-stop store.”

Consequently, Steam has established a dominant place within the PC video games business, with analysts assuming it accounts for maybe 70 per cent of all gross sales of such video games. That equates to a major chunk of what market analysis agency Newzoo reckons is a $40bn sector (together with {hardware}). The platform has greater than 100,000 titles obtainable for obtain, dwarfing its rivals, and levies a typical 30 per cent fee on gross sales of video games and their (typically intensive) add-ons.

And it’s good to be the king. Amid a sustained interval of stagnation for consoles, spending on PC video games has seen wholesome will increase. In a presentation shared earlier this yr, Matthew Ball, at funding adviser Epyllion, recognized PC as a “huge vivid spot” amid a tough patch for conventional gaming vectors (excessive res):

Steam’s concurrent participant figures hit a file excessive earlier this yr following double-digit annual progress, prompting Goodbody analyst Patrick O’Donnell to inform purchasers that Steam “now owns the PC distribution channel” — if it didn’t already — with “vital benefits” in engagement in opposition to its rivals. Primarily based on Steam customers’ language decisions, a lot of the expansion comes from China.

Advisory agency Ampere Evaluation estimates that Steam had 170mn international energetic month-to-month customers in Could, up from 153mn the yr earlier than. Remarkably, common concurrent customers are about thrice the quantity who’re really enjoying video games.

Piers Harding-Rolls, Ampere’s video games analysis director, mentioned this “highlights that many customers mechanically signal into the platform and in addition that Steam represents greater than a PC recreation storefront — it’s a gaming neighborhood platform in its personal proper with thousands and thousands visiting the app to have interaction with different customers”.

If generative AI does — as some optimists hope — take away growth boundaries to create a supply-side revolution in gaming content material manufacturing, Valve could discover itself promoting shovels in a gold rush.

Understanding how a lot cash Valve already makes from its dominance of PC gaming is difficult. Newell is presumed to be its largest shareholder, and the corporate is very non-public. It makes virtually no monetary disclosures, and its staff seldom give interviews to the press.

Nonetheless, there are some clues.

In 2021, developer Wolfire Video games sued Valve, alleging it was distorting the PC video games market by imposing “platform most-favoured nation” clauses on sellers — forcing them to supply their finest worth on Steam.

Different particular person clients launched a lawsuit in opposition to Valve over pricing final summer time, and a decide dominated final yr that their case may very well be introduced along with Wolfire’s in a class-action go well with — opening the door to different builders becoming a member of in. Their allegations are broad, however deal with the notion that with out Steam’s dominance, common fee charges throughout the sector could be decrease: bettering builders’ margins and/or decreasing shopper costs.

Improperly redacted paperwork from the preliminary Wolfire case — later hidden — indicated that Valve had solely 336 employees in 2021, with simply 79 of them engaged on Steam. We’ve remade it utilizing knowledge reported contemporaneously:

The general public docket additionally briefly contained one other chart, which purported to point out Steam’s fee revenues and, uh, wholesome margins (excessive res right here):

We’re all mature, grown-up weblog writers/readers right here, so let’s have a dialogue about sources and numbers.

It is a screenshot of a doc we will now not entry. Pavel Djundik, creator of SteamDB, a Steam knowledge platform, is cited by contemporaneous studies as having noticed the info underpinning the employees headcount chart above. Djundik subsequently tweeted this:

Mentioned Reddit thread (in r/fuckepic, “The premiere supply for all Epic Video games criticism”) may be considered right here.

Does that make the chart credible? Naturally, we reached out to Djundik and the Redditor who posted the charts to see in the event that they nonetheless had the unique paperwork. Their responses, respectively: “No” and (so far) silence.

Let’s assume, for the sake of our collective sanity, that these figures are mainly right. They might counsel that with an efficient fee price in all probability considerably beneath the 30 per cent baseline, and adjusted for prices, Steam dealt with maybe $10bn of video games gross sales in 2021.

Taken by itself, the chart signifies Steam had an working margin of about 60 per cent and made $2bn of fee revenues, for about $1.3bn in revenue simply from Steam commissions in 2021.

If we assume that:

1) All Valve’s admin employees work on Steam (clearly unfaithful, and due to this fact conservative for per-head estimation functions)
2) The numbers we’ve cited are roughly right (not unfathomable)

It suggests Steam maybe, possibly, presumably makes about $11.4mn per head in revenue, per yr, from commissions alone. Which is fairly spicy. For context, Wall Avenue cash machine Jane Avenue can solely boast a profit-per-head of $4.3mn. Even should you assume that the remainder of Valve solely breaks even, Steam’s reduce from gross sales alone would imply the corporate as an entire makes almost $3.9mn of revenue per worker (increased than Citadel Securities, FWIW).

One factor that does maybe help the chart’s credibility is how quickly Valve’s attorneys moved to get the paperwork faraway from the general public docket.

Filed within the court docket docket for the energetic class motion is that this chart, which initiatives that Steam’s general revenues will go $10bn subsequent yr (high-res):

© VG Insights

No supply is given within the submitting, however the chart is taken from the World PC Video games Market Report 2024 by Video Sport Insights, a market analysis group that has subsequently been purchased by Sensor Tower.

In its methodology, VGI explains that these figures had been derived from a mixture of elements, together with the variety of evaluations, how typically sure video games seem on person profiles, bestseller lists and “proprietary analysis”. Logically, we might count on this to incorporate gross sales of Valve’s personal video games by way of Steam.

Like with most market analysis, it must be taken with a bucket of salt, though it’s no less than in the identical tough ballpark as an estimate by Microsoft that Valve as an entire made $6.5bn in income in 2021. Once more, assuming these figures are even roughly true, what can they inform us?

Mainly, it will point out that commissions — regardless of being extraordinarily profitable — aren’t accountable for almost all of Steam’s general revenues (if each disclosed charts, or Microsoft, are right, we will examine $2bn in Steam fee revenue in 2021 to $6.5bn to $7.4bn of general gross sales).

It’s difficult to imagine. Positive, Valve doubtless makes chunky direct revenues for its personal video games, and related microtransactions for issues similar to Counter-Strike “skins” — on which margins are more likely to be wonderful — however we’d suspect issues are extra tilted in the direction of commissions.

Or, in fact, that VGI’s figures — or any of the others we’ve seen — are simply flawed. ¯_(ツ)_/¯

Arduous revenue figures stay elusive, however on general revenues, no less than, a court docket doc from 2024 — shared by The GameDiscoverCo Publication — presents a teasing look contained in the black field. In it, a closely redacted electronic mail chain reveals Valve staff discussing the corporate’s revenues per hour.

Kristian Miller, one in all Valve’s knowledge scientists, describes the corporate within the emails as a income “outlier”, sharing two charts that appear to place it above Silicon Valley’s high firms — presumably properly above (high-res one and two):

It’s secure to imagine that Valve is the redacted firm on the high

On this, as with so many issues, we invite readers to imagine no matter it’s they wish to imagine. When you work for Valve and wish to inform us extra, please get in contact. The corporate didn’t reply to our requests for touch upon its monetary efficiency or every other a part of this text.

The prospect of a drawn-out court docket battle could imply extra of the platform’s secrets and techniques spill out within the coming years. For now, Steam’s place — of an ultra-lucrative, environment friendly presence of a comparatively small however wholesome sector — appears safe. But because the video games business continues to develop, the temptation for a serious tech firm to take a critical swipe at it would solely develop.

“Anyone who desires to place Valve out of enterprise might achieve this, however no one cares,” argues Michael Pachter, a gaming business analyst at Wedbush Securities.

That mentioned, it’s not like no one has tried. Steam’s largest rival might be the Epic Video games Retailer, which has been powered largely by the success of battle royale sensation Fortnite. But regardless of this big draw, Epic “has failed to actually impression Steam in any significant approach”, based on Harding-Rolls:

This technique has concerned providing a greater share of gross sales to builders and publishers and giving freely plenty of free video games. This has prompted Steam to vary its personal income share insurance policies. Nevertheless, Steam continues to develop and is as dominant when it comes to premium PC recreation gross sales because it has ever been. I believe this illustrates that displacing Steam could be very difficult.

There are additionally a number of smaller distributors, similar to Good Outdated Video games — which made a sliver of revenue on gross sales equal to about $55mn final yr, and is owned by Poland’s CD Projekt — and indie platform Itch. Microsoft (which, in a distinct timeline, might certainly have dominated this space) runs a considerably unambitious retailer, whereas gaming heavyweight EA shut down Origin, its personal launcher, earlier this yr.

Visibility on market share throughout the sector is poor, however none, presently, appear to be approaching the attain and revenues of Steam.

Valve is a really bizarre firm, and cheerfully admits it. Its 56-page Valve Handbook for New Workers lays out its uncommon construction, and proper firstly concedes that “it could take a while getting used to”.

And, fairly shortly, it’s made clear that Valve is certainly not like the opposite companies:

Hierarchy is nice for sustaining predictability and repeatability. It simplifies planning and makes it simpler to regulate a big group of individuals from the highest down, which is why army organizations depend on it so closely.

However while you’re an leisure firm that’s spent the final decade going out of its option to recruit essentially the most clever, progressive, gifted folks on Earth, telling them to take a seat at a desk and do what they’re informed obliterates 99 p.c of their worth. We would like innovators, and meaning sustaining an atmosphere the place they’ll flourish.

That’s why Valve is flat. It’s our shorthand approach of claiming that we don’t have any administration, and no one “studies to” anyone else. We do have a founder/president, however even he isn’t your supervisor. This firm is yours to steer — towards alternatives and away from dangers. You will have the ability to green-light initiatives. You will have the ability to ship merchandise.

The message is that Valve staff mainly self-organise in what the corporate describes as a “flatland”, with even Newell (the “founder/president” referred to above) free of hierarchical duties (the truth, based on one ex-insider, could also be barely much less radical).

Flatness includes some attention-grabbing selections. On a sensible degree, all desks at Valve have wheels, with employees bodily shifting themselves across the workplace to be close to the folks they’re working with.

The handbook even features a little illustration of how this could work:

© Valve ‘Handbook for New Workers’

Does this method produce outcomes? On one degree, sure: Valve seemingly makes loadsamoney. On one other very seen degree, completely not: Valve releases main new video games at a glacial tempo. The much-anticipated third title within the Half-Life collection turned the online game equal of Samuel Beckett’s Godot, till it was quietly cancelled.

“I’ve not met anyone who had a profession there,” says Wedbush’s Pachter. “All of them go away after, you realize, 10 years. They final lengthy sufficient to make cash. However the builders I’ve identified there have left for greener pastures as a result of the corporate doesn’t publish video games.”

One other oddity is the corporate’s use of “stack rating”. Every year, employees are requested to rank colleagues inside their division primarily based on talent degree, productiveness, group contribution and product contribution. These rankings are aggregated, after which used to find out compensation. Because the handbook says:

By selecting these classes and basing the stack rating on them, the corporate is explicitly stating, ‘That is what is effective.’

That is doubtlessly problematic, and never simply from a monetary planning perspective.

No matter an organization’s tradition, it’s sure to work for some folks higher than others. An investigation by YouTube channel Individuals Make Video games presents some attention-grabbing anecdata from folks for whom it didn’t work, and explores the constraints of stack rating (which, it suggests, rewards short-term, high-visibility work over less-glamorous, longer-term initiatives):

That’s not the one problem. Valve presents itself as jocular, assured and unruffled, however the web is a sophisticated place.

A report by the US’s Anti-Defamation League, revealed final yr, claimed Steam’s boards had been “rife with extremism & antisemitism”, with 1000’s of customers deploying symbols such because the Nazi swastika, the sonnenrad and the Totenkopf. They discovered 1.18mn “doubtlessly extremist” copypastas on Steam’s boards, with swastikas “by far” the most well-liked.

Their report suggests Valve has struggled — or ceased — to place a lid on such content material:

A [ADL Centre on Extremish] evaluation of copypastas on Steam additionally discovered proof that Steam tried to reasonable sure extremist content material earlier than stopping for unknown causes. From late 2019 by means of the peak of the COVID-19 pandemic, when customers in gaming areas reached an all-time excessive, the usage of a number of swastika copypastas sharply dropped to near-zero charges. The identical swastika copypastas then sharply elevated in frequency in September 2020, suggesting that Steam moderated this content material for a quick interval. There is no such thing as a observable distinction between the variations in copypasta posted previous to November 2019 and people posted after 2020.

Moderation points are usually not distinctive to Steam, however Valve’s method to dealing with such content material on its platform is definitely laissez-faire.

In 2018, after a backlash, the corporate pulled the sport Lively Shooter — during which gamers might simulate a college capturing — from sale forward of its launch. Within the wake of that call, Steam outlined its philosophy for “who will get to be on the Steam retailer”. Its conclusion:

Valve shouldn’t be those deciding this. When you’re a participant, we shouldn’t be selecting for you what content material you may or can’t purchase. When you’re a developer, we shouldn’t be selecting what content material you’re allowed to create. These decisions must be yours to make…

With that precept in thoughts, we’ve determined that the appropriate method is to permit every thing onto the Steam Retailer, aside from issues that we resolve are unlawful, or straight up trolling.

Conveniently, it’s the sort of libertarian method that may in all probability make Valve essentially the most cash.

Valve is made within the picture of Newell, who’s most simply categorised as a libertarian. And there appears little argument that it has been a implausible monetary success.

Newell is 62 years previous. It has been a number of years since he gave a press interview, however an attention-grabbing profile of him revealed by Forbes final yr mentioned Newell was “not often” in Valve’s workplaces any longer, now not attended firm occasions and had apparently since Covid-19 been residing at sea in one in all his 5 ships to keep away from the virus.

Newell’s style for the outlandish just isn’t restricted to his life aquatic. Right here’s what The Verge reported in Could:

Valve co-founder and CEO Gabe Newell, the corporate behind Half-Life and DOTA 2 and Counter-Strike and preeminent PC recreation distribution platform Steam, has lengthy toyed with the concept your mind must be extra linked to your PC. It started over a decade in the past with in-house psychologists finding out folks’s organic responses to video video games; Valve as soon as thought-about earlobe screens for its first VR headset. The corporate publicly explored the concept of brain-computer interfaces for gaming at GDC in 2019.

However Newell determined to spin off the concept. That very same yr, he quietly integrated a brand new brain-computer interface startup, Starfish Neuroscience — which has now revealed plans to provide its very first mind chip later this yr.

Talking as a part of a Valve-produced documentary about Half-Life, launched final yr (and never, apparently, on a ship on the time), Newell mentioned:

I all the time have completely nothing attention-grabbing to say when folks say ‘Would you mirror in your legacy?’. I actually don’t look again an entire lot. I’m all the time excited by the longer term, proper? So to me it’s like, I can look again on the issues that we did, however to me they’re simply the stepping stones to what we’re gonna have the ability to do sooner or later. That’s simply how I’m wired.

Whereas its founder takes strides in the direction of changing into actually wired, Valve has settled in an odd spot. Below Newell’s management — geographically proximate or not — the corporate has been in a position to carve out and defend its personal uncommon area of interest, by doing issues otherwise, and — for higher and for worse — going the place others have feared to tread.

But when he had been ever to exit the image, Valve would certainly develop into a tempting takeover goal. Within the meantime, we hopefully have plenty of enjoyable authorized discovery to stay up for, which could give us extra info on the black gap of PC gaming.

Share This Article