Photoshop should be a free-to-play game. There's not really a difference between very traditional apps and how they enhance productivity and wandering around a forest and killing bears.
The easiest way to stop piracy is not by putting antipiracy technology to work. It's by giving those people a service that's better than what they're receiving from the pirates.
Ninety percent of games lose money; 10 percent make a lot of money. And there's a consistency around the competitive advantages you create, so if you can actually learn how to do the art, the design, and the programming, you would be consistently very profitable.
The culture at Valve is pretty much crowdsourced. The handbook is a wiki. One of the first things we say to new hires is, 'You have to change something in the handbook.'
The Internet is changing what entertainment and sports is. It's not just a few people authoring an experience for others. It's really growing out of what everybody does.
A lot of times I make people better by getting stupid, distracting, bureaucratic stuff off their desk. That's an incredibly easy way to make a senior person more productive.
When I worked at Microsoft, I got to go and visit a bunch of different companies. Probably a hundred different companies a year. You'd see all the different ways they'd work. The guys who did Ventura Publisher one day, and then United Airlines the next. You'd see the 12 guys in Texas doing Doom, and then you'd go see Aetna life insurance.
A store is just a collection of content. The Steam store is this very safe, boring entertainment experience. Nobody says, 'I'm going to play the Steam store now.'
The PC is successful because we're all benefiting from the competition with each other. If Twitter comes along, our games benefit. If Nvidia makes better graphics technology, all the games are going to shine. If we come out with a better game, people are going to buy more PCs.
What's the right way to think about the distribution part of Steam? You need to worry about viruses and people trying to publish other people's content, but the underlying thing is to eliminate that barrier between people who create stuff and people who want to have access to it.
We tend to think of Steam as tools for content developers and tools for producers. We're just always thinking: how do we want to make content developers' lives better and users' lives a lot better? With Big Picture Mode, we're trying to answer the question: 'How can we maximize a content developers' investment?'
Growing up in the Sacramento Valley in the '70s, we were all pretty big into cars. Of course, I had to nerd out and be a fan of Bob Tullius' Group 44 Jaguars instead of Corvettes/Camaros.
I have no direct knowledge of this, but I suspect that Apple will launch a living room product that redefines people's expectations really strongly, and the notion of a separate console platform will disappear concurrent with Apple's announcement.
The big problem that is holding back Linux is games. People don't realize how critical games are in driving consumer purchasing behavior. We want to make it as easy as possible for the 2,500 games on Steam to run on Linux as well.
To people who traditionally charge $10,000 for a 3D animating app, we say you should be free-to-play and generate a revenue stream. Think of a 3D modeling package almost like an RPG.
About half the people at Valve have run their own companies, so they always have the option not just to take a job at another game company, but to go start their own company. The question you always have to answer is, 'How are we making these people more valuable than they would be elsewhere?'
Everybody understands that you're supposed to say 'our employees are our most valuable asset' to the point where, even if it's really true, they're not going to really trust you until you've earned that - same with customers.
Most people who end up being successful have good grades, but it's orthogonal - there's no extra information than if they put together a website and have bunch of fans who love coming and seeing what they're doing.