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Valve releases Team Fortress 2 code

Valve releases Team Fortress 2 code

401 comments

·February 18, 2025

jsheard

This is good for modding but don't be misled, this is the TF2-specific code which sits on top of the still-closed-source Source engine. For example you couldn't port TF2 to a new platform with this, at least not without reimplementing Source or wrangling it into working with one of the leaked Source codebases and dealing with the legal fallout of that.

klaussilveira

Hard to understand their stance on keeping Source closed. It is not an exciting engine to work with in any way. There are at least 3 major open source alternatives today, way more powerful and easier to work with (O3DE, Godot, Wicked). Only people that have been involved with Source in the past decades would enjoy working with it.

The community around the engine is vibrant and well-versed in the caveats of the Source workflow. With a GPL release, just like Carmack did with id tech, the amount of creative projects from indies would sky rocket. No longer bound by obscure deals.

jsheard

Most in-house game engines built after a certain point use a non-trivial amount of third party code, including console stuff which is under strict NDA, so it's a huge hassle to open source them. Most iterations of the Source engine use Havok physics for example.

IdTech probably was only open sourced because Carmack pushed for it, but it helps that IdTech of that vintage was all in-house code exclusively targeting the PC. I think the only thing they had to cut out for legal reasons was the patented shadowing algorithm in Doom 3.

phire

Id were using a 3rd party sound library for Doom to handle the nitty-gritty aspects of DOS sound hardware, so the open source release was based on the linux port of Doom. People had to port it back to DOS.

They couldn't release the windows port of Doom either, as that had been done by Microsoft, and would therefore include Microsoft copyrighted code.

With Quake, Id did their own windows port, so it was possible to release the source code for winquake.

ThatPlayer

Even the original Doom source code release was the Linux source code because the Dos version of the game uses a 3rd party audio library, DMX.

vanderZwan

I recall Ton Roosendaal saying something similar about the origins of Blender: convincing his then-employers to let him open source the original abandoned engine was a huge hassle, but the lack of third party code blocking it helped a lot.

gmueckl

If a team had access to some licensed source code related the third party component (e.g. restrictively licensed/NDA'd sample code), clearing the engine source for release may involve a thorough code audit. Who is going to put in that work to prepare a freebie?

ryandrake

> non-trivial amount of third party code, including console stuff which is under strict NDA

This just seems like a lazy excuse. Ok so some of the code can’t be released. Fine, what stops you from open sourcing the rest of it that isn’t licensed? The OS community will surely fill in The blanks.

jamesfinlayson

Source does, although within the last year they replaced Miles for MP3 and Rad Games Tools for Bink with tinymp3 and free WebM library.

Probably other stuff there but not sure off the top of my head.

zbendefy

Not just that, they had specific renderer backends, one for GeForce, one for GeForce3, one for Radeon 8500 that they had to cut out as they used proprietary information or code perhaps.

skhr0680

> I think the only thing they had to cut out for legal reasons was the patented shadowing algorithm in Doom 3.

I remember that being somewhere in the neighborhood of 1 LOC to fix, and exactly where to change it was “common knowledge” the moment the source came out

kllrnohj

> Hard to understand their stance on keeping Source closed. It is not an exciting engine to work with in any way.

Source uses Havok, which is a licensed middleware. Convincing Havok to be also open source is likely a nonstarter. Repeat for any other middlewares they might have used, such as Adobe's ScaleForm used by CSGO, and it quickly is just an endless legal nightmare. idTech handled this by either spending time to rip out those components, allowing for a partial open source release which is what you're ripping on Valve for doing right this moment, or by avoiding using any licensed middlewares at all which is a significant development limitation that not everyone can get away with.

As Source 2 replaces everything with in-house developed alternatives, it's possible we might see that open sourced in the future. Who knows.

fngjdflmdflg

>Source 2 replaces everything with in-house developed alternatives

Do you have a link for this? I know the sound system is theirs as they open sourced it.[0] What about physics?

Also, I agree that they should open source Source 2 if possible. They gain almost nothing by having it closed source and gain a lot by giving developers a better deal than Unreal because more money saved on the engine means either cheaper or better/long games. (At least assuming both engines are equivalent which they are not, but in theory.) Meanwhile Epic is using Unreal as a carrot for developers to release their games in Epic Store.[1]

[0] https://valvesoftware.github.io/steam-audio/

[1] https://www.theverge.com/2024/10/1/24258723/epic-games-store...

magicalhippo

Havok also strikes me as a rather difficult piece to replace. A physics engine will often have hardcoded handling of special cases, and things can be sensitive to lots of numerical details.

Haven't played TF2 but at least HL2 relies heavily on physics for gameplay, so while replacing the rendering engine might lead to rendering artifacts which can be annoying but tolerable in many cases, replacing the physics engine will probably lead to game-breaking issues.

One could reverse engineer it, but then you're into copyright territory...

klaussilveira

You are right. But I wonder how much of Havok is there, given that Valve had its own thing: https://developer.valvesoftware.com/wiki/VPhysics

thescriptkiddie

surely the engine links to rather than contains proprietary third-party code. professional software developers wouldn't just copy-paste from another codebase into their project, right? that would be insane.

keerthiko

IMO the source engine codebase is probably chock-full of duct tape and cruft, full of undocumented, legacy, bespoke, hacky and deprecated stuff that it's not worth the dev resources for valve to bring it up to an OSS standard worthy of their reputation.

Contributing to this is probably

- custom external hooks (eg: homemade test framework, patchnotes publishing, steamapp backdoor integrations, hardware-specific firmware interfaces, 3rd party closed source SDK hooks)

- assumptions about Valve's server architecture/implementation for most multiplayer stuff used by Valve games, the codebase(s) of which are probably as vast as Source itself and closed-source too

- bespoke engine modifications made for specific games like HL2 or CS1.6 which hasn't been touched for a decade, the authors of which may not be accessible to document them trivially

Adding sufficient documentation to a massive closed-source system meant for internal use, over multiple decades, to bring them up to par for functional OSS publication is a monumental feat that honestly probably isn't worth the risk of bad publicity from the modder community who'd just be mad about how unusable it would be.

keyringlight

Supposedly there's a texture of a coconut included in source games, along with either a filename or tagged with a comment to say that if it's removed then the game will break and noone knows why.

account42

Are you implying Valve has a repoutation for high quality code? Because I don't think user of Steam or their games shares that view.

Nition

Valve has given Facepunch the Source 2 license for S&Box[1] which will indirectly allow making games in Source 2. That's as far as they've gone towards releasing it as a game engine so far.

[1]https://sbox.game or https://store.steampowered.com/app/590830/sbox/

djmips

They've given out Source 2 to others AFAIK.

Imustaskforhelp

Is sbox closed source ?

SXX

I pretty sure you'll soon get reply about how making it open source will increase cheating. So for those people it's important to know that Source engine source code was leaked many many times and anyone who will spend 5 minutes will find sources.

chefandy

UE makes their engine source available even if it’s not under a permissive license.

doctorpangloss

The guy is saying Godot is comparable to a game engine with hundreds of millions of dollars of product development. I wouldn’t be worrying about what other people might say.

novabridge

Ever since I joined the industry, I've heard that many companies are reluctant to open source code because it's so bad that if they did, no one would dare use their products. I guess Source is one of them.

lloeki

> Hard to understand their stance on keeping Source closed

Forget Source, what about GoldSrc.

... which was based on Quake which is now GPL.

There's Xash3d which lives in a kind of licensing limbo because it was developed mostly from scratch except for some header files which could now be replaced by GPL QuakeWorld ones yet the current Xash maintainers can't do anything about it because they're tainted by non-clean-roomness.

Even if the above issue was solved, this is about the engine; the HL1 game code (the "SDK") is open but licensed by Valve in a way (MIT-ish permissive with a non-commercial clause) that is incompatible with the GPL.

This makes both legally undistributable as binaries together.

jamesfinlayson

Yes, open-source GoldSource would be wonderful.

I steer clear of Xash3D because of it's legal grey area too.

eddieroger

Aside from the good middleware licensing arguments, if my memory serves me, Valve employees get to shift their work to what interests them at the time, and who knows what tidbits of could-be versions of HL3, Portal 3, or other interesting but unannounced (let alone unreleased) games could be in there.

progbits

Given the leaks, the fact it's been over 10 years since last major game released using Source 1, and the fact most of the rendering code (probably the most valuable bits, aside from physics) in Source2 must have been rewritten given the new developments in game graphics; makes me wonder if there is any reason for them to keep it closed source.

Do you think they will release it at any point? Maybe there are licensing issues where they don't have the rights to all of it and couldn't easily opensource it. Or maybe there is in fact still too much secret sauce left there?

bayindirh

There's always "too much secret sauce". I remember a time when CryTek published papers about how they implemented things, now they don't.

There's always in-house ways to deal with graphics drivers and certain effects. Remember how Source 1 was the only engine which was able to render HDR with measly ATI 9600XT, without a performance penalty most of the time?

You carry this know how in evolved form for generations, and it gets buried under as the foundation of the new things you're building on top of it.

This is what I remember from a friend who implemented his own game engine and created a company for it, and half the woes were making the graphics drivers and processors behave as they said in their manuals.

ZeWaka

There's quite a lot of information given out on engine programming and 'tricks' at GDC every year. Some great talks by Unreal, Bungie, Guerrilla Games, etc...

kvirani

Isn't UE4/5 fully source available?

sneak

IIRC (from memory) it was called Source because it was a derivative of the Quake 2 engine that id gave them a copy of after a meeting (on a cd simply labeled “source”) even before they had a contract in place.

If this apocryphal story is true, they might only have a license to it (making it a derivative work) and depending on the terms of their licensing agreement from id they might not be able to do that without having their legal people talk to ZeniMax’s (they bought out id software and are their parent company now) lawyers, which runs to thousands of dollars in pure costs even if everyone is totally cooperative and on board and wants to make it happen immediately.

Merad

Close, but it's a little different. When they were making Half-Life their code was in a 'Src' directory. Around the time HL1 released they forked the code into a `GoldSrc` directory so that they could start moving ahead with other projects in Src. Internally they used "source" and "gold source" to refer to the HL2 vs HL1 engines, and it stuck.

jsheard

The story goes that the name comes from their version control system. When they licensed the Quake engine (the original one, not Quake 2) they started a repository imaginatively called "src" to iterate on it. As Half Life 1 approached completion that was forked into a stable branch called "goldsrc", which became a semi-official nickname for the HL1 engine, while more experimental work continued on the original "src" branch which eventually grew into... Source.

chedabob

Damn, was hoping this would bring TF2 back to Mac. Haven't had a good LAN party in the office since Apple dropped 32-bit support.

Maken

There is still a chance for that. Since the HL2 anniversary update Valve seems to be moving their old titles to the modern 64 bits branch of Source.

Angostura

Me too. Loved playing it and I'm sad

andrepd

Do people even do LAN parties anymore? x)

jsheard

They do, but "LAN" has become a bit of a misnomer since few games actually have real LAN play options anymore. If you're playing modern titles then you end up with a bunch of PCs or consoles in the same room all connecting to a remote server over the internet. Internet connections are a lot better than they were back in the day at least.

josefx

A fun weekend playing mostly older games once or twice a year.

pathartl

We do, sprinkled throughout the year. Or sessions see ~20-24 people and last about 14 hours.

johnnyanmac

I'm still a bit confused on why Source is close sourced when Valve moved on to Source 2 over a decade ago. I suppose it'd becsuse there's some basic overlap, but they still also feel comfortable releasing their gsmes' source?

jamesfinlayson

There are still games being developed on it: https://vghe.net/source-engine.html

There are maybe four still in development and due hopefully this year, plus Apex Legends is still going strong.

account42

"games" here being mods and indie games. I doubt Valve is making much if anything in engine licensing fees from these.

EMIRELADERO

> when Valve moved on to Source 2 over a decade ago.

I feel like that's irrelevant, because the same logic can be used to justify having Source2 open as well.

After all, what value is there in keeping the game code private at all? The only things I can think of are a) anticheat, b) NDA'd 3rd party code, and c) protecting important secret sauces made by the company itself

a) and b) are both solved by simply not releasing those portions of the code, while c) is a bit moot. Any competitor can already (legally) RE the binaries and recreate any juicy proprietary algorithms, unless they're patented. But in that case they would be protected even if the source was released so it's still the same situation.

johnnyanmac

>I feel like that's irrelevant, because the same logic can be used to justify having Source2 open as well.on

I'm not fully up to date but I'm under the impression that Source 2 is currently used by their modern games. I don't think that's the case for Source 1. The same logic wouldn't apply.

>After all, what value is there in keeping the game code private at all?

Pretty much what you said. It's all down to cost-benefit at the end of the day and of they think there's more cost (perceived or otherwise) to releasing source 2 code they won't bother.

LegionMammal978

b) can get dicey, depending on how hard the 3rd party in question wants to defend their copyrights. Google v. Oracle was resolved on the basis of being transformative, not on the basis of class and function declarations being too insignificant to copyright. So if you can't even keep the 3rd-party headers, you're left with a bunch of function calls that you have to piece together the meaning of.

beeflet

Good news everyone! They've already tried to reverse engineer the source engine for TF2 for some success!

https://www.youtube.com/watch?v=09CvpQrnTEY

lnauta

I'm still not quite sure how to take this, does this mean that:

We can not fix problematic netcode (this is a running joke in the TF2 comminity)

We can fix game balance issues (that could also be fixed through configs)?

jamesfinlayson

> We can fix game balance issues (that could also be fixed through configs)?

I think some of these fixes were through something a bit more complicated like sourcemod which hooks various methods.

chamomeal

I didn’t realize source wasn’t open source. Aren’t titanfall and apex legends made with a modified source engine? I guess respawn licenses it from valve?

null

[deleted]

sevenf0ur

As someone who used mod TF2 on the server side, this is fantastic. I've spent countless hours analyzing the binaries in IDA and now you can just open github. This will definitely accelerate new features and bugfixes from the community.

It's about damn time, really. The TF2 source code has already leaked twice. And a group even made a cloned version of the game in an earlier version of the engine. The community support this game still has is massive.

Lammy

I hope this is good news for TF2 Classic.

edit: here's the announcement from the TF2C Discord:

==============

@everyone We'll have more to say later, but you might not be able to launch TF2 Classic for a little bit due to the massive SDK update and public release of Team Fortress 2's code.

We're already preparing for the porting efforts and a potential Steam release now that we've been legally enabled to pursue that, but in the meantime, you will have to shift Source SDK Base 2013 Multiplayer to the "previous2021" beta branch that still has the previous revision of the SDK files to continue playing. See the screenshot for an example.

Thank you, and we'll have more news soon!

__turbobrew__

Given they call out derivative works of the original games being ok, and those works can be released as new games on steam seems to clear the way for TF2 Classic.

jeffybefffy519

What is tf2 classic?

rrr_oh_man

lelandfe

Wow! They’re making landing pages like the old TF2 updates and even making shorts. This is obsessive. I love it. Also, check out how big the team is. Holy crud.

They don’t have Valve’s humor but… who does.

pie_flavor

The game appears to have been renamed "Frog Fortress 2".

https://github.com/ValveSoftware/source-sdk-2013/blob/0759e2...

jsheard

I'd guess that's to distinguish it from the official TF2 if you build and install the code without changing the name.

Pannoniae

It's kind of an inside joke - look at who's the committer ;)

frogs and graphics programming are good friends.

vanderZwan

And here I was hoping for a surprise Frog Fractions 3 :)

pityJuke

The official blog post: https://www.teamfortress.com/post.php?id=238809

(Also includes links to recent updates for other Source engine titles)

beeflet

Woah... woah WOAH I wasn't expecting to see this on HN. I've been expecting this for a long time, and if I was valve I would have done something like this a long time ago: release a "final" celebratory content update, port the game to vulkan, and open source the codebase (keeping the item servers and whatnot tied to valve's servers). I don't know if this is the beginning of the end or the end of the beginning of TF2. There have been leaks before but this is huge news.

HaZeust

Beginning of the end? It's been the end for years - they're passing it off to the community, as they should! The team for TF2 is probably very low double digits now and it's almost 18 years old, it's time to outsource the continuing developments.

Starlevel004

> The team for TF2 is probably very low double digits now

Double digits? That's very very optimistic. It's closer to like two people.

ssalazar

Double digits, in binary, at least

HaZeust

Ok, well, the more the reason!

beeflet

thats more than double digits if you counting the hands at the keyboard

skupig

The entire TF2 team was famously one guy for years

sophacles

The janitor did the best work they could... it was just too much for any one human.

subjectsigma

In the 90’s, iD made Doom, made money off of it for a few years, and then released the source code. They then did the same with Quake. This is part of the reason companies like Valve exist today, as their early games used modified engines from Doom and Quake. Valve is now continuing that 25+ year tradition. People are still making new Doom maps and playing the game. If history is anything to go by, people could be playing TF2 in some form in the 2050’s and beyond.

hx8

Except it only took 3 years for iD to release the Quake code.

guy234

why wouldn't you expect to see this on HN?

Rooster61

> Woah... woah WOAH

I see what you did there

epaga

Well...I don't, care to enlighten us non-insiders?

Rooster61

It's a line from Portal. In the final fight, GLaDOS says it in a panicked, glitchy voice while being dismantled.

reportgunner

probably a reference to Scout or something

foxandmouse

The fact that they did this before bothering to recompile it for 64-bit Mac says a lot—Valve clearly doesn’t see Apple as a friendly place to do business. Makes sense, with Apple trying to lock game devs into the App Store.

jeroenhd

Writing games for Mac seems like a great challenge. You have a relatively non-standard CPU architecture with a proprietary graphics API for a small set of devices, many of which embed screens with ridiculously high resolutions while coupled to a GPU that's "good enough" at best. Apple proudly announced the mid-tier Tomb Raider 2 graphics, which doesn't promise much for game devs that don't have support from Apple's promotional campaign. All of that, on a platform that's smaller than Linux based on player count.

Unless you know for sure that you're going to get a decent player base, I don't think optimising for Mac makes much business sense for games companies. Users that can afford a Mac can probably also afford a console anyway.

You can trick games into running by using the same wrappers and workarounds that you'd use to game on Linux (except you need to optimise the wrappers yourself because they're less mature) but gaming on Linux already has plenty of DRM/anti-cheat incompatibility issues, and using less mature tools will only make that worse. And, of course, Apple doesn't care much about backwards compatibility; they've killed 32 bit for no apparent reason other than "we don't want to maintain compatibility" and who knows how long they'll maintain the current set of replacement APIs. Linux suffers from similar issues, and that's why the go-to method of playing games on Linux is to run them in an emulated Windows environment.

I think games companies will recompile games for Snapdragon before they'll bother with Mac. By the time they got all their 32 bit x86 libraries to work on ARM without emulation, Apple has probably switched around a couple of APIs and requirements anyways, so why bother.

andai

> Linux suffers from similar issues, and that's why the go-to method of playing games on Linux is to run them in an emulated Windows environment.

See also: Win32 is the only stable ABI on Linux - https://news.ycombinator.com/item?id=32471624

ender341341

from various interviews I've seen of folks in the games industry apple has historically been actively hostile to working with game companies, it seems to have softened with the iphone appstore.

People make fun of "devs devs devs" from Balmer but he was heavily right, Microsoft spent a ton to court developers and they got a monopoly on PC gaming as a result.

imiric

> Microsoft spent a ton to court developers and they got a monopoly on PC gaming as a result.

I think "courting" is underselling what they actually did.

They invested heavily into building tooling and APIs specifically for games, which eventually powered their own gaming console. They were practically the only company doing this on PCs since the mid '90s, and they became a monopoly because nobody else was focused on this. Developers and consumers jumped aboard because there was nowhere else to go. This is the same reason Steam won. For many years, there were just no alternatives.

Microsoft gets a lot of flack for many things, but they deserve a ton of credit for inventing and supporting the PC gaming landscape as we know it today.

madrox

As much as I'd like to give Microsoft credit for this, I don't think they deserve it. There's multiple historical writeups documenting how management had written off Windows as a gaming platform and did not support the original DirectX project. If it weren't for the tenacity of the original three DirectX engineers who basically did this as a passionate side project the gaming landscape would look a lot different. Microsoft got this monopoly somewhat in spite of itself.

thefz

Exactly. DirectX is what, 25-30 years old?

foxandmouse

Don't think that's the case anymore, "Game Porting Toolkit 2" seemingly opened the floodgates on gaming on a mac.. It's up to the developers if they think it's worth the time/ effort; but with how great apple the hardware is, and how easy it is to port a game, I think we're going to see a huge influx of mac gaming.

jsheard

Isn't the Game Porting Toolkit still under that weird license where developers are only allowed to use the DirectX translation layer for "evaluation purposes"? End-users can use it to run Windows games if they want, but AFAICT developers are categorically not allowed to build their own ports around it, they still have to port their game over to Metal the hard way.

AlexandrB

Given developers' experiences with Apple Arcade[1] I'm not holding my breath. Either Apple just doesn't really care about gaming, or they're culturally unable to provide an environment that would attract game developers. No amount of game porting toolkits will help with this. iPhone still gets plenty of (mobile) games simply because the potential audience is too big to ignore. The Mac doesn't have this luxury.

[1] https://www.macrumors.com/2024/08/01/apple-arcade-frustratio...

andrewmcwatters

It's not going to happen. No one feels that way in the industry.

dundarious

From TFA:

> As [1]announced on the official TF2 website

[1] https://www.teamfortress.com/post.php?id=238809 states:

> We're also doing a big update to all our multiplayer back-catalogue Source engine titles (TF2, DoD:S, HL2:DM, CS:S, and HLDM:S), adding 64-bit binary support, a scalable HUD/UI, prediction fixes, and a lot of other improvements!

So that seems to be coming, at least in the sense of x86-64 which Apple Silicon supports better via Rosetta 2.

Vilian

Until they kill Roseta like they did with e very other compatibility layer

bearjaws

Mac accounts for 1.4% of users, which is 25% less than Linux...

That is actually more than I thought, but its clear without compatible games there is very little reason to install Steam.

Also, Apple only recently started to be more gaming friendly, so it's really not surprising they would try to port a 20 year old game.

isametry

(This is probably terribly obvious, but should be mentioned anyway: that's 1.4% Mac and 2.06% Linux users of Steam. Not users in general.)

Kovah

> without compatible games

About 30% of the games I own on Steam would run on my Mac. I think that's quite much for a platform that nobody likes to develop for. But to be fair, I have few mainstream games like CoD, LoL or whatever.

Rohansi

Are you estimating based on hardware capability? Probably - but even if devs put the work in to port their games to Mac they will all slowly drop out of compatibility. Many games stop being updated after a while and you can't expect everyone to put effort into maintaining compatibility with newer versions of macOS. There are so many games in my Steam library that can't be played on Mac anymore because they were built for 32-bit x86. Eventually Apple will nuke Rosetta and you'll further lose access to even more games.

weaksauce

steamdeck runs on linux so that should eventually make games on linux mostly compatible and maybe even one day make it so that pc gamers don't have to have windows at all... chicken and egg thing though

RockRobotRock

You're over-analyzing it. TF2 is 17 years old, and basically has a skeleton crew keeping it running. They simply decided it's not worth the effort. I'm mad about it too, but hard to blame them.

Vilian

Mac don't support vulkan nor opengl, so it didn't recompiled to mac

pjmlp

Technically so doesn't Windows, nor game consoles in spite of urban myths (Switch being the exception).

Windows Vulkan and OpenGL drivers exist, because Microsot still hasn't removed the ICD plugin interface from the OS, which is used by GPU vendors themselves, not Microsoft, to provide drivers on Windows for VUlkan and OpenGL.

Likewise, Valve could have use MoltenVK if they actually wanted to.

scheeseman486

Not "likewise". MoltenVK is a compatibility shim that wraps Vulkan to Metal, not a true hardware interface. This has impacts on performance and compatibility, some features straight up don't work because Metal doesn't provide an equivalent. Given the apparent legal entanglements between Kronos Group and Apple re: Vulkan, it seems unlikely that true Vulkan support on Apple hardware will ever happen outside of Linux.

Valve didn't bother with Metal because Apple are hostile to their business model, they've given up dedicating serious rescources to the platform and at this point Steam only exists on MacOS out of inertia.

heliophobicdude

Do you still also need to compile a mac build on a Mac?

account42

You can cross-compile to a mac if that's what you are asking. Not as easily as to Windows/Linux though, but that's just because there is less interest.

mentos

I always wonder if Apples disdain for games is a relic from Steve Jobs time at Atari.

jeffhuys

They don't have a disdain for games... At least not anymore. They're actively pushing it on both mobile and mac, even introducing "Game Mode" and the like. You wouldn't do that if you have a disdain for games.

rockbruno

There's also some small HL3 files in the diff: https://github.com/ValveSoftware/source-sdk-2013/commit/0759...

null

[deleted]

LorenDB

Valve just keeps on winning.

I fear the day that Gaben dies/resigns. Hopefully Valve finds a worthy successor, but it's not unheard of for a company to lose its way after the original generation is gone.

pityJuke

Off-topic: this is genuinely cool, along with many things Valve do, but Valve does generate a significant amount from gambling (and underaged gambling) so I won't give a complete pass to being a great company.

beeflet

Having played TF2 and such as a kid, the bottleneck was always asking your parents for their credit card or getting steam cards/vanilla credit cards for your birthday.

I think it's hard to form a gambling addiction if you don't really have any money for gambling. You learn pretty fast that you get better value trading than gambling. I don't see how its much worse than baseball cards (we also had "top trumps" and pokemon cards and such).

Looking back on my childhood, I think the effect of internet porn far outweighed the effect of gambling-adjacent stuff like loot boxes.

I think the real victims of gambling in games are usually adults who have a much greater ability to dump their life's savings into a game.

johnnyanmac

>Looking back on my childhood, I think the effect of internet porn far outweighed the effect of gambling-adjacent stuff like loot boxes.

I think that's more because people don't want to teach children about sex, while people do demonstrate what gambling is early on. Ones much more complex and if you're letting a kid find their own answers unguided, that can potentially be disasterous.

That's not even mentioning theneffect of instilling shame on your own biological body and treating parts of it as taboo. If parents refuse to talk about something, it can be taken as either a bad thing, a scary thing, or a complicated thing.

culi

Also they still take a huge cut of profits from game sales. That's 30% of each sale going to the platform (compared to 12% by Epic). Indie game devs suffer if people don't opt to buy directly or from platforms like itch.io

But they have a near-monopoly on the pc gaming market so selling on Steam is a must

CodeArtisan

30% may be a lot but you get more than a store page;

- anticheat

- voice chat, friend list, ...

- matchmaking

- marketplace for mods, maps, skins, ...

- clips and videos

- forums/ discussion board

- cloud saves

- rankings

An indie would have to implement and host those by itself or rely on third party services.

https://partner.steamgames.com/doc/features/

jsheard

In a sense it's worse than that - when the mega-publishers started leaving Steam in favor of their own stores with better margins, Valve conceded by introducing a tiered system where their cut drops to 25% after $10M in sales and again to 20% after $50M in sales. It's deliberately structured to give a discount to the mega-corps which least need it (EA, Ubisoft, etc) while ensuring that indies with no leverage over Valve mostly remain on the 30% bracket.

Even more ironically those indies typically use negligible amounts of Steams infrastructure, while the AAA games which enjoy the 20% revenue share are the ones regularly pushing 200GB downloads though Steams servers.

dralley

At least they're funding a lot of useful open source development with that money pile.

johnnyanmac

It's okay, if you're a AAA company with something like like 25-50m in sales, y9u get a tax cut to 20%

When you put it that way, the model makes so much more sense to matching how the US operates.

kibwen

Especially relevant to this conversation is that TF2 is the game that single-handedly popularized the lootbox model outside of Korea.

rightbyte

Ye it was unfortunate. I remember at the time I thought it was silly but innocent. I don't think I even knew you could buy loot boxes for money.

MonitorBird

Underage gambling in the sense of spending real money to redeem things that may be impossible to redeem without spending it? In that case isn't the entire game industry guilty of trying to rip money from the credit cards of unsuspecting parents? Isn't the entire modern web just a tool to suck cash out of cards, or try and get your card sucked? What are we talking about here. I cut my teeth on CS:S, but haven't played much after that. I know the newer games have lootbox mechanics, but I assumed it was for items you could potentially grind? Just like.. every other modern online multiplayer money sucking game that exists. Warframe, Fortnite, Roblox, I dunno. Everything these days seems to be a bloodsucker. Steam gets a full pass from me, I'm not a prude.

pityJuke

> Underage gambling in the sense of spending real money to redeem things that may be impossible to redeem without spending it?

Critically, Valve allows you to trade items. This results in a couple of downstream effects:

1. Items have real-world value because they can be traded for money outside of Steam. Multiple sites exist for people to convert items into real-world money (certain rare items have been sold for >$1m [0]).

2. As these items have value, they can serve as a surrogate for money in casinos, or for sports betting.

3. This can even lead to money laundering [1].

As such, skins should be considered money, but the sites running these services don't. Therefore, it is trivial for a child to walk into a game store, buy Steam credit, use that credit to buy skins, and then spend that money on literal gambling (as very few sites have KYC). I know because I've actively partaken in it as a child. Even cryptocurrency is harder: most legitimate exchanges attempt to do identity validation.

Some video resources that might be useful:

- Coffeezilla: https://www.youtube.com/watch?v=13eiDhuvM6Y

- People Make Games: https://www.youtube.com/watch?v=eMmNy11Mn7g

[0]: https://www.ign.com/articles/counter-strike-skin-sells-for-o...

[1]: https://www.bbc.co.uk/news/technology-50262447

jorvi

You throw a $8-$15 into the case slot machine (by buying a key), it usually gives you a crap prize, sometimes its a decent prize, and once every 100 000 - 1 000 000 times you get something great.

You can wrangle that with words in any way you want, its gambling. Same for Team Fortress 2 and stuff like hats.

keoneflick

I think a few replies have missed a key issue: Valve's CS monetization is the worst in the industry.

Most current monetization for cosmetics allows you to both (1) grind for items without paying anything and (2) if you want to pay, show you exactly what you are paying for.

Even games that still use lootboxes (i.e. don't follow #2) allow you to grind for items.

CS is one of the very few (or only current) game where you can't get a cosmetic without paying (must purchase keys to open lootboxes) and you don't know what you are getting (lootboxes).

It's bad and there is no excuse.

The trading mechanic, which adds a real world value to these cosmetics, and encourages players to pay for lootboxes makes it worse.

People sometimes hate on popular games like Fortnite and COD, but they have way better/more fair monetization practices.

doctorpangloss

This is a little complicated. There are many companies that sell gambling products. Nothing special about that. The tragedy is when you list your game on Steam and it gets popular, you are paying Valve 30% for the privilege of finding new users for CSGO and DOTA2. That is how they make money.

almatabata

And with skin sales. Remember that Valve charges a Tax on every item sale. Every time you sell an Item like a skin on the steam market, valve takes a cut. If they crackdown on the gambling it will impact their bottom line.

As you say, Valve does not directly promote gambling products. They are not like EA with their predatory Fifa super team.

Still a lot of people, including journalists, find that they could do more to protect against underage gambling.

beeflet

Yeah the 30% cut is insane, and its surprising to me that game publishers tolerate it under steam. But if you look at the PC games market, you can clearly be successful doing the "self publish" route like Minecraft did.

I think just means that valve has turned their DRM into a value-add for the consumer with cloud backups and item trading and such convenience features. And I say this as someone who uses GOG. You look at other competitors like Epic Games Store or EA or whatever and the user interface is bloated and slow, and it is just a pain to use.

thaumasiotes

Also, their primary reason for existence is to add DRM to software.

ranger207

Well, no, Steam provides a bunch of services to gamedevs that might be tied to an account, like matchmaking or mod support. But if the games don't use that they're not encumbered. I've got a bunch of hours in KSP that aren't on my account because I launched the exe through the CKAN mod manager rather than Steam

EcommerceFlow

I'd argue the opposite and that Gabe needs to retire (and hopefully have Robin Walker take over).

Valve's release cycle has slowed down to almost nothing, and are just feeding off their cash cows. Gabe is 62 and seems more interested in his Neuralink competitor.

kmeisthax

I would argue Valve already lost its way, it's just that their enshittification took the form of gambling-adjacent lootboxes. People forget that TF2 was one of the first western games to add lootboxes, way before Overwatch even existed. Even Portal 2 had them crowbarred into the co-op mode for reasons. That's why they stopped[1] shipping single-player experiences.

CS:GO is the worst offender; to the point where there's third-party gambling[0] sites to gamble cosmetic gun skins with, that specifically cater to children. Basically all of CS:GO's pro scene is sponsored by it.

[0] The skin gambling sites are not officially condoned by Valve, but they absolutely do not do shit to try and stop it.

[1] Half-Life: Alyx notwithstanding

andrewmcwatters

I don't know why you think it's Gabe that has the most impact, most of the original team behind Half-Life are gone, and people didn't buy their products for Steam. They bought their games.

MisterTea

To me Valve lost its way as a game developer long ago. What have they released recently? CS 2 in 2023? That IP came from a mod they bought 25 years ago just like every other game they released since HL. The only thing "new" have in the pipeline is a MOBA FPS.

I am however eternally grateful Steam allows me to painlessly run Windows games on Linux so I never have to deal with MS in my personal life ever again. As a game distributor they are awesome. And that is what Valve does best, distribute games.

GuB-42

Not exactly recent but they definitely delivered in VR. The SteamVR demo (a collection of minigames/experiences) is awesome, and so is Half-Life Alyx.

Half-Life Alyx actually took me by surprise. As in: "What? Valve still makes games?". And while it is the Half-Life franchise, it is different enough to stand on its own.

MisterTea

Is VR a big market? I used a few of the early devices and was impressed but not moved to invest in it (before Alyx was announced I had regular access to a private Vive setup in a dedicated room.) Two friends bought Oculus but lost interest after a while. They haven't touched them in over a year and one friend has kids who don't care about it at all. Gamer people I know either don't care about it or like me think it's cool but not compelled to invest in. They lack compelling titles. For me to play Alyx, I'd have to invest hundreds of dollars on hardware in addition to buying the game. I can play hl2 right now on my existing PC.

Maybe I'm not enough of a hardcore gamer to like DOTA or MOBA style games. I loved TF2 but you can only play for so long.

I would like to see Valve come up with some fresh new imaginative IP that isn't something decades old. Half life was a ground breaking game and to this day I will fire it up and play through about once a year after I get the urge. On a rail was my favorite part. I feel dread when I get to Zen because I know the end of the game is near.

AlphaCerium

if by "DOTA FPS" you mean their new MOBA Deadlock, AFAIK it's not related to DOTA in any way.

sundarurfriend

Other than being developed by the same guy, IceFrog, that originally developed (the final versions of) DotA. That's been the community "common knowledge" for a good while at least, I don't know if it was ever officially confirmed.

MisterTea

Thanks. Yes, I mixed up the acronyms.

pynappo

Well, they released Artifact in 2018 (to poor reception), DOTA Underlords in 2019 (and stopped updating it after a while), and half life alyx in 2020.

https://store.steampowered.com/search/?sort_by=Released_DESC...

They also likely have another half-life game in the works, as mentions of half-life-esque things have popped up around their codebase (as published through updates of their existing source 2 games):

https://www.youtube.com/watch?v=HWlRkzwHLwI

bspammer

For what it's worth, it is an exceptional MOBA FPS. It's genuinely one of my favourite multiplayer games of all time, and it's not even released yet. I know MOBAs aren't everyone's thing, but Deadlock may be the peak of the genre.

null

[deleted]

hbn

Yeah seems to me Valve almost entirely stopped being a game developer in the early 2010s after Dota 2. Which I suppose more or less coincides with when PC gaming became a real mainstream alternative to consoles in the gaming space, and it became beneficial to lock themselves in as the PC gaming platform provider.

koolala

A win would be supporting TF2 Source 2.

wiseowise

Why? TF2 looks and performs amazing.

datenyan

TF2 definitely looks amazing, but it very much does not perform amazing - at least, not anymore.

Source really wasn't built for the amount of particles present in the cosmetics (especially the "Unusuals")

beeflet

Maybe the next step is releasing TF3 or some competitor game to overtake TF2

wingerlang

I assumed this is what they are trying to do with Deadlock [0]?

[0] https://store.steampowered.com/app/1422450/Deadlock/

sergiotapia

If his son inherits Valve, it's over. He will probably sell it because why not -- he's not a gamer whatsoever.

nicce

It is less about gaming but more about understanding what is best for the end users.

James_K

I wonder if they'll start accepting pull requests. There are a lot of bugs I'd like to see fixing in the game. I've been annoyed by the Medigun beam not lining up with the model for about ten years by this point.

jamesfinlayson

I think this is just a dump to GitHub and not connected to their internal stuff in any way.

Same with the Half-Life repo - when the 25th anniversary stuff was released it was just pushed as one mega-patch.

RockRobotRock

I really really really doubt it. But hopefully someone can champion a community fork of the game which runs on Steam.

jisnsm

They have been ignoring almost all bugs in the goldsrc tracker for years.

account42

This is just how valve works. Someone does a work on one of the games and will look at the bug tracker for a bit before eventually moving on.

Corrado

I wonder how this will affect the MegaCheatersDB (https://mcdb.neocities.org/) and the MegaAntiCheat system (https://github.com/oenu/MegaAntiCheat). Those projects are doing what they can to track down and label TF2 cheaters. I hope this helps them out.

On the flip side, does this SDK actually help bot makers? That would be unfortunate indeed.

jamesfinlayson

> On the flip side, does this SDK actually help bot makers?

I doubt it - there have been at three or four Source engine leaks over the years, as well as the Team Fortress 2 game code. I suspect anything they don't know they reverse engineer from the Linux and Mac builds, and I'm sure anything Windows specific is easy to find as they'd have IDA scripts to automate what they need to find.

hofrogs

It might make cheat creators life a little bit easier, but not by much. Security through obscurity is not a great practice in the first place, I think the benefits of allowing modders to make new games based on TF2 are much much greater than the potential damage from cheaters having to do less reverse engineering.

pavo-etc

Open PRs from 2013, makes me feel better