Valve Corporation
Valve Corporation, also known as Valve Software, is an American video game developer, publisher, and digital distribution company headquartered in Bellevue, Washington. It is the developer of the software distribution platform Steam and the game franchises Half-Life, Counter-Strike, Portal, Day of Defeat, Team Fortress, Left 4 Dead, and Dota.
Formerly
Valve, L.L.C. (1996–2003)
August 24, 1996Kirkland, Washington, US
inUS$10 billion[1] (2019)
Gabe Newell (>50%)[2]
~360[3] (2016)
- Valve S.a.r.l.
- Valve GmbH[4]
- Campo Santo
Valve was founded in 1996 by the former Microsoft employees Gabe Newell and Mike Harrington. Their debut game, the first-person shooter (FPS) Half-Life (1998), was a critical and commercial success. With its realism, scripted sequences and seamless narrative, it has had a lasting influence on the FPS genre. Harrington left in 2000. In 2003, Valve launched Steam, followed by Half-Life 2 in 2004. With advanced physics systems and an increased focus on story and characters, Half-Life 2 received critical acclaim and sold 12 million copies by 2011. In 2006, Valve released the episodic sequel Half-Life 2: Episode One, followed in 2007 by Episode Two, the multiplayer game Team Fortress 2 and the puzzle game Portal. Portal 2 was released in 2011. In 2013, Valve released the multiplayer online battle arena game Dota 2.
Valve released fewer games in the 2010s and experimented with hardware and virtual reality (VR). They entered the hardware market in 2015 with the Steam Machine, a line of gaming computers, which sold poorly, and released the HTC Vive and Valve Index VR headsets. They returned to the Half-Life series in 2020 with Half-Life: Alyx, their flagship VR game. In 2022, Valve released the Steam Deck, a portable gaming system.
Valve uses a flat structure, whereby employees decide what to work on themselves. They develop games through playtesting and iteration, describing game design as a kind of experimental psychology. By 2012, Valve employed around 250 people and was reportedly worth over US$3 billion. Most of Valve's revenue comes from Steam, which controlled 50 to 70% of the market for downloaded PC games in 2011 and generated an estimated $3.4 billion in 2017.
Legal disputes
Valve Corporation v. Vivendi Universal Games
Between 2002 and 2005, Valve was involved in a complex legal dispute with its publisher, Vivendi Universal Games (under Vivendi's brand Sierra Entertainment). Valve had entered into a publishing agreement with Sierra to release Half-Life and subsequent games in 1997, with the contract giving Sierra some intellectual property (IP) rights to Valve's games. After Valve began development of Half-Life 2, it agreed a new contract with Sierra in 2001, removing these rights from Sierra and giving Valve some rights for digital distribution.[124] Internally, Valve started work on Steam as a means to digitally distribute these games, and first revealed this project at the March 2002 Game Developers Conference.[124]
By August 2002, Valve had found that Sierra was distributing copies of their games to Internet cafes against the terms of their contracts and filed a lawsuit against Sierra and Vivendi. In addition to claims of copyright infringement, Valve asserted that Sierra breached contract by withholding royalties and delaying the release of Counter-Strike: Condition Zero until after the holiday season. Vivendi and Sierra countersued, stating that Valve had misrepresented their position in the revised 2001 contract since they had been working on Steam at that point as a means to circumvent the publishing agreement. Vivendi sought intellectual property rights to Half-Life and a ruling preventing Valve from using Steam to distribute Half-Life 2.[124]
On November 29, 2004, Judge Thomas Samuel Zilly of the U.S. District Court for the Western District of Washington ruled in favor of Valve. The ruling stated that Vivendi Universal and its affiliates (including Sierra) were not authorized to distribute Valve games, either directly or indirectly, through cyber cafés to end users for pay-to-play activities pursuant to the parties' publishing agreement. In addition, Judge Zilly ruled that Valve could recover copyright damages for infringements without regard to the publishing agreement's limitation of liability clause.[125] Valve posted on the Steam website that the companies had come to a settlement in court on April 29, 2005.[126] Electronic Arts announced on July 18, 2005, that they would partner with Valve in a multi-year deal to distribute their games, replacing Vivendi Universal.[127] As a result of the trial, the arbitrator also awarded Valve $2,391,932.[128]
Valve Corporation v. Activision Blizzard
In April 2009, Valve sued Activision Blizzard, which acquired Sierra Entertainment after a merger with its parent company, Vivendi Universal Games. Activision had allegedly refused to honor the Valve v. Vivendi arbitration agreement. Activision had only paid Valve $1,967,796 of the $2,391,932 award, refusing to pay the remaining $424,136, claiming it had overpaid that sum in the past years.[128][129]
Dota intellectual property ownership
Defense of the Ancients (DotA) was a landmark mod first released in 2003 that created the basis of the genre of multiplayer online battle arena (MOBA). It was originally developed by Kyle Sommer (who goes by the alias Eul) within Blizzard Entertainment's Warcraft III: Reign of Chaos via its world editor, and spawned several similar efforts, notably DotA-Allstars. While there had been several that contributed to DotA-Allstars, the project was managed primarily by Steve "Guinsoo" Feak, and later by "IceFrog". IceFrog was eventually hired by Valve in 2009, with the rights to the DotA intellectual property being sold to Valve the following year. Eul was also hired into Valve by 2010.[130] Valve then subsequently filed trademarks towards a sequel to DotA, titled Dota 2. DotA-Allstars, LLC, a group of former contributors to the DotA-Allstars project, filed an opposing trademark in August 2010 to contest Valve's claim it owned the property rights.[131]
DotA-Allstars, LLC was eventually acquired by Blizzard to start development of Blizzard All-Stars. Blizzard took over the trademark challenge. The United States Patent & Trademark Office initially ruled in Valve's favor. By this point, Riot Games had hired Guinsoo to help develop their own MOBA, League of Legends. As with IceFrog, Feak transferred his rights to the Dota property to Riot, who in turn sold those to Blizzard. Blizzard filed a lawsuit against Valve to challenge Valve's ownership, pitting the rights assigned through IceFrog to Guinsoo at odds.[132] The case Blizzard Entertainment v. Valve Corporation was settled out of court in May 2012; Valve retained the right to use Dota commercially, while Blizzard reserved the right for fans to use Dota non-commercially.[133] Blizzard changed the names of its own projects to remove the Dota term, and renamed Blizzard All-Stars as Heroes of the Storm. Valve's Dota 2 was released in 2013.[134]
In 2014, mobile developers Lilith and uCool released their games Dota Legends and Heroes Charge, respectively. Both were influenced by Dota and the sequels. In 2017, Valve and Blizzard took joint action against these companies, citing copyright issues related to the Dota names. uCool argued that the Dota games were a collective work and could not be copyrighted by anyone in particular, but the presiding judge, Charles R. Breyer, felt that, due to the trio's actions as maintainers of the Dota mods, they had a rightful copyright claim to this. Separately, Lilith and uCool argued that Eul had, in a forum post from September 2004, assigned an open-source copyright license to Dota, which would make Valve and Blizzard's copyright claims void. The case was later heard by a jury.[130]
ACCC v. Valve Corporation
The Australian Competition & Consumer Commission (ACCC) announced it was taking action against Valve in 2014. On March 29, 2016, Valve was found guilty of breaching Australian consumer law because:[135][136]