To get around this problem, Newell took the profits from his mega-hit Half-Life and invested it into Steam, a digital downloading network that delivers games directly to consumers. Speaking at the Dice Summit tonight in Las Vegas, Newell said that Steam now has more than 20 million consumers downloading games to their PCs.
[aditude-amp id="flyingcarpet" targeting='{"env":"staging","page_type":"article","post_id":104141,"post_type":"story","post_chan":"none","tags":null,"ai":false,"category":"none","all_categories":"games,social,","session":"B"}']Valve’s Team Fortress 2, for instance, has been updated 63 times, and the updates happen automatically. One result: Sales are continuously growing for a relatively old game, and minutes played on the game are growing as well.
AI Weekly
The must-read newsletter for AI and Big Data industry written by Khari Johnson, Kyle Wiggers, and Seth Colaner.
Included with VentureBeat Insider and VentureBeat VIP memberships.
The digital download business allows Valve to keep more of the profits, and now it can keep gamers interested in Valve’s games via special offers and other tactics. And while many games are pirated if distributed on disks, Steam requires players to authenticate their identities and verify that they’ve purchased a copy. Cheating in multiplayer games is harder to do as well, thanks to Steam’s security system. Newell notes that these sales are attracting new clients and gamers, since Valve can cross-sell games on Steam.
Game developers can also use Steam to experiment with pricing. When a game’s price is changed, customers can react to it within five minutes. Last weekend, Newell said, Valve ran an experiment with its hit zombie-killing game, Left4Dead. The company offered a discount sale price and saw its numbers shoot through the roof. Sales of the game on Steam increased 30-fold and even exceeded the launch sales of the game last fall. That was a huge uptick in revenue.
The funny thing was that retailers didn’t suffer. Rather, retailers also saw a spike in the revenue at the same time. Newell concludes that the lessons learned from Steam for games are the same as those for digital distribution of movies and music. After an initial period of angst about Valve killing retailers, everybody is selling more games.
He thinks the game industry as a whole is benefiting from digital distribution, just as music is benefiting from the shift from CDs to iTunes and movies from DVDs to Netflix. Not only is he making more money, but he is also correcting the course of product marketing more often, and new users are pouring into the market.
Please check out our GamesBeat 09 conference on March 24.
VentureBeat's mission is to be a digital town square for technical decision-makers to gain knowledge about transformative enterprise technology and transact. Learn More