Posts Tagged ‘Valve’

Valve bringing Portal 2 cross platform co-op for PS3, PC and Mac

You've got something in your eye, there.

It’s something many companies have talked about doing. The original concept for Games for Windows Live was to allow play vs. Xbox gamers using Xbox Live. And the latest to step up to the plate and give console/PC/Mac cross-platform gaming a try are Valve.

With the announcement at E3 that Valve was bringing Portal 2 with Steamworks integration to the PS3, the rumours immediately started appearing on gaming sites that this meant cross-platform play would be part of the game as well. According to gaming site TheKartel, Valve has confirmed those rumours.

While co-op gameplay wasn’t shown, Valve developer Erik Johnson did reveal one new bit of info. Valve is planning to allow PS3 players play with PC/Mac players.

When questioned on the cross-compatibility between Steamworks and Steam, specifically playing co-op on a computer with someone on a PS3, he said it was "something the team is gunning for." We also confirmed with Valve developer Mike Dunkle who said "The plan is you will be able to play between console and PC."

If this first step ends with good results, it increases the chance that Valve (and perhaps other developers) will be more open to cross-platform options in the future.

For Xbox 360 owners, we did inquire whether this was a possibility as well. Johnson commented that there are no current plans to bring Steamworks over to the Xbox 360, as ultimately the ball is in Microsoft’s court.

Again, success here will probably increase Microsoft’s willingness to reconsider their position at a later date.

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Mac version of Steam launching May 12th Update : NOW LIVE

Valve, Bringing sandviches to Apples since...well, soon.

UPDATE : Well, it’s the 12th, and Steam is live for the Mac. Many games available use the SteamPlay service, a set up that allows PC and Mac gamers to inhabit the same servers. a full slate of non-Valve offerings are available for Mac users, with new Valve titles coming out every Wednesday. The first one up is Portal…as an added bonus, Portal is absolutely free for anyone on Mac or PC (or both) to add to their game library permanently, so long as you add it before May 24th.

With Counter Strike Source suddenly seeing a major influx of new material, I would guess that might be the next first party game Valve releases on SteamPlay.

ORIGINAL : The porting of Steam to the Mac platform had already been announced, but now the date of release is known…May 12th.

For anyone owning a PC who already has a Steam account, that account will be transferrable between the two platforms, as will all Valve developed titles (it’s expected that the Mac versions of those games will also be out on the 12th). All future Valve purchases will include PC and Mac versions of the game regardless of which platform you purchase it for.

As well, PC and Mac gamers will be able to play on the same servers, and in the same matches, in Left 4 Dead 2, Team Fortress 2, or any of the other Valve multiplayer titles out there.

Good. That Heavy pictured above came to do two things…eat his sandvich and kick some ass. And he’s almost out of sandvich. More meat for the grinder!

(Thanks to Shacknews).

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Epic and Valve join forces; Steamworks made available for all using Unreal Engine 3

VALVE

Epic’s Unreal Engine 3 has been widely used in games ranging from their own Unreal Tournament 3 to Batman : Arkham Asylum to BioShock. Valve’s Steamworks suite has been used on their own developed titles, as well as games ranging from Empire : Total War to Audiosurf. And now they’re somewhat combined.

As explained in a press release available on Epic’s site, an agreement has been reached whereby Valve will be offering full use of Steamworks to any developer using Unreal Engine 3 for no extra cost.

Unreal Engine 3 is a complete game development framework for next-generation consoles and PCs, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers. Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists and designers to develop assets and game play in a visual environment with minimal programmer assistance; and to give programmers a highly modular, scalable and extensible framework for building, testing, and shipping games in a wide range of genres.

Steamworks is a complete suite of publishing and development tools that offers PC game developers and publishers access to the game features and services available through Steam. These include product key authentication, copy protection, auto-updating, social networking, matchmaking, anti-cheat technology and more. The features and services available in Steamworks are offered free of charge and may be used for both electronic and tangible versions of games.

Now, no developer is forced to implement Steamworks in to their game, and it will be interesting to see how many do, ‘tethering’ their title to the Steam application in the process. Also, this is an interesting move on the part of Valve, seeing as their own Source engine is a competitor to Unreal Engine 3.

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Futuremark believes in hassle-free DRM; Valve’s Gabe Newell against restrictive DRM

Futuremark_Logo

In an interview with Computer and Video Game, Futuremark CEO Jukka Mäkinen and Producer Jaakko Haapasalo stated that any DRM a company uses needs to be hassle free for the consumer.

Jaakko: Piracy is a difficult challenge facing our industry, and particularly PC game developers. There’s considerable leeway in how you approach the problem, as there should be, but ultimately it’s the players themselves who will decide what is and isn’t acceptable. The question I ask myself with all DRM approaches is will it be more or less convenient for me, as a paying customer?
If it stays out of my face, I’m cool with it. But if it gets in the way of being entertained, inconveniences me or seems unnecessarily restrictive then … well, it’s not like there is a shortage of other games demanding my attention.

Jukka: Exactly. Whatever the DRM used, games need to be hassle free for those who have bought their copy the proper way. Taking good care of the customer is always better than chasing the thieves.

They also talked about the importance of not charging for every single scrap of additional content released for an existing property. They themselves released a large Moonrise level expansion pack for their first game, Shattered Horizon, for no extra cost last month. In fact, rather than charging for the expansion, they used its release as reason to have the game be playable for free on Steam that weekend, and half price to anyone interested in buying it.

Jukka: We are not opposed to selling additions in principle, but there are right and wrong ways to go about it. With multiplayer games for example, you don’t want to split the player community with artificial price fences on additional content. A paid update, if we ever do one, should not leave you feeling left behind if you don’t get it, or leave you feeling isolated if you do, but should instead feel like a natural and unconstrained choice to pay more if you want more.

In a day and age when it’s becoming increasingly popular for publishers to charge for every piece of DLC they can come up with for a title, that’s definitely a refreshing statement to read. It also reflects that, as usual, it’s the smaller companies who are more in tune with what their users want. Without layers of bureaucracy and management and shareholders between the developers and their customer base, smaller companies can interact much more positively with those buying or looking at buying their games.

Regardless of the size of the company, with DLC fever and the madness of Ubisoft’s DRM system currently dominating the industry, it’s nice to see that not everyone is marching to the same drumbeat.

VALVE

Speaking at this year’s Game Developer’s Conference (where he was given the Game Developers Choice Pioneer Award), Valve President and co-founder Gabe Newell stated that intrusive copy-protection systems diminish the value of the product they are supposedly protecting.

From Develop :

“One thing that you hear us talk a lot about is entertainment as a service,” he said.

“It’s an attitude that says ‘what have I done for my customers today?’

“It informs all the decisions we make, and once you get into that mindset it helps you avoid things like some of the Digital Rights Management problems that actually make your entertainment products worth less by wrapping those negatives around them.”

What is especially noteworthy about this is the reported response.

Newell’s comments were greeted with cheers from the packed crowd looking on at the Moscone Convention Center – cheers that, tellingly, resonated from the developers and industry luminaries in the room.

Certainly, Steamworks does provide a layer of DRM by ‘attaching’ a game to the user’s Steam account. Whether or not each of you is okay with that is a decision for each of you to make. Still, it’s nice to see that developers do seem to understand the DRM issue, and they aren’t particularly fans of the more intrusive brands of it, either.

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Steam coming to Mac in April

valve mac

After several ads were launched last week hinting at Valve bringing its Steam application to the Mac platform (my personal favourite is the above image), the actual official announcement is almost a foregone conclusion at this point. Yes, Steam is coming to the Mac platform. And Valve is also bringing their first party catalogue (the Half Life series, Counter-Strike, Left 4 Dead, Team Fortress 2, Portal and the upcoming Portal 2) with them.

All future Valve releases will get a simultaneous release, with PC and Mac versions being bundled. Also, Steam Cloud saves and the like will be transferrable between Mac and PC versions, and multiplayer Valve titles will share servers and allow Mac and PC players to play together. Finally, it seems that the Source engine itself is easily used for Mac development alongside working up titles for the PC.

From the news release :

"We looked at a variety of methods to get our games onto the Mac and in the end decided to go with native versions rather than emulation," said John Cook, Director of Steam Development. "The inclusion of WebKit into Steam, and of OpenGL into Source gives us a lot of flexibility in how we move these technologies forward. We are treating the Mac as a tier-1 platform so all of our future games will release simultaneously on Windows, Mac, and the Xbox 360. Updates for the Mac will be available simultaneously with the Windows updates. Furthermore, Mac and Windows players will be part of the same multiplayer universe, sharing servers, lobbies, and so forth. We fully support a heterogeneous mix of servers and clients. The first Mac Steam client will be the new generation currently in beta testing on Windows."

Portal 2 will be Valve’s first simultaneous release for Mac and Windows. "Checking in code produces a PC build and Mac build at the same time, automatically, so the two platforms are perfectly in lock-step," said Josh Weier, Portal 2 Project Lead. "We’re always playing a native version on the Mac right alongside the PC. This makes it very easy for us and for anyone using Source to do game development for the Mac."

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