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Valve Job Posting Confirms Hardware Plans

redletterdave writes "Valve is reportedly interested in building hardware. The Bellevue, Wash.-based software developer added a job posting to its site on Tuesday morning for an industrial designer. We're frustrated by the lack of innovation in the computer hardware space though, so we're jumping in,' the posting said. 'Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years. There's a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked.'"

29 of 219 comments (clear)

  1. We all know what this means. by Anonymous Coward · · Score: 5, Funny

    Well, at least we'll never have to buy more than two consoles from them.

    1. Re:We all know what this means. by gl4ss · · Score: 2

      Ya: an even longer wait for HL2:Episode 3, and figuring out just what the man in the grey suit has to do with everything!

      the guy in the grey suit was the finance guy trying to get them to finish the game for publication. isn't it obvious? now that they're loaded with in-house money he hasn't been around too much.

      --
      world was created 5 seconds before this post as it is.
  2. Keyboard and mouse hasn't changed for a reason by Missing.Matter · · Score: 5, Insightful

    Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years

    Maybe the reason for this is the basic form works. The design of the wheel hasn't changed much in a 5 thousand years either. I wonder why.

    1. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 4, Funny

      Nuh uh! You're just crusty and old and resistant to change. How dare you want stable, mature interfaces rather than ever changing bullshit to justify the job of some hipster designer. What next? You're going to tell me we shouldn't ditch steering wheels and pedals in cars? FUCK YOU YOU FUCKING LUDDITE!!!!

    2. Re:Keyboard and mouse hasn't changed for a reason by HarrySquatter · · Score: 2

      You realize you can already so that with your scroll wheel, right?

    3. Re:Keyboard and mouse hasn't changed for a reason by Hatta · · Score: 5, Insightful

      That's all irrelevant. What matters is that keyboard and mouse gamers beat the pants off of gamepad players whenever they go head to head. The keyboard and mouse is the superior controller by the only metric that matters, performance.

      --
      Give me Classic Slashdot or give me death!
    4. Re:Keyboard and mouse hasn't changed for a reason by 19thNervousBreakdown · · Score: 2

      Actually studies have shown that people react better in emergency situations with a joystick, in that they're more likely to steer and brake at the same time. I can't say whether it makes you able to take a corner more optimally, but in passenger cars, where safety is the primary concern as opposed to a race car, a steering wheel and pedals isn't as good as it gets.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    5. Re:Keyboard and mouse hasn't changed for a reason by blind+biker · · Score: 4, Insightful

      I know I'm going to get modded into oblivion for saying this.

      I wish sometimes posts starting with this phrase actually got modded into oblivion. The sheer drama-queenish whininess is starting to irritate me.

      If you have something controversial to say, just fucking say it. No need for the preemptive whining.

      --
      "The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
    6. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 2

      Valve games already do weapon switching via the mouse wheel.
      Having played FPS for ~ 20+ years, using the mouse wheel to select weapons is incredibly slow compared to keyboard since you need to cycle through them to get to the right weapon. It is significantly faster to just press a single key to select the correct weapon.

      I've been playing multiplayer FPS games on and off since the original Doom in 1993 (10Base2 coax LAN ftw). However, I took a break from them from sometime in 2003 (I know because Unreal Tournament 2003 was out, but 2004 wasn't) to 2008 when I picked up Team Fortress 2. Unfortunately, when I came back to them is when I picked up the habit of using the mouse wheel.

      I've played TF2 for the past 4.25 or so years. Unlike most games, TF2 has you start out with all the equipment for your class (Loadouts aren't important for this discussion).

      7 of the 9 classes only have 3 weapon slots. Meaning that any other weapon is just one scroll of the mouse wheel away; two if you go the wrong way.

      Having said that, I play Spy the most. Spy has 4 weapon slots and a right-click item. I tend to manually trigger slot 4 (the Spy's disguise kit) because I'll be using it almost every time I'm invisible (the right-click item) and after every kill.

      The problem is that I tend to use the mouse wheel while switching between the other 3. The Knife (slot 3) has an instant-kill backstab, but is otherwise the weakest weapon in the game. The Sapper (slot 2) only works on Engineer buildings (and robots in the new mode). That leaves the Revolver (slot 1).

      In case it wasn't obvious, that means you want to switch between weapons 3 and 1 quickly as the situations dictates, but I still tend to use the mouse-wheel for it.

      So, yes, I need to get back into the habit of using 1-3 to switch between my main weapons.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    7. Re:Keyboard and mouse hasn't changed for a reason by Anubis+IV · · Score: 2

      Who says the gamepad is the preferred way that things should work? This is a question about whether or not there should be more methods for input in general. The keyboard/mouse combo is great, since it's INCREDIBLY versatile, but it's shoehorned into all sorts of places where it may not be the best option available, or else where its widespread adoption has actually stunted the growth of better alternatives.

      I'm curious how gamers using a keyboard/mouse would compare against gamers using something like a Wiimote in an FPS where each group was equally proficient with their input method of choice. When I played through the Wii version of Metroid Prime, it just felt like the natural way that FPS games should be going for their controls, and with a bit of a reduction in latency and gamers putting as much time into honing their craft using that tool as opposed to a keyboard/mouse, I could see it being a much more capable system as measured by your metric. It retains nearly all of the benefits afforded by the mouse (e.g. ability to move the reticle as fast as the hand can move, pinpoint targeting, etc.) while being entirely more natural since it does not involve an extra mental abstraction (i.e. you're actually pointing at your target).

      And even if the Wiimote shouldn't replace the mouse, why should the keyboard remain untouched? With its binary on/off keys, it seems like a prime candidate for getting replaced by an analog controller of some sort. Why not make something that looks like a combination of a Wii Nunchuck and an n52te? It may look like a monstrosity, but it might be far more capable of enabling solid gameplay than the keyboards being used by many gamers today, which is what you seem to think matters.

      All of this is to say that we should be looking for more input methods that may be better than what we already have. While the keyboard/mouse really is the undisputed king of FPS input today, we should be trying to find whatever is next. The keyboard/mouse is an extremely versatile general purpose tool, so if we put some thought into the design of something new and gave it the practice time it needed, I wouldn't be surprised if we could come up with something significantly more capable and more fun for many gaming needs.

    8. Re:Keyboard and mouse hasn't changed for a reason by eennaarbrak · · Score: 2

      That's all irrelevant. What matters is that keyboard and mouse gamers beat the pants off of gamepad players whenever they go head to head. The keyboard and mouse is the superior controller by the only metric that matters, performance.

      And here I was thinking that, where it comes to games, fun was the metric that matters.

  3. Keyboard and mouse by aaaaaaargh! · · Score: 2

    Keyboard and mouse haven't changed significantly over the years because they work well. Until we have mind control , I doubt anybody will come up with something better than keyboard and mouse anytime soon.

    As for built quality, well, that's another thing. Arguably, the quality of keyboards has constantly declined since Model M except for remakes like Unicomp and keyboards with Cherry switches. It would be great if Valves console had a great keyboard but somehow I doubt it...

  4. Hmmmm by systemidx · · Score: 2

    Maybe they can forget all this crap that no one REALLY wants and just finish Half Life 3.

  5. Kinect-like laptop? by rasmusbr · · Score: 3, Insightful

    "Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years. There's a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked"

    Yeah, aside from the Wiimote and Kinect and every other product that has changed the input in a meaningful way.

    It sounds to me like Valve is interested in developing a gaming laptop with Kinect-like functionality built in. That is an interesting idea, but it's nothing particularly revolutionary. Successful products are seldom revolutionary, so that's not a bad thing. Good luck Valve, with whatever it is you're doing!

  6. Design requirements by zooblethorpe · · Score: 5, Interesting

    Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years

    Maybe the reason for this is the basic form works. The design of the wheel hasn't changed much in a 5 thousand years either. I wonder why.

    I beg to differ. The basic design requirement of a wheel is that it's round and rolls, and I'll certainly grant you that this aspect of wheels hasn't changed. However, a rough-hewn wooden round, such as used in the simplest of carts, bears very little other resemblance to the three-spoked carbon-fiber performance bicycle wheels I see with some frequency on my morning bicycle commute. Sure, both are round and roll, but otherwise, there's thousands of years of difference between them.

    So what are the design requirements for computer input? You could start by looking at the requirements of a keyboard and a mouse: 1) Must have all the keys required to input at least ASCII. 2) Must have some kind of pointer-device control, ideally with at least two buttons.

    So sure, you can have your basic flat keyboard, and a basic mouse. Or you could have something quite different, like this, or this, or this, or this (what I'm actually using to type this message).

    And that's not even looking into other possible input schemes, such as voice recognition, eye tracking, etc.

    I applaud Valve's efforts to look into better ways of doing things. This kind of exploration is exactly what leads to new and better things.

    Cheers,

    --
    "What in the name of Fats Waller is that?"
    "A four-foot prune."
    1. Re:Design requirements by jones_supa · · Score: 4, Informative

      Or you could have something quite different, like this, or this, or this, or this (what I'm actually using to type this message).

      Please, don't put just "this" in every link. Let me FTFY...

      Or you could have something quite different, like Ergodex DX1, or Win Mini, or Optimus Maximus, or AlphaGrip iGrip (what I'm actually using to type this message).

      Better?

    2. Re:Design requirements by Missing.Matter · · Score: 3, Insightful

      You seem to be missing the point. Valve seems to be saying that they're not seeing the kind of innovation they want in the computer hardware space, and point to the keyboard and mouse saying "Look! These aren't changing to therefore there is no innovation."

      The obvious answer is they're not changing because they don't need to. It's like pointing to the wheel and saying "It's still the same shape, there's no innovation there!" Yes, in 5 thousand years we've adding on whiz-bang features and materials, but its circumference is still pi*d because that's what works best. Anything else is sub-optimal.

      For the mouse, perhaps it's not exactly *optimal* for for our current user interfaces its pretty much the best input we have. I think for any change in the input, we're going to also need a change in the software. History shows this to be the case, as the mouse didn't really do much until we needed it for a GUI. You point to voice recognition and eye tracking, and a whole slew of other input devices, yet you neglect the fact that all these things exist yet no one uses them. Again, I believe the reason is because the deviate from the optimal input device for our GUIs (mouse), and in order for some of these alternative inputs to become as mainstream as mouse, we're going to need a user interface to compliment them. That is to say, while voice command sucks for navigating our current 2D GUI, mouse would suck for navigating a voice-centric UI.

      On a final note, I as well applaud Valve for looking into a better way of doing things. I just want to be cautious and say I hope their efforts are not misguided, and that in their quest to find a better mouse or other input device, they don't instead just invent something different for the sake of being different.

    3. Re:Design requirements by tlhIngan · · Score: 3, Insightful

      The mouse has evolved, and natural selection has killed the old style mice.

      I mean, we have mousewheels now which seem to be essential (try using a mouse without one - they get annoying quick). But you have mice that have tried other things - IBM used to put their red nubs on them for scrolling, Apple put a touchpad on them, etc. And we have mice, trackballs, and touchpads (which have evolved greatly from their useless postage-stamp sized days to the acres of surface on the Apple ones).

      Hell, there were laptops with built-in mice (not trackballs or touchpads or eraser points, but actual mouse).

      Innovation may have stopped because they've matured, and we've reached a stage where they're really not much you can do that hasn't been tried before and natural selection killed it. Plus, considering a basic mouse is usable, costs probably $5 assembled tops, and is good enough (not a far cry from Jobs' demand that the Mac mouse cost $20 tops, though Apple makes terrible, horrendous mice (and always have), perhaps that's why they use touchpads).

      Keyboards, again you see a bit, but there's only so much you can do with the key layout before people can't type on them anymore. Maybe if you made it a key pad for gaming or something.

      Maybe a joypad can be improved a bit - though something like the Xbox360 one is pretty damn comfortable to use and definitely one I use for playing games on the PC with...

    4. Re:Design requirements by Desler · · Score: 2

      If you don't dogfood your own tech why should I care to use it or believe it's any good? If it was so great and wonderful then the Valve people would be the first using it since they supposedly so lament how keybard and mice apparently haven't changed much. I'll also ditch my desktop and large screens for touchscreen iPads to do my work the moment Apple's own engineers do so. Since it's highly doubtful they will do so, I see no need to subject myself to such a poorly responsive and non-ergonomic interfaces in this 'post-pc world'.

  7. Re:So, I can FINALLY buy ... by dpilot · · Score: 4, Interesting

    I know you meant this as a joke, but take it seriously for a moment.

    Wouldn't it be spiffy if Valve took their hardware plaform and came up with a Steampunk option for it? Obviously the basic low-cost version will have to be basic and low-cost. But they're in an obvious position to sell a Steampunk version for a premium.

    --
    The living have better things to do than to continue hating the dead.
  8. And this is news?! by tibit · · Score: 3, Informative

    Come on. Jeri Ellsworth is working for them. I doubt she's writing PC games, duh. There was a hackaday article about that a quarter ago. I don't follow this industry and even I've known about it for a while. Sigh.

    --
    A successful API design takes a mixture of software design and pedagogy.
  9. Touch typing vs. hunt and peck by tepples · · Score: 4, Interesting

    console controllers, for example, are actually better for some games, such as platformers or racers, though not for FPS or RTS games

    As I tried to type a long post on my Nexus 7 tablet a few days ago, I realized something. Pressing buttons on a keyboard or a gamepad is like touch typing, as the player memorizes where the buttons are relative to his thumbs' resting positions and uses the feel of the edges of the buttons to adjust his hand positioning. Using a mouse or touch screen, on the other hand, is like hunt and peck: see something on the screen, move your mouse, and click. Aiming in FPS and selecting units in RTS are nearly ideal hunt and peck tasks; platformers and fighting games need touch typing because movement is relative to the player's current position.

    I've written more about this.

  10. trackball and pad? by vlm · · Score: 2

    Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years.

    The trackball? The joystick (which seems to almost be dead hardware compared to a decade ago)

    I'm more of a old-school RPG / military strategy guy but for FPS I've occasionally wondered what a right hand joystick left hand trackball FPS interface would be like. Foot pedals would be interesting for a FPS interface, not some annoying wii-type thing where you have to jog to force exercise, but just constant pressure to move or jump or strafe or whatever.

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
  11. Re:Scope by nschubach · · Score: 2

    Some games will switch state. If you are right click scoped, the wheel zooms, but otherwise it swaps weapons. Generally, I think you are right, but I don't play a tremendous amount of FPS anymore.

    --
    Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  12. Re:GameCube or N-Gabe? by jgtg32a · · Score: 4, Funny

    Sauna or some other word that means something along the lines of a Box filled with Steam.

  13. Hat-controller by Sta7ic · · Score: 4, Funny

    Speculation:

    A mouse that has a dedicated scroll wheel for hats.
    Extra buttons for hat-based emotes: tip, straighten, salute, decapitating throw.
    Two- and three- factor authentication.
    Age recognition scanners to auto-ban 13-year-olds.
    Hat-shaped controllers with force feedback.
    Tickle-Me Companion Cube with lifelike 'clunking' sounds.

  14. Linux-based Games Console? by Frogg · · Score: 2

    ...after recent comments from Valve re. developing on Linux (easy to port to, better performance than DirectX, ability to work with / feedback commits to driver devs, etc) — plus Gabe Newell recently calling Windows 8 a catastrophe — I would not be at all surprised if we saw a Valve-branded Linux-based games console in the near future.

    But maybe that's just wishful thinking on my part?

  15. It works, though there is a learning curve. :) by zooblethorpe · · Score: 2

    Holy crap. That alpha grip thing looks like the most awesome and convenient input method ever. Does it actually work like they market it? :O

    I looked into alternate keyboards years ago when repetitive stress was threatening to render me unable to work, and the AlphaGrip was the best option at the time. The other alternates I found were several hundred dollars and with no return policies, while the AlphaGrip was maybe $100 and had a one-month try-it-out period. So I gave it a month, and liked it enough that I now have two (one for my day job, and one for home).

    That said, there's definitely a learning curve -- don't expect to type very fast for the first few weeks. But the layout is also different enough that you don't overwrite your muscle memory for regular flat keyboards. I tried Dvorak typing, but hated it whenever I had to use a Qwerty machine; meanwhile, I can switch between using an AlphaGrip and a regular flat keyboard with no finger confusion. The built-in track ball means you can stand up and pace if you want and still get work done. And the shape is different enough that I was able to avoid the repetitive stress issues that were being caused by my use of a flat keyboard + mouse.

    YMMV and all that, naturally. :)

    (FWIW, I'm not connected with the AlphaGrip company in any way other than as a satisfied customer.)

    Cheers,

    --
    "What in the name of Fats Waller is that?"
    "A four-foot prune."
  16. I really dont see their point by Osgeld · · Score: 2

    You wanna make a game computer, super great, but I don't see their reasoning

    "We're frustrated by the lack of innovation in the computer hardware space"

    what? video cards keep getting more powerful and add hardware accelerated features, CPU's as well, monitors get bigger and sometimes more pixels and you the developers have damn near infinite amounts of ram and storage. Its not the lack of innovation in hardware, its YOU damn developers who wont get past your XBOX360 specs from over a half decade ago and never looking at anything else.

    "'Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years."

    Cause for many types of game it works very well

      "There's a real void in the marketplace,"

    Where? Its not in computer hardware, you just ignore that it exists, Its not in computer input cause you can get or adapt any type of controller imaginable for a PC, the only void I have seen is that theres not that much software thats little more than an after thought console port.