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Source 2 Will Also Be Free

jones_supa writes Valve is officially debuting its Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free. The news of its release coincides with Epic making Unreal Engine 4 free-to-download and Unity announcing a full-featured free version of Unity 5. Valve is making a show of marketing Source 2 not just to developers, but game creators of all stripes — including Steam Workshop creators. "With Source 2, our focus is on increasing creator productivity," stated Valve engineer Jay Stelly in a press release confirming the launch. "Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games." It's worth noting that Valve also plans to release a version of Source 2 that's compatible with Vulkan, the open-standard graphics API that's considered heir apparent to OpenGL.

74 comments

  1. Pales to UE4 by Anonymous Coward · · Score: 0

    UE4 is the better engine, and they beat them to the punch. Get back to working on HL3 now please :)

    1. Re:Pales to UE4 by rot26 · · Score: 0

      HL3? Not gonna happen. The number of active HL2 servers is shrinking daily.

      --



      To ensure perfect aim, shoot first and call whatever you hit the target
    2. Re:Pales to UE4 by VGPowerlord · · Score: 4, Insightful

      UE4 is the better engine

      Really? Can you provide comparisons?

      Actually, I'll answer that for you:

      No, you can't, because Source 2 isn't out yet.

      If you're comparing UE4 with Source 1, I'd like to point out that while Source has been updated over the years, its core technology is still a decade behind UE4's.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    3. Re:Pales to UE4 by dj245 · · Score: 1

      UE4 is the better engine

      Really? Can you provide comparisons?

      Actually, I'll answer that for you:

      No, you can't, because Source 2 isn't out yet.

      If you're comparing UE4 with Source 1, I'd like to point out that while Source has been updated over the years, its core technology is still a decade behind UE4's.

      Well, at least it is exciting since maybe we will get a good Valve game out of it. Valve games tend to be defined by their physics puzzles and/or new gameplay innovations. When the technology for having portals in the engine was invented/developed (by others), BAM, we got 2 portal games. A new engine may just bring enough new possibilities that they make some interesting games themselves.

      --
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    4. Re:Pales to UE4 by chihowa · · Score: 1

      ...8 spiders on LSD and meth in zero-grav can't create a bigger mess....

      That's not quite the insult you were aiming for (well, except the meth part).

      --
      If you want a vision of the future, imagine a youtube comments section scrolling - forever.
    5. Re:Pales to UE4 by Shinobi · · Score: 1

      Actually, that's exactly what I had in mind :p

      (and you forgot to consider the fact that the spiders would be on both meth and LSD, and there's 8 of the spiders at the same time :p )

      Source 2 will work.... But working with it looks like it'll only be a slightly less painful experience than Source

    6. Re:Pales to UE4 by ADRA · · Score: 2

      You mean Half-life 2 deathmatch (which nobody played and Valve practically abandoned day 1)? No, we're talking about Half-life the single player experience. If Valve refuses to do a single player release then they should license the IP to a trusted dev do do it for them.

      As for supported valve games, you have:
        - DOTA 2 ~ 1.1m people playing it right now
        - Counter-strike:Global Offensive ~ 300k people playing it right now
        - TF2 ~68k
        - Garry's Mod ~42k
        - Counter-strike:Source ~11k

      So yeah, they have a lot of games that people still play regularly.
      http://store.steampowered.com/...

      --
      Bye!
    7. Re:Pales to UE4 by rot26 · · Score: 1

      Yeah, I'm talking about HL2DM, which I've been playing for the better part of a decade, during half of which I ran my own servers using my own maps and mods. So I'm pretty familiar with the situation, which at the moment is sad and getting sadder. I'd love HL3, DM or not, it's just not going to happen.

      --



      To ensure perfect aim, shoot first and call whatever you hit the target
  2. Smart by Limekiller42 · · Score: 4, Insightful

    Valve is smart in that they are in the business of content creation (it's own inventory of Valve games) as well as content delivery (Steam). They've made the decision to give up some revenue on the engine sales side to almost certainly gain more future income on the content delivery side. It also seems wise from the standpoint of just having more cool games out there which expands the market for gaming in general and that certainly benefits Valve's Steam product. It's like when Elon Musk offered his patents up for use by others. It's a nice thing to do, but it was also smart from a business standpoint to grow the electronic car market from a niche market to something more broad based (and profitable to be in).

    1. Re:Smart by Anonymous Coward · · Score: 1

      Valve did not make Source 2 unconditionally free. If you use it, you need to release on Steam. In that way, they guarantee more future income on the content delivery side.

    2. Re:Smart by Anonymous Coward · · Score: 0

      If you use it, you need to release on Steam.

      Proof?

    3. Re:Smart by Anonymous Coward · · Score: 3, Informative

      http://www.rockpapershotgun.com/2015/03/04/source-2-is-actually-free-like-for-free/

      "Unlike Unity’s (much lowered) subscription rates (for larger teams), and Epic’s revenue cut of successful projects, Valve won’t be asking for any money at all. Well, sort of They just require that the game be launched on Steam, along with anywhere else you might want to sell it."

    4. Re:Smart by antdude · · Score: 1

      So someone will make HL3 instead of Valve? :P

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  3. FREE free or "free with strings attached"? by ArcadeMan · · Score: 1

    Unreal Engine 4 is "free" but has some strings attached if you make over x$ in profit, requires x% of your profits every months, possible audits, etc.

    Is Source 2 better in that regard?

    And what about all three on the technical side? Can all three make native code for Windows, OS X, Linux, iOS, Android, Wii U, Xbox One, PS4, Intellivision, etc?

    1. Re:FREE free or "free with strings attached"? by BenJeremy · · Score: 1

      I see nothing about mobile development for Source 2 in the announcement - Only desktop PC systems mentioned (Windows/OSX/Linux). Oddly enough, not even Xbox or Playstation is mentioned.

    2. Re:FREE free or "free with strings attached"? by Anonymous Coward · · Score: 0

      No, it's FREE as in - your whole life is passing you by while you sit in front of a bunch of Silicon you simpletons.

    3. Re:FREE free or "free with strings attached"? by Junta · · Score: 1

      It's free, but you are only allowed to distribute through Steam (meaning Valve gets 30-40% of your revenue). For a game that was going to sell mostly through Steam *anyway*, it means fewer parties picking at your revenue, but if you somehow weren't using Steam, it represents a big jump from UE4's 5% royalty.

      --
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    4. Re:FREE free or "free with strings attached"? by Anonymous Coward · · Score: 0

      Mobile games should die in fire anyway!

    5. Re:FREE free or "free with strings attached"? by VGPowerlord · · Score: 4, Informative

      I'm going to toss a big [Citation needed] and at the same time point out that Source 1 doesn't have this requirement for its free version.

      As an example, the original mod version of The Stanley Parable was distributed through ModDB.

      Then again, Source 1's free version has licensing terms that prevent you from selling anything you produce with it at all.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:FREE free or "free with strings attached"? by jfbilodeau · · Score: 1

      That's because Steam is not available on mobile platforms.

      --
      Goodbye Slashdot. You've changed.
    7. Re:FREE free or "free with strings attached"? by Anonymous Coward · · Score: 0

      Says the AC who's wasting his life posting rants while using a bunch of silicon.

    8. Re:FREE free or "free with strings attached"? by Gaygirlie · · Score: 3, Informative

      It's free, but you are only allowed to distribute through Steam (meaning Valve gets 30-40% of your revenue).

      No, you must also distribute through Steam, not only. Big difference.

    9. Re:FREE free or "free with strings attached"? by Wootery · · Score: 1

      Thank you. It's a big lie: the Unreal engine is simply not 'free'. Make enough money and they charge royalties:

      When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter.

      That's certainly an incredible price, and yes it's free if it's a not-for-profit project, but it's a damned lie to just call it 'free', and samzenpus does a disservice in doing so.

    10. Re:FREE free or "free with strings attached"? by Wootery · · Score: 0

      Citation needed. I have nothing at all to go on to judge whether you are right, Junta is right, or both of you are wrong.

    11. Re:FREE free or "free with strings attached"? by bistromath007 · · Score: 3, Informative

      Yes it is. It doesn't do any of the content delivery, since there's nothing there you can play on Android anyway, but I can log in, perform account management, buy stuff, tell steam to install something to my desktop if it's on, use the friends list.

    12. Re:FREE free or "free with strings attached"? by Anonymous Coward · · Score: 0

      Citation needed. I have nothing at all to go on to judge whether you are right, Junta is right, or both of you are wrong.

      Requiring Steam exclusivity would make less sense compared to simple availablility. It would discourage developers from using Source 2, while the competition is already very strong to begin with. If the developer loses more than 5% sales from locking out Steam alternatives like GOG and others, then UE4 is already a better deal.

    13. Re:FREE free or "free with strings attached"? by Andrio · · Score: 1

      Unreal Engine 4 is free, but after 3k you have to pay 5% of the gross revenue.

      --
      The Internet King? I wonder if he could provide faster nudity.
    14. Re:FREE free or "free with strings attached"? by Anonymous Coward · · Score: 0

      Junta is wrong.

      http://www.rockpapershotgun.com/2015/03/04/source-2-is-actually-free-like-for-free/

      "Unlike Unity’s (much lowered) subscription rates (for larger teams), and Epic’s revenue cut of successful projects, Valve won’t be asking for any money at all. Well, sort of They just require that the game be launched on Steam, along with anywhere else you might want to sell it."

    15. Re:FREE free or "free with strings attached"? by Anonymous Coward · · Score: 0

      Doesn't publishing on Steam have a one time cost of $100, though, at least when using Greenlight ? That indirectly makes the engine non-free, other than for personal usage where nothing is published at all. Althouh $100 is not much, and most developers would want to distribute the game on Steam anyway, in addition to any alternatives, to maximize exposure and revenue.

    16. Re:FREE free or "free with strings attached"? by Wootery · · Score: 0

      Whatever. Citation still needed. I'm not interested in your guesswork.

    17. Re:FREE free or "free with strings attached"? by Anonymous Coward · · Score: 3, Informative

      citation provided. I believe that this is the requirement GP was referring to:

      Q. Can I sell my Source Engine game on Steam?
      A. Yes, but there are a few requirements:

      • You will need to complete an additional agreement for distributing a paid Source Engine product on Steam.
      • If you are using the RAD tools included with the Source SDK, you will need to contact RAD for information and cost associated with licensing MILES and/or BINK.
      • For any Source Engine game that charges money, Havok needs to be paid a licensing fee of $25,000 for the physics engine. You will need to pay this fee up front before making your game available for sale on Steam.
      • You can only sell your Source Engine game via Steam unless you get a full Source Engine license.

      That says that if you sell your Source 1 game on Steam you must either pay for a full Source Engine licence or you can't sell it anywhere other than Steam. (There's no mention on whether you can sell it outside Steam if it's not on Steam at all though)

      As for The Stanley Parable HL2 mod, that's not a counterexample because that was a free mod - it wasn't being sold from Steam or from elsewhere. What you see there on ModDB are free downloads.

    18. Re:FREE free or "free with strings attached"? by SlashLurk500 · · Score: 2

      Pretty certain i agree. Maybe i'm transitioning to a "get of my lawn" phase, but i find myself frustrated with the recent flood of marketing for mobile titles.

      I've played and enjoyed Ridiculous Fishing and Radiant Defense, and have no beef with a cool game for my mobile, but whats the story with Bomb Beach, Clash of Clans, and Kate Upton Castle Simulator? The stuff i see pimped on TV daily. Are these games any good? I get the impression they're marketed to a younger crowd, and have micro-transaction hooks.

      I guess damn near everyone has a device capable of playing these titles.

    19. Re:FREE free or "free with strings attached"? by tepples · · Score: 2

      Althouh $100 is not much

      To put it in perspective: This one-time $100 fee is less than the annually recurring fees of registering a domain, leasing a VPS for web hosting, buying an organization-validated TLS certificate, buying an organization-validated Authenticode certificate, and buying an Apple developer ID if you want to target OS X. And it's probably far less than what your studio pays its accountant every year, let alone programmers and artists.

    20. Re:FREE free or "free with strings attached"? by Wootery · · Score: 1

      Another way of putting it: how many hours work are you expecting $100 to translate to?

      I don't think anyone's disagreeing that it's damn cheap, but personally I find it very annoying when 'free' is abused, though. We tend to call that 'lying', after all.

    21. Re:FREE free or "free with strings attached"? by muridae · · Score: 1

      $100 is about what is costs yearly just to keep an LLC registered. Or a day's pay for one programmer or artist if you are really cheap. A one time fee of $100 to distribute on Steam? That should amortize out of any real budget.

    22. Re:FREE free or "free with strings attached"? by muridae · · Score: 1

      Of the gross, not even on the profit of the game. If the big guys wanted, they'd make sure they got paid before your employees even see a pay check. Sure, company gross probably doesn't count the distributor's share, but it does count pre-tax revenue, and pre-debt revenue, and . . . yeah, it's rather pricey and dangerous to small developers who don't do accounting.

  4. ..on these days... by martiniturbide · · Score: 1

    ...free is not enough.

    1. Re:..on these days... by Anonymous Coward · · Score: 0

      > ...free is not enough.

      So what's your point? Enough for what? Or for what not?

  5. Source 3 by BenJeremy · · Score: 5, Funny

    I expect that Source 3 will be able to develop games for mobile, like UE4 and Unity.

    Of course, being third in a Valve series, we all know how this story ends.

    1. Re:Source 3 by drinkypoo · · Score: 1

      Of course, being third in a Valve series, we all know how this story ends.

      Eventually, it ends more competently than HL2 I hope. What a limp ending

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Source 3 by Immerman · · Score: 2

      Yeah. That was a clear set-up for episodic content - which could have been fine if new episodes had come out at least yearly...

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    3. Re:Source 3 by Qhartb · · Score: 1

      Of course, being third in a Valve series, we all know how this story ends.

      Source 2: Episode 1?

  6. Open Worlds by squiggleslash · · Score: 1

    As someone not familiar with most of these engines, but aware of (at least older) versions of Unreal, How effective are any of these engines at larger maps of the kind we see in GTA, Saints Row, or the various iterations of TES?

    --
    You are not alone. This is not normal. None of this is normal.
    1. Re:Open Worlds by Minupla · · Score: 2

      Well I believe KSP is using unity and it has a pretty big map:

      www.kerbalspaceprogram.com

      If you can simulate a solar system, that meets the requirements of big in my book :)

      Min

      --
      On the whole, I find that I prefer Slashdot posts to twitter ones because I don't get limited to 140 chars before
    2. Re:Open Worlds by Wootery · · Score: 2

      If you can simulate a solar system, that meets the requirements of big in my book :)

      Not necessarily. How much is going on in those solar-systems? If it's just modelling a few spheres, that doesn't count.

    3. Re:Open Worlds by Pubstar · · Score: 1

      The MMO Tera uses the UE3 engine. So I would say that it handles huge, open worlds just fine. The others I couldnt tell you.

    4. Re:Open Worlds by Ziggitz · · Score: 3, Insightful

      Kerbal Space Program actually has a very small map. It only renders terrain and physics objects within 2000 meters of the ship you're flying, everything else is skybox. If you ever build a reasonably large space station you'll get huge fps drop. Don't get me wrong I love KSP to death, but your statement is not accurate.

      --
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    5. Re:Open Worlds by 0123456 · · Score: 1

      The MMO Tera uses the UE3 engine. So I would say that it handles huge, open worlds just fine. The others I couldnt tell you.

      To be fair, the Tera world isn't that open. It tends to be separated into relatively small areas with hills and walls between them that would allow you to avoid drawing most of the map... not sure whether it actually takes advantage of that fact, but I would presume they designed it that way for a reason.

  7. great moves by these places... by dAzED1 · · Score: 1

    There is certainly a segment of the population that really enjoys games like Witcher, Skyrim, and etc - game modding is a big thing now. Having understood engines and toolkits makes that a lot easier, obviously - and yeah, put something in the license that mods can be adopted and merged by the game publisher, so long as some credit is given? Or heck, DOTA was just a mod for Warcraft 3, if I recall correctly...now it's a game on it's own. Sometimes mods just get that popular, I guess. I do wish that somehow, the various studios could create a few standards on things upon which they all agree, and get it to where games could be more about the content, and less about re-inventing a wheel. It's not like the movie industry has to re-invent cameras and video editing every time they make a movie, after all.

  8. Well, not 'free'. by Junta · · Score: 1, Interesting

    Source 2 is 'free'..... so long as you ONLY make your content available through Steam. For a lot of developers, this is just accepted, but some games aren't on Steam.

    So let's say you use UE4 and don't sell through steam. They get 5% royalties. Or Unity, where you pay a flat fee for the game engine.

    If you use Source 2 for 'free', the only way to sell it is through Steam, which gets *30-40%* royalties. Source 2 isn't free, it's a hook to try to get more lock-in to keep Steam as the premiere distribution platform.

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    1. Re:Well, not 'free'. by Anonymous Coward · · Score: 0

      So let's say you use UE4 and don't sell through steam. They get 5% royalties.

      If you use Source 2 for 'free', the only way to sell it is through Steam, which gets *30-40%* royalties.

      To be fair, those aren't quite equivalent. The 5% royalties for UE4 just get you an engine, and don't get your game distributed on the biggest digital games market, or any market for that matter.

      People who pay the 5% for UE4 and don't sell through Steam will probably still end up paying large percentages of their sales to whichever platform they end up using for distribution, or else they'll pay for it in the higher costs of distributing the game themselves. It sucks that you get locked-in to Steam (as much as I like it, I'm entirely on board with the huge-market-dominance-is-bad idea), but the 5% and 30-40% figures are apples to oranges and give you entirely different things.

    2. Re:Well, not 'free'. by ledow · · Score: 2

      1) Nobody can really say what Steam's royalty rates are. They almost certainly vary dependent on the risk of the game itself (low cost probably = high royalty and vice versa). However, Tripwire have said this:

      http://www.destructoid.com/tri...

      "Let me just say that our royalty deal was great, and is in line with what I understand that other digital distribution services are offering"

      So, no, 30-40% isn't some set figure, it's some rumour on the Internet dredged up by someone who's in breach of their NDA in doing so anyway and I don't think any serious game studio would risk that.

      2) So what? If you want to use Source, you'll pay. If it's not good value, nobody would use Source (or, by extension, Steam). It's really that simple. If that's the market rate, that's the market rate for PC digital distribution of something using their own engine, and yet console developers and all kinds are using it, then that's what it costs and it's worth that to you, or not.

      There aren't a dearth of games using Source and neither are there an overwhelmingly majority. So it's probably about right in terms of value even if it DOES cost more (which isn't a given at all).

      Given that source has been around since 2004, and EA etc. are happy publishing Source Games (don't EA own Origin?), I hardly think there's a big problem there.

    3. Re:Well, not 'free'. by cheesybagel · · Score: 1

      higher costs of distributing the game themselves

      Depends on the game and the game revenue model.

    4. Re: Well, not 'free'. by Anonymous Coward · · Score: 0

      If it's a secret, what duty do you have to give them the benefit of any doubt? Steam is perfectly capable of releasing those numbers at any time, but they find that people assuming 30%+ is a better perception than the real thing. Meanwhile, you can sell at Humble for 5% and 0% for Steam, which the Source 2 deal definitely cuts off.

    5. Re:Well, not 'free'. by Anonymous Coward · · Score: 0

      Steam is DRM, despite what a lot of the Valve fans like to claim. So many stories of Steam support messing peoples accounts up.

    6. Re:Well, not 'free'. by ArcadeMan · · Score: 1

      I was planning on having my game pirated and make up the loss in volume.

    7. Re: Well, not 'free'. by Anonymous Coward · · Score: 0

      His duty is that all the pcmasterrace bros are the unofficial Valve defense force. Heaven forbid anyone speaks ill of their favourite DRM.

    8. Re:Well, not 'free'. by Anonymous Coward · · Score: 0

      It's not exclusive. You just have to offer it on Steam in some way.

      For a game such as Titanfall, which was originally only for consoles and Origin on PC, Respawn would have to offer it on Steam alongside those other platforms unless they negotiate a better deal (which is entirely possible when you have the clout of EA behind you).

    9. Re:Well, not 'free'. by tlhIngan · · Score: 1

      If you use Source 2 for 'free', the only way to sell it is through Steam, which gets *30-40%* royalties. Source 2 isn't free, it's a hook to try to get more lock-in to keep Steam as the premiere distribution platform.

      it's not royalties. Just like how selling in Google Play or Apple App Store doesn't charge 30% royalties. It's a flat charge for selling through the store where the provider (Google, Apple, etc) provide all the necessary payment, storage, download and other facilities for you. Some, like Apple, do way more so at the end of the day you get a cheque and a tax form, while others (Google) make you do most of the hard work.

      But they basically provide a bunch of services for that 30% of the purchase price. Being able to track your purchases is fairly important so you can re-download your purchase over and over again (too many digital download sites give you 30 day links and charge you another $10 if you want to extend it to a year), plus all the payment integration.

      Steam is the first app store to come to market. They generally charge around market rates.

      Source is an incentive to use that app store. To say to use it costs you 30% royalties does a disservice because it isn't accurate - if you want to sell on steam, you still give up that 30% or so.

    10. Re:Well, not 'free'. by Pubstar · · Score: 1

      I think that the 30% figure is what people assume they'd be charging in the Apple App store, so they figure steam is probably doing the same.

    11. Re:Well, not 'free'. by Anonymous Coward · · Score: 1

      Source 2 is 'free'..... so long as you ONLY make your content available through Steam.

      You keep saying that, and citation is STILL needed. The available information contradicts you: http://www.rockpapershotgun.com/2015/03/04/source-2-is-actually-free-like-for-free/
      That link claims you have to sell it on Steam, but not ONLY on Steam. So, do you have a source for your claim or are you talking out of your ass?

    12. Re:Well, not 'free'. by Anonymous Coward · · Score: 0

      Well when you use your monopoly over an area to force everyone to jump on your boat it is kinda messed up.

      "If it's not good value, nobody would use Source (or, by extension, Steam)"
      If you are not EA or doing games for mobile or console you can not afford not using Steam because its dominance, even ubisoft would love to ditch steam in favor of uplay but they can't afford to do that, not yet anyway.

      This all comes from someone who likes steam and has been using it since the time it only had valve games, I just wish I had more options.

    13. Re:Well, not 'free'. by ledow · · Score: 1

      Steam aren't a monopoly by a long shot (which I consider a shame, personally!). Origin, Windows Store, hell even Desura. And they aren't lording any kind of monopoly over developers - use it or don't. Use it and tie it into our platform, get a discount. It's not a monopoly, nor a monopolistic action, until you don't have a choice.

      And nobody knows what they're charging except those who can't say. As as the quote says, compared to OTHER digital distributors, it's about the same. Sorry, but half the people I know who play games (things like World of Warcraft, etc.) have never heard of Steam anyway. They certainly aren't a do-or-die outfit. Hell, Humble bundles make MILLIONS for their developers in some cases, for smaller indie outfits. If you can't make money on Steam, there are plenty of other places for such work who'll be glad to throw money at decent projects.

      P.S. I am looking to publish a game at some point on Steam, only an indie thing, but I've seriously considered it since before Greenlight existed.

      Personally, I'd sacrifice quite a hefty percentage just for the personal satisfaction of saying my game was on Steam rather than the alternates. But, then, I wouldn't let myself do it for next-to-nothing either. And if Steam charge more as a percentage but get a ton more exposure and sales, that's surely better? And there's NOTHING that says you can only release a game on Steam anyway.

      Sorry, if you want to be on the bigger, more popular services, you have pay somewhere along the way. And NOBODY can say what they're paying. For all we know, they could be the cheapest place in town.

    14. Re:Well, not 'free'. by 0123456 · · Score: 1

      I would assume they'd be willing to sell a license to you, if you really wanted to use the engine but not put it on Steam. But I'm not sure why anyone would use Source if they don't intend to release on Steam.

    15. Re:Well, not 'free'. by Anonymous Coward · · Score: 0

      I am not saying that Valve is evil or anything, they deserved their quasi-monopoly and there are viable alternatives, but a better competition could bring down the cut the store takes and by consequence the price of the games.

    16. Re:Well, not 'free'. by cheesybagel · · Score: 1

      If the game is an MMO with a subscription model people can pirate the client binaries all they like.

  9. Consoles have even more strings by tepples · · Score: 1

    Oddly enough, not even Xbox or Playstation is mentioned.

    Only a few hand-picked developers are allowed to buy devkits for Xbox, PlayStation, and Nintendo platforms in the first place. They demonstrate this ability by producing and selling a few PC games first to establish "relevant video game industry experience" (source: WarioWorld.com) and through other means. If your organization has the money to become a licensed developer of console games, then it is more likely to have the money for a traditional engine license.

  10. Dont give a shit, Give us Half-Life 3 goddamnit by Anonymous Coward · · Score: 1

    You got Steam on Linux finally.
    Don't care about Steam Machine
    Don't care about Valve VR goggles
    Don't care about Source 2 engine unless you give us HL-3
    So Gabe, Please get off your lazy donut/crispy cream eating fat ass and do something about it.

  11. Source 2 What? by Anonymous Coward · · Score: 2, Funny

    I am confused. No Yipppppeeeeee.

  12. Smart by Anonymous Coward · · Score: 0

    I.e. invest in free game engine technology, release it and let the professional community build the games sold on Steam for you.

    We just essentially completely shifted gaming era from Games and Brands to Technology and Content distribution as the deciding factor for success.

  13. Always Online? by Anonymous Coward · · Score: 0

    Valve might get me to come back and develop with their engine if I can use it without having to be connected to Steam.

  14. I don't really care about the price by the_pouar · · Score: 1

    Just the license. Would love to see it under a FOSS license.