Team Fortress 2 - contact@rockpapershotgun.com (Nathan Grayson)

Valve, of course, 'forgot' to tell Varoufakis about the mandatory eye implant until the hiring process was complete.

Remember when Valve said it was looking to hire all sorts of people from every walk of life – from lowly programmers to the giant-bow-tie-wearingest of fungineers? Well, one bit in there stood out: “And if you’re a first-class economist,” Michael Abrash wrote, ”please> check us out. You’ll have a sandbox with 40 million users, and I promise you’ll never be bored.” Well, apologies to RPS’ substantial> audience of budding TF2 hat economists. That position, you see, has officially been filled.

(more…)

Jun 15, 2012
Left 4 Dead - the gish
While cleaning/moving our offices around (all our desks at Valve are on wheels so we can have desk races), we discovered this old, long ago used Zombie decision making tree. It was created before our session with Mike Patton to record the common zombie sounds. While it is near indecipherable gibberish thanks to bad penmanship, it shows not at an AI level how a zombie behaves but all the speech opportunities and transitions.

Our favorite is the top. Lay Down? Nope. Want to vomit? Sure.

<img src="http://media.steampowered.com/apps/l4d/images/chart_thumb1.jpg">
Jun 15, 2012
Left 4 Dead - the gish
While cleaning/moving our offices around (all our desks at Valve are on wheels so we can have desk races), we discovered this old, long ago used Zombie decision making tree. It was created before our session with Mike Patton to record the common zombie sounds. While it is near indecipherable gibberish thanks to bad penmanship, it shows not at an AI level how a zombie behaves but all the speech opportunities and transitions.

Our favorite is the top. Lay Down? Nope. Want to vomit? Sure.

Left 4 Dead 2 - the gish
<b>Nightmare</b>
You’ll never see them coming

This Survival Mutation was inspired by Karma Jockey. There are commons, plenty of beefed up Specials, no glows, and lots and lots of fog. If you like to be scared by things that jump out at you from the night, this one is for you.

<b>What do Zombies Think?</b>
While cleaning/moving our offices around (all our desks at Valve are on wheels so we can have desk races), we discovered this old, long ago used Zombie decision making tree. It was created before our session with Mike Patton to record the common zombie sounds. While it is near indecipherable gibberish thanks to bad penmanship, it shows not at an AI level how a zombie behaves but all the speech opportunities and transitions.

Our favorite is the top. Lay Down? Nope. Want to vomit? Sure.

<img src="http://media.steampowered.com/apps/l4d/images/chart_thumb1.jpg">
Left 4 Dead 2 - the gish
Nightmare
You’ll never see them coming

This Survival Mutation was inspired by Karma Jockey. There are commons, plenty of beefed up Specials, no glows, and lots and lots of fog. If you like to be scared by things that jump out at you from the night, this one is for you.

What do Zombies Think?
While cleaning/moving our offices around (all our desks at Valve are on wheels so we can have desk races), we discovered this old, long ago used Zombie decision making tree. It was created before our session with Mike Patton to record the common zombie sounds. While it is near indecipherable gibberish thanks to bad penmanship, it shows not at an AI level how a zombie behaves but all the speech opportunities and transitions.

Our favorite is the top. Lay Down? Nope. Want to vomit? Sure.

Left 4 Dead

Nightmare
You’ll never see them coming

This Survival Mutation was inspired by Karma Jockey. There are commons, plenty of beefed up Specials, no glows, and lots and lots of fog. If you like to be scared by things that jump out at you from the night, this one is for you.

What do Zombies Think?
While cleaning/moving our offices around (all our desks at Valve are on wheels so we can have desk races), we discovered this old, long ago used Zombie decision making tree. It was created before our session with Mike Patton to record the common zombie sounds. While it is near indecipherable gibberish thanks to bad penmanship, it shows not at an AI level how a zombie behaves but all the speech opportunities and transitions.

Our favorite is the top. Lay Down? Nope. Want to vomit? Sure.


Left 4 Dead 2 - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Next Mutation: Nightmare
- Fixed an exploit that allowed banned players to bypass the ban
Left 4 Dead

Despite some vague-ish comments from Valve that this wasn't the case, a video turned up on the Payday: The Heist YouTube channel indicating that Valve is working in some capacity with PayDay developers Overkill on something called No Mercy, which will explore the origins of the zombie virus from Left 4 Dead. The video was quickly pulled from the channel, but was then grabbed by IGN and subsequently posted to youtube by several other users.


Update: Valve's Chet Faliszek has emailed us, saying that the YouTube video isn't a prequel, that it was "just some over-excited marketing guys."


"This is a 100% Overkill made mission for Payday: Heist simply set in no mercy hospital from the Left 4 Dead series. It is not telling the origins of the Infection and is not canon. There is a little cameo from one of the L4D characters (the comic should give you a hint) and a fun little easter egg with a payoff later in Left 4 Dead. Just us having some fun with a studio we are friends with and who have also made a great co-op game."


Before it was pulled, the YouTube description said, "Have you ever wondered how the Left 4 Dead series began? It started with a heist!" The level looks like a heist gone wrong (or at least, gone violent), and before long things have gotten hairy. Left 4 Dead flashlight-shooting ensues, and I gotta say it's weird to see the things at the other end of the flashlight beams shooting back.


Left 4 Dead

Despite some vague-ish comments from Valve that this wasn't the case, a video turned up on the Payday: The Heist YouTube channel indicating that Valve is working in some capacity with PayDay developers Overkill on something called No Mercy, which will explore the origins of the zombie virus from Left 4 Dead. The video was quickly pulled from the channel, but was then grabbed by IGN and subsequently posted to youtube by several other users.


Update: Valve's Chet Faliszek has emailed us, saying that the YouTube video isn't a prequel, that it was "just some over-excited marketing guys."


"This is a 100% Overkill made mission for Payday: Heist simply set in no mercy hospital from the Left 4 Dead series. It is not telling the origins of the Infection and is not canon. There is a little cameo from one of the L4D characters (the comic should give you a hint) and a fun little easter egg with a payoff later in Left 4 Dead. Just us having some fun with a studio we are friends with and who have also made a great co-op game."


Before it was pulled, the YouTube description said, "Have you ever wondered how the Left 4 Dead series began? It started with a heist!" The level looks like a heist gone wrong (or at least, gone violent), and before long things have gotten hairy. Left 4 Dead flashlight-shooting ensues, and I gotta say it's weird to see the things at the other end of the flashlight beams shooting back.


Half-Life

Valve's Hat-Based Economy Now Has Its Own Hat-Based EconomistThe creators of Team Fortress 2 have hired their very own economist to help out with their various crazy hat-based projects.


Writing on his new blog over at Valve's website, newly-minted consultant Yanis Varoufakis discusses how he met with Valve chief Gabe Newell and put a deal together.


"Within hours, an agreement was reached: I would become, in some capacity (that was to be hammered out later), Valve's economist-in-residence," he writes.


"My intention at Valve, beyond performing a great deal of data mining, experimentation, and calibration of services provided to customers on the basis of such empirical findings, is to to go one step beyond; to forge narratives and empirical knowledge that (a) transcend the border separating the ‘real' from the digital economies, and (b) bring together lessons from the political economy of our gamers' economies and from studying Valve's very special (and fascinating) internal management structure."


And hats. Never forget hats.


IT ALL BEGAN WITH A STRANGE EMAIL [Valve]


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