Dota 2
Thief The Dark Project


The picture - the header of our Thief review from 1999 - may be a bit of a giveaway, but why not? It's Friday, after all. We can indulge in a little bit of misty-eyed nostalgia without fear of our bosses asking us why we're staring wistfully into space and making bow and arrow and mimicking guard-clubbing animations over and over again. That's the sort of freedom only the weekend can bring. Here's what we're planning to play between now and Monday, but what will you indulge in?

We like to live on the cutting edge here at PC Gamer, so this weekend Phil will be playing a bright new thing from Looking Glass called Thief: The Dark Project. Apparently it has these things called polygons and features lots of emergent crime and - wait - it's not 1998? Oh well, that's okay, Phil's planning to modernise it with the NewDark patch, which should help it run on his fancy pants modern computer box (it's not even beige!). He likes stealth. He likes crime, but he's never played the original Thief, so it should be an interesting education. Will cudgelling those broad, sharp-shouldered guards prove as interesting in a post-Dishonored/Deus Ex: Human Revolution world? We'll see.



Rich, meanwhile, is still playing Rogue Legacy from last week, but is also planning to dip back into Dota 2 to relax. Okay, maybe not relax. to hone his sense of focus in a highly competitive arena, which is Rich's equivalent of a summer break, really. Dota 2 fans can look forward to a proper release for Dota 2 in the coming month or so. The release itself is largely symbolic given the number of invites swimming around players' Steam inboxes, but it might come with a significant update and new heroes. Beyond that, there's The International 3. I'm determined to learn enough about Dota 2 before then to understand what is going on. I'd like to get in on the cheers and excitement triggered by plays like these:



I was lucky enough to review Saints Row: The Third, and liked it very much indeed, which is why I'm excited that Chris is going to give it a go this weekend. He's played the (very funny) opening hours, but there's so much yet to discover, the laser-shooting VTOL jets, that whole section set inside a computer, the bit with the tiger. After just a few hours, you have more toys than Batman, and the city is yours to boss. It's a riotous little power fantasy, elevated by a lust for silliness and a sense of abandon that, for some reason, reminds me of Dead Rising. I'm pretty sure there wasn't a penis bat in Dead Rising, though. FOR SHAME.



Graham will spend the weekend peering over a fine glass of port, listening to Tchaikovsky and calmly taking over the world with art in Civilization V: Brave New World. The second expansion, due out next week, adds new cultural victory conditions, and lets you use great artists in more interesting ways. If he doesn't come back to work in a top hat and start lecturing us on renaissance values then I will be surprised, and just a little bit disappointed.



Apparently it's going to be gloriously sunny here over the weekend, to which I say NO. I demand RAIN and TRENCH COATS. Evocative sci-fi adventure game Gemini Rue will answer the call, giving my mouse pointer control over the fate and actions of a hardboiled space-detective and an imprisoned amnesiac. Will our jump-suited captive regain his memories? Will our coated friend escape the clutches of the sinister Boryokudan? Will I ever master the fiddly cover-based gun combat system? Don't look at me, I'm only a few hours in. I might just stand in one of those beautifully drawn streets and listen to the rain for a while instead.



That's us, but how do you plan to escape the sunshine this weekend?
Dota 2
Dota 2 Sniper


Dota 2 continues to send out wave after wave of update, as part of Valve's plan to knock over the big fiery tower between them and an official release. I'm assured that's how game development works. The latest patch bolsters the beta's previously lackluster tutorial - giving newbies a chance to play Sniper in a round-up of more advanced lessons. But this week isn't just focused on players in their first hour: a new deal with Twitch.tv will let you watch tournaments through the streaming service while still accruing those precious Dota 2 rewards.

Six new tutorial missions have been added - a welcome addition to Dragon Knight's basic, and arguably counter-productive opener. These will take new players through the basics of towers, the courier, and seemingly all the other peculiarities of the genre. After this, a new Limited Heroes mode will let players loose on the world with a reduced selection of 20 characters - giving a smaller, more understandable base pool to learn before stepping up to the full roster.

Valve also struck a deal with streaming giant Twitch.tv this week. Twitch users can now link their account to their Steam profile, allowing them to earn tournament drops while viewing streams through the site, instead of just inside the in-game client. As Twitch point out: "No longer will you have to to choose between watching events on either DotaTV or Twitch, and risk missing out on your in-game rewards."

"We realize that people have different reasons why they prefer to watch in game or via streams and wanted to bridge the gap of features they were missing out on by choosing the service that works for them the most," write Valve.

If new tutorials were the push you needed to jump into a lane, you can ask this lovely robot for a key.
Dota 2 - contact@rockpapershotgun.com (Craig Pearson)

It's coming in to land. Look at me, I’m a Dota 2 player! I just killed my first… Cara, is that a creep? Hooray, I killed a creep! And now I’m going to something something the other somethings. Oh, alright. You got me. I am a fraud. I’ve had Dota 2 on my PC for six months now, and all I’ve ever managed to do was watch a few matches and click around on the interface. It’s brick wall to me. A beautifully animated and intriguing brick wall, but nonetheless rather stubbornly impassable. But with Valve about to launch the game to everyone and anyone, they’ve just added an honest-to-glob tutorial, adding plenty more sections to the paltry single map that served as an introduction. Did Dota 2 just become welcoming? (more…)

Dota 2
Dota 2


Of all the things Valve have done, the 'have-the-community-make-their-own-cosmetics' movement that started with Team Fortress 2, might be the smartest. By creating an ecosystem in which item-makers can profit, Valve have effectively allowed their community to hire itself to expand their game. Though still in beta, Dota 2 enjoys a constant influx of stuff. Every update bristles with new couriers, announcer packs, weaponry and other decorative paraphernalia. With that inevitable release date drawing inexorably closer each day, the momentum of production only seems to be increasing. But, who are the people behind the work?

"It’s one of the best, most straightforward ways for 3D artists to profit from what they’ve made."

To date, item creators have collectively made millions from getting their wares into Valve games. We speak to top item makers who have made significant profits on the Dota 2 workshop, from beginners who have just started modelling with no training, to seasoned professional artists who work for big-budget studios and create Dota 2 items on the side. They say that selling Dota 2 items "it’s one of the best, most straightforward ways for 3D artists to profit from what they’ve made." How did they get started? How do new items come together? How does Valve decide which Steam Workshop items make it into the game? Let's find out.

Getting started as an item-maker isn't a complicated as you might think. Mrpresident's first encounter with a 3D program was a mere 10 months ago when he made his first virtual box. "I was a huge fan of Dota and I'd always wanted to learn how to 3D model," he says "so, I spent a lot of time watching Anuxi and other stream their workflow process on twitch, and tried to practice their techniques and methods."

A firm believer in the educational properties of the twitch streams, mrpresident is one of the many who have taught themselves the art of 3D modeling. Similarly, Vladimir > the implyer, as he is known on Steam, never received a formal education in the field.



"I started modeling early - way before Max 6." Vladimir explains. "I got some books, learned the basics, modeled some teapots and islands made of primitives. At some point, I also began researching some original Half-Life assets, making Morrowind models and it was a lot of fun." Team Fortress 2's hat sales inspired him to start modelling for Valve games. "I always wanted a hat," he says, "but I was kinda late to that party. After the DOTA 2 workshop launched, I decided I should try my hat-making skills there."

Vladimir is arguably one the prolific figures in the Dota 2 workshop community. Clocking in a substantial 259 submissions ("I deleted some stuff, otherwise the count would be closer to 300."), Vladimir has made a name for himself competing with trained, professional 3D artists.

Australia-based Stephanie Everett, otherwise known as Anuxiamoon is one such individual. Her resume encompasses six years of experience in the game industry and big names like Trion Worlds. Of all the contributors, only she alone received the distinct honour of being assigned a 'chest' of her own. Originally too busy to join the ranks of the Dota 2 workshop contributors, Anuxiamoon first began participating in the creation of Dota 2-related items when Polycount announced a competition. She ended up submitting five sets to the event, the last of which made its way into the top ten.



"I had a block of free time open between freelance projects so I took advantage of that and entered the competition. At first, I had no idea what I was doing, but when you do something new, you always have no idea what you're doing, anyway."

"He earns enough to make full-time development of Dota 2 items a viable profession"

Chemical Alia and DrySocket, firm friends and co-conspirators, are veterans of the gaming industry as well. DrySocket claims over nine years of experience in making games. Chemical Alia currently works for a big-budget studio. For DrySocket, the Workshop is a place of experimentation, an avenue to explore quick ideas in his free time. Chemical Alia, on the other hand, began manufacturing items after being requested to produce work for the Dota 2 workshop.

"I originally got into making custom content for Valve games through Team Fortress 2. The TF2 Polycount contest led to a set for a Spy getting into the game, and that was pretty cool." Chemical Alia recalls. "I ended up getting involved in Dota 2 item creation pretty early, with some Valve folks requesting me to make a set of items, which were released alongside the Dota 2 workshop."

Though it might appear otherwise, Dota 2 item creation is serious business. 25% of total sales might not sound like much, at first, but the numbers do add up. Benjamin Retter, also known as BrontoThunder on Steam, says he earns enough from his creations to make full-time development of Dota 2 items a viable profession – a dream come true, for him. With such high stakes in play, it's unsurprising to learn that tensions do exist. Months where only a sparing number of items are accepted can, according to mrpresident, inspire high emotions.





“Mostly, people get frustrated about their own stuff not being accepted. It's gotten better recently but there have been times where two months pass by without a single accepted item and then, when they do accept items, it may be three or so sets out of the 10+ that deserve to be accepted that were submitted in the past two months. If someone has been submitting high-quality work for months and nothing get nothing get accepted,they get understandably frustrated and discouraged at the system, especially since Valve has been very quiet about how the selection process works.” Mrpresident sighs.

When asked about what he knows in regards to Valve's acceptance policies, Mrpresident offered a blunt, “Zero information.”

"There is a very strong distinction between an amazing piece of art and an amazing Dota 2 item."

“The official art guide is a good place to start but they will still pick items that break the art guide to a certain degree if they and the community like the item/set enough, but sticking to the guide will give you a higher chance of getting accepted. Some people have tried to figure out patterns but it appears to be almost random. My best guess has been that they look at the first few pages of highest community upvoted items and then select the items they like from there.”

Retter argues that a lack of style understanding can be a barrier to new artists. “There is a very strong distinction between an amazing piece of art and an amazing Dota 2 item. The most successful contributors to Dota 2 aren't those who are the absolute best artists, they are the ones who understand what works well within the restrictions Dota 2 has; How does it look from the in-game perspective? Does it fit the lore of the character? Are the colors balanced with the rest of the character? Does it animate well? Is it too distracting? Generally, if an item is popular and fits all of the criteria Valve has provided it won't be long until it's in the game but there are always exceptions to that rule.”

Given the community that its serving, it's unsurprising to learn that competitiveness is omnipresent.We are talking about Dota 2, after all. Chemical Alia notes: “The general culture among contributors is sort of a weird mix. One side of it is pretty constructive/supportive of other artists, but it can get angry and borderline hostile at times.”

One of Vladimir's works.

But while rivalries still exist, things appear better than before. Vladimir describes the past of the community as one steeped in grudges, split loyalties and 'a lot of passive aggressive shenanigans.' “Thankfully now most of the contributors are pretty friendly and everyone tries to learn from every other contributor. “

Whatever the eccentricities of the Workshop acceptance rate, for many, creating and submitting their work is a good way to learn, expose new work to community feedback and, of course, make money.

"Normally, when you make assets for a game, there’s no personal investment in how it does."

“I believe it's one of the best, most straightforward ways for 3D artists to profit from what they've made. Normally, when you make assets for a game, there's no personal investment in how it does. The Dota workshop creates a way for artists to learn, to showcase their abilities, AND to make money. “ DrySocket enthuses, a sentiment echoed by Retter who professes that the community is the number one reason he is making items for Dota 2.

As for what actually goes into the creation of a Dota 2 item, the design process seems to differ from person to person. For modellers like Retter, spontaneity is the primary ingredient. “Sometimes I'll know I want to make items for a specific hero and so I'll open up Photoshop and just start painting over the hero without any specific design in mind, creating interesting shapes and silhouettes until something clicks, and then move into 3D once I feel I've developed it enough.

"Other times I've either been playing or watching a Dota 2 game and I'll be hit with a burst of inspiration for a certain item or design which I feel would look really cool on a hero, these ones are usually my more successful designs, or at least, the ones I'm most proud of. I've just recently got into the habit of writing these ideas down when they come to me so I have a backlog of ideas to work through instead of stopping and starting every time I finish an item or set.”



“Usually I just get a random spark of an idea which sweeps me up and I ride it as long as I can.” Anuxiamoon quips. “For Dota 2, I sometimes do a semi meditative think process, where in the chaos of my brain I find shapes and lines and ideas that I think would work well. Whether they do or not is something I then figure out during my brainstorm sketch process. If you could see my sketchbooks, they are filled with scribbles and ideas for lots of Dota 2 Heroes.”

"The process can take anywhere from three days to a week."

With others, it's a more streamlined procedure. Chemical Alia and DrySocket frequently collaborate together on projects. “The first thing we normally do is brainstorm. Here are a few of the things we'll consider: what characters are newly available to the store, what characters already have awesome recently sets, which characters contrast with the sets we've already made so they can keep things fun, what characters are popular with the player base and so on. From there, we brainstorm set ideas, become acquainted with the character through the models, lore and voice acting. Then, we start drawing a whole bunch of ideas until we settle on a final design.”

The process, according to the pair, can take anywhere from three days to a week. “After that point we split up the work, where each of us takes about half the set and does the high poly, low poly, texturing, everything. We'll bring it all back together again once that's done, take a consistency pass over the textures to make sure it all feels right, and start on our marketing shots. You'd be surprised how much work there is actually besides making the models that you see in Dota! Testing takes forever, and making the actual promotion shots always takes longer than expected.”

Some of Chemical Alia's courier concepts.

Dry quips, half mournfully. “My girlfriend does NOT like it when I say 'I'm almost done' because she never believes it anymore.”

"I see the Workshop community as more a group of gamers, rather than artists."

On top of harsh critique from their peers and personal obligations, Dota 2 item-makers must contend with the general public, a group composed of the frequently vilified players of Dota 2. While some rail against the acid so commonly associated with that demographic, others take it in stride.

“They're a pretty opinionated bunch, but I think that's to be expected because they care about the game and what content goes into it. I see the Workshop community as more a group of gamers, rather than artists. So, while the feedback we get from them might not be the most technically insightful or artistically constructive, it still gives us an idea of how your average Dota 2 player responds to your work and that is a super important metric.” DrySocket remarks.

“There's definitely this strange relationship between contributors and their fans.” Mrpresident says. “You wouldn't believe how many times I and others have been told to "read the art guide" as if people that have sunk hundreds of hours into item creation somehow haven't taken 15 minutes to read the art guide, and then intentionally try to push it and see if Valve likes it.”
Dota 2
Zafehouse diaries


The weekend is so near I can almost taste it. Here in Britland the sky is a blank grey texture, devoid of depth - a rubbish skybox. Beholden to the circadian law of Fridays, we'll no doubt retreat from that sky to the soft, warm glow of a pub and then run home to play some videogames. But which ones? The sky will no doubt have opened by then, drumming summer rain into our window panes. A cup of tea and an adventure game might suit, or a round or two of Civilization, perhaps. Here's a round-up of the games we're planning to install, and a question: what will you play this weekend? Let's chat.

Graham has just moved flat, which means learning how to play games without an internet connection to download/activate them. It's surprisingly difficult these days. His solution - put Open Transport Tycoon Deluxe onto a memory stick and spend the weekend weaving roads and railways into beautiful, efficient tapestries of traffic. It's free, so if you fancy doing something similar you can grab the latest build from the Open TTD site.



Phil is going to try Zafehouse: Diaries, a game about managing a group of survivors through an apocalypse via the interface of a grimy, bloodstained logbook. Your team have a degree of autonomy, which means they'll wander around your infested stronghold, chatting to each other, tinkering with things and almost certainly splitting up and getting eaten a lot. Zafehouse promises detailed simulation without relentless micromanagement, something that plays like a work of interactive fiction but with a more complex engine behind it. Hopefully Phil will discover exactly what a "Zafehouse" is so he can tell us on Monday.



Rich has spent the afternoon dipping into Rogue Legacy, a side-scrolling dynastic roguelike that lets you take charge of the next tier of your hero's family tree when they die. Your offspring have various genetic conditions that can dramatically alter their perception of the dungeon. A warrior afflicted with chronic vertigo will have to play the whole game upside down, for example. I imagine Rich will have clocked up hundreds of deaths by the time we return on Monday.



Chris is determined to play something that isn't Dota 2 this weekend. Will he succeed? Well, he's got Sleeping Dogs to finish and Receiver to experiment with. The first is an entertaining, gung-ho crime adventure set in Hong Kong, the second is an exciting little shooter born out of a seven-day game jam. Considering that we've been shooting things in games since games were invented, very few have played with the idea of the gun as a complex piece of machinery. In Receiver you must manually attend to your firearm, using different button presses to free the clip and plop round in one by one. The result is a tense shooter that turns the FPS into a tactile challenge of your memory and finger dexterity. Highly recommended.



I can't buy a win in Company of Heroes 2 at the moment, so I'll spend the weekend scowling over cold cups of tea learning to play, and then probably giving up and replaying the first two chapters of Kentucky Route Zero, a serene, surreal and beautiful episodic game that I'd describe as a "redneck Murakami adventure" if I had to cram the experience into a reductive three-word phrase. And I do, because it's so very nearly the weekend, and somewhere out there there's a Company of Heroes 2 trampling with my name on it.



You can catch up with our writers' progress, and their many tangential observations via Twitter. That's us, but what about you? Catching up on blockbusters past? Playing experimental indie games, or dipping into the latest releases?
Team Fortress 2 - contact@rockpapershotgun.com (Craig Pearson)

I'll bet real-world hat sales don't pass money onto the loom makers.When they’re not spinning around and around in their expensive chairs, weaving hats, or thinking up other ways to not make games that people want (“Shall we all got to Hawaii this week, or shall we crack open that HL3 design document?” “Aloha! Aloha! Aloha!”), Valve’s brain drones are at least attempting to create a community of people that can earn a living from making and contributing to games. Sometimes it’s a bit broken, like Greenlight is right now. Other times it can be so successful that Valve can afford to share the wealth between organisations that contributed to the success, but had no way to monetise their involvement. So now, when a community item in Team Fortress 2 or Dota 2 is sold in either game’s store, it’s possible for some of Valve’s take to be directed to the likes of Blender and Polycount. Ooh, just thought up a new word for it: Valvetruism. (more…)

Team Fortress 2
steamworkshop


In case you hadn’t heard, the business of creating content for games you didn’t make is booming. People are quitting their regular jobs because building Team Fortress 2 robot skins—along with the hats for said robots—is more profitable. The whole thing seems to be working, and now Valve wants to ensure everyone gets their fair share.

“Creating high quality content for games is rarely a solo endeavor,” Valve said in a statement. "Along the way, item creators often make use of specialized tools and receive help, guidance, and feedback from various communities and individuals. We've heard from a number of item creators that are looking for a formal way of recognizing and rewarding the toolmakers and service providers that have helped them.”

Anyone who's bought from the Humble Bundle will understand how the new tool works. Creators get a pre-approved list of companies and individuals to divvy up a part of their earnings between to show support. All the money comes from Valve’s take, meaning item creators won’t have to cut into their own profits.

As of now, creators can only make money from the TF2 and DOTA 2 workshops, but who's to say that won't change? If community development makes millions of dollars for Valve, it’s not hard to see third parties following suit.
Dota 2
Free to Play 1


I visited Valve early last month, and while I was there I was treated to a world-first, last-minute screening of the first part of ‘Free To Play’, the Dota 2 documentary that the devs have been working on since prior to the first International tournament.

The version I saw was so raw it was being shown directly from the editing software, and there were a lot of first-pass effects that undoubtedly be finished by the time the film comes out. That said, I’m in a position to provide a sense of where Valve are going with it, as well as a few of my concerns over things it might be missing. I’m going to run through my first impressions below, but bear in mind that I will talk about a few specifics of what the movie covers - if you’d like to go in completely spoiler-free, consider this your warning.

They’re using lots of inventive ways to explain Dota 2, but could take this further

The film opens with a montage of people explaining Dota: its history, its popularity, and what you actually do in the game. It’s compared to basketball and chess, and at one point a speaker describing the game as branching network of decisions is accompanied by a diagram illustrating the kinds of choices players make over time. Interviewees range from pro players, community members like TobiWan, developers, and fans outside the games industry.



To illustrate the game, they’re using a mix of in-game footage, new Source Filmmaker animation work, off-screen footage from the International and other tournaments, and even parts of the Gamescom trailer from 2011. At the time I told Valve that I thought this approach was a little scattershot: if the film was your first introduction to the genre, it might be difficult to tell exactly which footage was from Dota 2 and which wasn’t. That said, it’s exciting and emphasises Dota’s legitimacy as a sport, which is important.

Their access to players and their families is really impressive

The bulk of what I saw was concerned with establishing the stakes leading up to the first International. In part this is handled as you’d expect: the history of competitive DotA is covered in order to set up the reveal of the tournament’s astonishing $1m prize pool, and there’s even a montage of shocked YouTube comments from the day the figure was announced.

The heart of the film, however, are Valve’s interviews with players and the people around them. They didn’t just sit down players in front of a greenscreen and get a few soundbites: they followed players as far apart as North America, the Ukraine and Singapore, seemingly for weeks if not months. To give one example, the film covers not only Dendi’s homelife but his childhood and relationship with his parents and siblings. There’s also close attention paid to the attitude of different players’ families to their chosen sport and what success means to each of them. It’s affecting and, crucially, it’s very human - exactly what e-sport coverage needs to achieve to find a wider audience.



There’s also footage of Dendi dancing around during a school play. So you’ve got that to look forward to. The guy, unsurprisingly, can dance.

They could do more to explain what makes each player talented as an individual

My only reservation about the documentary’s depiction of pro players is that it tells the viewer that they’re very talented without really showing why that’s the case. I understand that not everybody is going to be able to look at a bit of Dota footage and figure out what makes someone skilled, but this is where a slower, more explanatory approach could be useful.

One of the things that makes the Daigo Third Strike comeback so legendary in the Street Fighter community is that even if you know nothing about SF it’s possible to watch that video and get that not only is this guy skilled, but that he’s skilled because he’s calm, accurate, and has masterful timing. Hopefully this is something that Valve will also factor in for Free To Play: don’t just describe Dendi as talented, describe him as creative.

It’s kind of heartbreaking when you know how it ends

There’s something strange about watching a sports movie when the tournament itself happened almost two years ago: particularly when you’re watching players talking about how important winning is to them when you know they’re going to lose. This isn’t a criticism of the documentary, and it won’t be relevant for every viewer, but Dota die-hards should expect a degree of cognitive dissonance.

Valve are taking this seriously

Valve do very little by halves, and their filmmaking crew treat Free To Play as their full-time job. They’ve got a dedicated editing suite set up, and I would be surprised if Valve don’t continue to produce movies after this. It’s definitely in-keeping with Valve’s general shift from developer to wide-ranging media company.

Finally, and perhaps most importantly, the film treats Dota 2 - and games in general - as if they’re worthy of coverage by default. No “it’s only a game, but...” or “look at this novelty sport.” The only doubt about gaming’s legitimacy on the competitive stage is expressed by parents, and it’s heavily contextualised. This is great for e-sports in general: it doesn’t ignore the fact that they’re still a relatively niche pursuit, but it never questions Dota’s right to be taken seriously or the enthusiasm of its fans. For that reason alone, I’m really excited to see how Valve’s first foray into filmmaking turns out.
Jun 26, 2013
Dota 2
bradmuir


Brad Muir may be busy running Double Fine's latest Kickstarter, Massive Chalice, but he's still got time for his greatest vice: Dota 2. "I'm extremely addicted," he says. "I'm playing all of the Dota 2 I can handle!"

Name: Brad Muir
Occupation: Project Lead at Double Fine Productions on Massive Chalice
Location: San Francisco, CA
Twitter: MrMooEar

Who are you?

I'm Brad Muir! I'm a Project Lead at Double Fine Productions. I've been here for almost 10 years, working on games like Psychonauts, Brütal Legend, Iron Brigade, and now Massive Chalice.
"It boots and loads games so quickly it's ridiculous. I feel like I'm in the future."
What's in your PC?

I used to be really into building my own PC's but this time I around I had a good friend help me out. I just haven't been keeping up with hardware trends. But the rig that he spec'd out for me is about a year old and it's still a beast! Core i5 3570k, 8GB DDR3 RAM, GTX 580, 256GB SSD. It was such a major upgrade to my old rig!

What's the most interesting part of your setup?

I think it's a pretty normal setup. My PC is at a desk in the guest bedroom with a desk chair. There isn't really anything fancy about it. But I will say that upgrading to a PC with an SSD has been revelatory! I know that it's not uncommon nowadays, but the speed just hasn't worn off on me. It boots and loads games so quickly it's ridiculous. I feel like I'm in the future.

What’s on your desk?

It's so messy it's embarrassing! I keep a lot of stuff by my PC. There are a ton of books, Magic cards, and official-looking pieces of mail laying around that I should be dealing with. But mostly I'm just ignoring these things and playing Dota.
"Games were a great escape for me and let me really feel in control of what was happening in the world."
What are you playing right now?

Oh man I'm playing all of the Dota 2 I can handle! My younger brother roped me into the game and I'm extremely addicted right now. I'm definitely looking forward to The International 3 in Seattle in August! I've also been playing some Crusader Kings 2, XCOM: Enemy Unknown, and X-COM: UFO Defense (old school!) for MASSIVE CHALICE research! It's pretty awesome when these games are considered "research" for your job!

Why do you game?

When I was a kid I think it was all about having a safe space. Games were a great escape for me and let me really feel in control of what was happening in the world. Nowadays I think it's a lot different—games are a great way to socialize and keep in touch with my brother. And I think they're a great, interesting way to apply stress your brain in a positive way. I'm so excited that games are offering all sorts of diverse experiences these days. I'm loving the indie community—it's just great that you can have games like Kerbal Space Program and Cart Life in the Steam store next to Call of Duty. Amazing!

How I Game is a weekly spotlight of developers, pro gamers, and community members. Know someone who you’d like to see featured? Drop a comment below.
Dota 2 - SZ
<a href="http://media.steampowered.com/apps/dota2/images/blogfiles/keyart_beastmaster.jpg"><img class="aligncenter" alt="" src="http://media.steampowered.com/apps/dota2/images/blogfiles/inline_beastmaster.jpg" width="100%" /></a>

We are now approaching the two year anniversary of Dota 2’s limited release, and we feel like we’re ready to expand to include anyone who wants to give it a try. In the case of Dota 2, or other games with large backend systems that support them, this isn’t quite as simple as pressing the big red launch button, then sitting back and watching, because of the large infrastructure they rely upon.

As a result, we’re going to take a different approach to the launch of Dota 2 than we have with our previous titles. Our goals are to create little disruption for the existing Dota 2 audience, to bring new players into a system that will work reliably, and to not immediately melt down all of our datacenters. We aren’t sure how long this is going to take, but in our experience everything with Dota ends up involving a lot more people than we predict, so we’re going to ease our way into it.

<a href="http://blog.dota2.com/2013/06/transitioning-into-launch-mode/">Read the full blog post</a>
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