Team Fortress 2
The more the merrier? Image by CrudeCuttlefish

Since the time Valve began publicly tracking hours-played in July 2009, I ve launched 341 different games from Steam. Today, Steam adds at least that many games each month and a half—55 each week, on average, or almost eight per day. There s no question that Steam is saturated. Steam grew by 561 games in 2013, but added 1,814 in 2014. Seven months into 2015, there s already 1,592 new games on Steam. But is that truly a problem?

Steam s library is growing at the fastest rate in its 12-year history, and those of us who play and write about PC games full-time will never dig more than a spoon into Steam s mountain range of more than 5,600 games. It s certainly tempting, even natural, to label that as a problem. Last year, there was a wave of concern following a Gamasutra post that visualized the volume of new games hitting Steam. Kotaku wrote that the trend was hurting developers and gamers. Spiderweb Software s Jeff Vogel told of the imminent burst of the indie bubble, and others jumped up from their chairs to agree: there are too many games on Steam.

Seven months into 2015, there s already 1,592 new games on Steam.

Those who point at the perpetual logjam of new releases feel that Valve has abandoned any semblance of quality control. They fear that Steam will become like the App Store, known more for what it rejects than what it showcases. And they have a point: who wants lazy mobile game ports, halfheartedly erotic pinball, soccer-fighting games, something called SpaceCorn, or Gynophobia, a horror shooter about abnormal fear of women, on Steam? How can deserving, independent gems to stand out in an ecosystem filled with junk? And when games do break through, how can developers retain interest long enough to build a healthy community?

The most irrationally paranoid thought is that we re inching toward the PC gaming equivalent of the video game crash of 83, when the level of saturation of games and platforms gutted the industry, forcing many hardware-makers and publishers to collapse or withdraw forever. Consider this prescient quote from 1986 by Hiroshi Yamauchi, Nintendo s president: Atari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games.

How small studios feel about Steam

Whatever your reaction to this trend, the people whose lives are most braided to it are independent developers and publishers. And when I reached out to them to talk about Steam, I was surprised that the majority of them are unfazed by how crowded Valve s platform has become.

To Swen Vincke, CEO at Larian Studios, today s Steam is simply a return to the way things were before digital distribution, but not in a bad way. Access to retail used to determine which games we got to play, something that hampered the evolution of videogames, says Vincke, who believes digital distribution has created a true renaissance in the industry. However, the quantity of games being released now means that the new barrier to entry has become discoverability, and as a developer you need to plan from day one how your target audience will find out about your game, and ensure that your game has more reasons to be played by players than a similar game your competitor may be making. Which, if you think about it, is exactly how it s always been. There are just more competitors now, so there s no room for slacking. That s a good thing, too, in my opinion.

Paradox Interactive has grown in parallel with Steam over the past several years. They ve become a more diverse publisher in that time, having a hand in Pillars of Eternity this year as well as Cities: Skylines and stuff like Magicka. Despite this, you d expect Paradox to be exactly the sort of entity that s sensitive to a crowded market. Games like Crusader Kings and Europa Universalis—heritage franchises for Paradox—rely on word of mouth, on player anecdotes, to spread their reputations, capture attention, and grow.

Rocket League and ARK: Survival Evolved are recent hits on Steam.

But Susana Meza Graham, COO at Paradox, mostly shrugs off Steam s open-doors policy. Yes, on any given day, there are a lot of games being released. And of course visibility is a challenge for developers, just like navigating the content is a challenge for consumers, says Meza Graham. But the challenge of visibility has always been there for us in one way or another. During the years of retail the survival of your business depended on your ability to get shelf space. And shelf space was dictated based on pedigree and previous releases, your marketing budgets and your ability to commit to a release date six months to one year in advance.

Like Vincke, Meza Graham sees Steam as more of a blessing than a burden to discoverability. Digital distribution, she says, has completely changed how games are developed and brought to market overall, mainly because the people playing the games are much closer to the process from start to finish, and games are developed and supported over a longer period of time after release. That, more than the volume of games releasing, has impacted the way we work with our projects.

Room for everyone

The smaller studios I spoke to mostly echoed these sentiments: sure, Steam is crowded, but that doesn t mean PC gaming will become a zero-sum, winner-take-all marketplace. We definitely feel a lot of pressure but we also fundamentally trust the PC audience, says Paul Kilduff-Taylor from Mode 7, who released Frozen Cortex in February. There's a big group of gamers who want novel-but-intelligent games with a lot of depth and that's what we aspire to make; we'll continue trying to do that at whatever scale is viable in the future because it's what we love doing.

I also spoke with Greg Kasavin, a veteran of the industry who made the transition to game development after working at GameSpot for 10 years. I'm happy that we live in a time when games are more accessible than at any point in the past, both for audiences and for creators, says Kasavin. For creators this state brings some new challenges of having to gain visibility in an increasingly crowded market, but that set of problems I think is far, far preferable to the alternative where only a handful of people in the world are able to develop and publish games. Kasavin says that Supergiant Games approach to making games hasn t changed. I think we've seen similar growth and challenges in other media industries, and in the end I think it's what's best for the medium, even if it's inconvenient for some individual content creators who might personally benefit more if they didn't have as much competition.

We have to differentiate ourselves in a way that hopefully doesn't derail our process but still makes us visible and provides value to fans.

Daniel Jacobsen, studio director of Gaslamp Games (Clockwork Empires, Dungeons of Dredmor) mostly agrees with his peers, but believes that business awareness has greater value today than it did in the past. There s more emphasis on PR and advertising across most non-AAA studios, says Jacobsen. The major change for us is that now we can't just have a game that people want to play. For the best chance at success we have to be a game company that people want to support which is making games that people want to play. We have to differentiate ourselves in a way that hopefully doesn't derail our process but still makes us visible and provides value to fans.

Of the feedback I received from developers, Dave Marsh, co-founder of Zojoi, expressed the most concern. As an indie studio, we re big fans of giving any developer the chance to publish their games in the largest marketplace on the web, says Marsh. While we have received solid support from our publisher and Valve, the sheer number of titles (and sales) available drives down the price players are willing to pay, hurting our ability to make the kind of games our fans love for the PC market. Thus we are forced to consistently offer Shadowgate at significant discounts, putting us in a precarious position: change our development model, find additional funding, look at other platforms, or leave the market altogether. Marsh s comments recall a debate in 2012, when concern was raised that the high frequency of Steam sales would diminish the value of PC games overall.

The approach for us is the same

I also spoke to two major indie PR representatives, the people working every day to rise above the surface of Steam s churning, ever-rising sea of games. Like Jacobsen, both of them underline the need to stand out, but neither mark Steam itself as the problem. So many games launching weekly dramatically increases the need for a well thought-out communication strategy—getting lost in the noise is more of threat than ever, says Stephanie Tinsley Fitzwilliam of Tinsley-PR, who over the years has worked with Stardock Entertainment, Devolver Digital, Piranha Games, Deep Silver, and others.

Evolve PR, like Tinsley-PR, represents a spectrum of independent game makers. The company s founder, Tom Ohle, doesn t seem to flinch at the volume of new stuff hitting Steam each day. There is definitely a lot more noise out there, but fundamentally the approach for us is the same: figure out the appropriate audience for a game and then try to reach that audience, says Ohle. This all just puts even greater pressure on developers to really stand out, to make games that offer something unique. Whether it's visual style, game mechanics or narrative themes, developers have to make their games different in some way from competitive offerings. Even then it's no guarantee that the game will succeed or get attention. You're still relying on media and content creators—already overloaded by the number of requests they're getting—to actually open emails or read a tweet or whatever... and considering we get about 25 to 40 percent open rates on our emails, you're always fighting a bit of an uphill battle.

Steam isn't an obstacle

Most of us, less than a decade ago, were buying our PC games in boxes. And independent developers, in order to get their games on those physical shelves, had to deal with a number of middlemen: distributors, publishers, disc manufacturers and printers, and the retailers who would ultimately decide how many copies of a game deserved to be on display.

Steam leveled the playing field on PC. And getting in early was a boon to games like Garry s Mod, Killing Floor, Peggle, and Audiosurf, when the ratio of tens of millions of users to only hundreds of games assured a disproportionate amount of promotion. But Steam stopped being a platform that guarantees some level of success and exposure years ago. Today Steam is, for the most part, the playing field—a massive shelf of 5,600 titles where everyone gets, for the most part, equal prominence.

But when we say that Steam now has a discoverability problem, the laziest possible criticism that I myself have been guilty of parroting, we fail to examine how the entire landscape of digital communication has shifted to promote discovery, more than compensating for whatever comparatively trivial changes in policy Valve has made in the past couple years.

Millions of people now operate massive engines that promote discovery: YouTube, Twitter, Reddit, Twitch, websites like ours—all resources that didn t exist in anywhere near the same form even three or four years ago. Livestreaming was universally a hassle as recently as 2011; now it s a one-button proposition through utilities like ShadowPlay and OBS.

This is the new normal. Valve s policies have made Steam something of an open port—the digital equivalent of Ellis Island. But Steam itself isn t a problem, it s merely a reflection of the larger, exciting state of PC gaming, the intersection of game development tools being more accessible than ever, engine licensing in particular becoming cheaper (or free), and the greatest level of evangelism and grassroots promotion of PC gaming since 1999. Steam isn t where developers compete—they compete in the much larger ecosystem of communities and systems of sharing that constitutes PC gaming.

Dota 2

Valve continues to hammer Dota 2 Reborn into shape, in preparation for the day when it will consume Dota 2 whole. It's an exciting release—Valve could probably have called it Dota 3 if they didn't have such a crippling fear of that number—but is also missing some key features. Y'know, features like it actually working properly yet.

A beta update introduces some more chunks of the base game. Most important is ranked matchmaking, which has now been enabled. Also, you can now complete Compendium Challenges. As Valve notes, "doing so in the Reborn beta gives you 50% more coins."

More items are now available in Reborn—including all the Immortal Treasure III contents. "Plus," boasts Valve, "we ve made a number of other improvements and fixed long list of bugs." You can see the full list of fixes on the Dota 2 Reborn update page.

Dota 2

The prize pool for The International 2015 is big to the tune of $17,087,016. It's now bigger than all previous International tournaments combined.

Valve has now revealed just how that prize pool will be divvied up between the tournament's winners. Of course, with Compendiums still on sale, that prize pool is still rising—and so, the amount due to each winner is rising too.

Here's how it stands at the time of writing:

  • 1st place: $6,151,326
  • 2nd: $2,648,487
  • 3rd: $2,050,442
  • 4th: $1,452,396
  • 5th: $1,110,656
  • 6th: $1,110,656
  • 7th: $768,916
  • 8th: $768,916
  • 9th: $205,044
  • 10th: $205,044
  • 11th: $205,044
  • 12th: $205,044
  • 13th: $51,261
  • 14th: $51,261
  • 15th: $51,261
  • 16th: $51,261

As yet, only 14 of the 16 teams have been confirmed. The four runner-up teams of the regional qualifiers—CDEC Gaming, Team Archon, MVP Phoenix and Vega Squadron—will fight it out for the two remaining "wildcard" spots. They'll join the regional winners EHOME, compLexity Gaming, MVP HOT6ix and Natus Vincere; and the invited teams Vici Gaming, Evil Geniuses, Team Secret, Invictus Gaming, LGD Gaming, Cloud9, Team Empire, Virtus.pro, Newbee and Fnatic.

The International group stage runs from July 27-30, with the tournament itself taking place from August 3--8. You'll be able to watch on Twitch, YouTube, or Dota 2's broadcast page. This year, those unfamiliar with Dota 2 can look forward to a daily "Newcomer Show"—a once-a-day event that will seemingly replace last year's newcomer stream.

Dota 2 - Dota 2


With today's update, we've enabled Ranked Matchmaking in the Dota 2 Reborn beta. You can now complete Compendium Challenges as well, and doing so in the Reborn beta gives you 50% more coins. While we were at it, we also imported a number of items, including everything from the recently released Immortal Treasure III. Plus, we've made a number of other improvements and fixed long list of bugs, which you can check out on our beta updates page. Don't forget to send us your feedback as you explore the beta.
Dota 2 - Dota 2


With today's update, we've enabled Ranked Matchmaking in the Dota 2 Reborn beta. You can now complete Compendium Challenges as well, and doing so in the Reborn beta gives you 50% more coins. While we were at it, we also imported a number of items, including everything from the recently released Immortal Treasure III. Plus, we've made a number of other improvements and fixed long list of bugs, which you can check out on our beta updates page. Don't forget to send us your feedback as you explore the beta.
Dota 2 - Valve
* Fixed a bug where projectiles launched from dominated creeps could sometimes be created at the wrong position in the world
* Fixed a bug where Nature's Prophet Sprout could occasionally let enemies see inside of the ring of trees
* Client will now confirm that that selected regions can be pinged before entering the matchmaking queue
* Client will prompt to confirm region selection, if automatic selection is not used and user choices appear sub-optimal
Counter-Strike 2
Eyes on the prize. All photos courtesy Dreamhack's Flickr.
TRIGGERNOMETRY

We write about FPSes each week in Triggernometry, a mixture of tips, esports, and a celebration of virtual marksmanship.

Last year's  DreamHack Valencia was more of a second-tier tournament in CS:GO, featuring many outdated lineups such as k1ck and the old HellRaisers (and an all French grand-final that amusingly featured two players with current VAC bans, Sf and KQLY). But this year s DreamHack received some pep in its step by integrating with FACEIT, buffing the prize-pool and bringing elite teams who would theoretically qualify from three regions: Europe, North America, and Oceania.

The event saw a flurry of stories determine its odd composition, with an Oceanic regional contender missing from the party due to both qualified teams (Renegades and Immunity) having to focus on the ESL One Cologne Asian qualifier running concurrently in Kuala Lumpur, Malaysia.

With the dust settled from the event, and with Danish TSM bearing home a trophy and check for $40,000, let s reflect on the FACEIT 2015 Stage 2 finals at DreamHack Valencia.

Takeaway #1: Liquid have a long way to travel

Let s first focus on the all-American Liquid team, whose latest offline results heading in the tournament saw them take a map apiece off of elite teams Fnatic and Na`Vi at Gfinity Spring Masters II, as well make their continental rivals Cloud9 sweat in the quarter-finals of ESWC 2015, despite ultimately losing.

Expectations among the Liquid camp were not particularly high going into Valencia, considering the team s hapless group draw alongside Fnatic, TSM, and NiP. And despite no major blowouts, Liquid went down 9-16 in the opening match to Fnatic and then lost in their best-of-three to NiP the next day.

The fact of the matter is that the team requires fraggers nitr0 and EliGE to be heavily present, as well as fundamental support play from flowsicK and FugLy, and some form of this overall cohesion was missing in Valencia. The takeaway for Liquid from this series will be that the team needs to hit the drawing board, draw on its recent international tournament experiences, and practice set-ups and timings until they can compete at the highest level.

Takeaway #2: An ode to the old Virtus.pro

Despite some tournament wins in 2015, and a deep playoff run at this year s so-far only major in their home country, Virtus.pro is a shell of its old former self. Although the team continues to perform well online—a fact that is highly ironic considering that the team s core of NEO, TaZ, and pashaBiceps were notorious in CS 1.6 for poor online placings—which allows them to qualify and attend events, deep playoff runs seem less and less likely as time goes on.

This team is one of the most travelled in 2015, and with a median age for its players being higher than many teams , are thus particularly susceptible to event fatigue. No wonder then that no successful combination of players has been able to show up in its recent matches, and even the game-sense genius that is Snax is subdued as of late.

The opening game against Na`Vi was in Virtus.pro s favour until sloppy play on the Poles side cost them the opener. The next day s best-of-three group decider against Kinguin at first appeared to be a breeze, but a resurgent Kinguin squad bounced back after map one and took de_dust2 away from VP to force a third map.

And from there, legends tell that a third map was never played. Or, a third map could not have possibly been played considering the savage dismantlement that went down on de_cache. Virtus.pro stood up from their computers with a 0-16 drubbing on the books.

The story here is similar to Liquid s case, although in a different ultimate direction. Both teams will have to look to the future, however Virtus.pro s road looks to be a downhill slope as of now.

Virtus.pro stood up from their computers with a 0-16 drubbing on the books.

Takeaway #3: Kinguin Kings

The replacement of one Swede for another, dennis for SKYTTEN, seems to have had immediate effect in the Scandinavian-Belgian-Portuguese superstar team that is Kinguin. Although the team s upset victory over Virtus.pro has been mentioned, the team even managed to take de_inferno off of Na`Vi in the Group A decider match (despite ultimately losing 2-1).

The tale of Kinguin is one of infinite promise, as well as delivery on all the past months previous hype. The revelation that dalito is both IGL and coach behind the team (whereas other CS:GO team s coaches are sometimes seen sulkily prowling behind the team with not much real input) is no doubt one piece in the puzzle of the team s impressive showing at the FACEIT Stage 2 finals. However, one cannot simply discount the insane fragging ability of ScreaM, Maikelele, rain, and fox, and as the team s cohesion (and English language proficiency) improves—barring any hiccups—Kinguin will be a legitimate contender in any tournament format.

Takeaway #4: NiP An enigma

There is no question of the Ninjas in Pyjamas experiencing a fall from grace in 2015. With one title under their belt (ASUS ROG Winter) this year, as well as yet another finals placing at a major, the team survived off what little fuel in its tank remained to ride out a few events up until midsummer.

Yet recent events (despite breaks for NiP) have not been so rosy, with the team s crash-and-burn in the quarter-finals against a Hiko-powered FlipSid3 being particularly brutal. Thankfully, this past weekend saw a much stronger NiP fall in the Group A decider match against an admittedly worthy opponent of Fnatic, with NiP losing both maps 14-16.

There was much to be seen that was comforting: f0rest playing well, Finnish sniper allu having an impact, and GeT_RiGhT still displaying dedication and talent at a high level. However, the team still lack depth to their strategies and executes and one previously monstrous player has gone rather mute: friberg. In a season where many entry-fraggers struggle (more on that in Cloud9), friberg s poor statistics can be chalked up to a changed metagame yet there is still truth in the fact that the star of ESL One Cologne 2014 has taken a dip in his performance.

Takeaway #5: The rise of Na`Vi

Na`Vi can be arguably classified as part of the new trifecta of elite teams, with the other two being Fnatic and TSM. After fiddling around with variations of lineups for nearly two years, and always bringing tantalisingly close results bar a gold medal, the 2015 Na`Vi lineup with flamie and seized is a surefire winning one.

The rise of Na`Vi began with the team s victory at ESL PL Winter, continued with their win at StarSeries XIII, and was cemented with the team s closely fought victory over Cloud9 at ESWC. Despite a tendency to occasionally throw away comfortable leads—as well as a healthy grouping of fiery tempers on the team—Na`Vi continue to deliver high class strategy and play in CS:GO.

At DreamHack Valencia, the Na`Vi lineup looked a little shaky however this Russo-Ukrainian-Slovakian team were still able to make a deep playoff run and take a map off champions TSM in the semifinals. GuardiaN may be perhaps the most consistent player in terms of statistics that the game has yet to see (the only other contender who comes to mind is Fnatic star olofmeister) and he finds ample help from fragging duo Edward and seized when necessary.

The final cog in the Na`Vi machine was flamie and it was the Russian s exceptional clutch plays and solid holds that turned Na`Vi from a tier-two team into a tier-one team. However, at the FACEIT finals, flamie was notably absent, even going 34-51 in the semi-finals against TSM. Na`Vi will need all the firepower it can get if it wants to rack up more gold.

Takeaway #6: Full-on Fnatic

Has the world s current top team taken a dive? All five players on Fnatic are still capable of peaks of CS:GO greatness and if Fnatic s decider match victory against NiP is any indication, the team still function on a focused and disciplined level.

However, it can be argued that Fnatic have found a kryptonite in two teams (although it remains to be seen if the reason is merely the effect of being at the top and having all teams gun for the top dog), which are TSM and Cloud9.

The former team makes sense, as the elite Danish squad is Fnatic s near rival in terms of teamwork, raw skill, and map precise play. A best-of-one series is always up in the air in this case, and depends on which players are ready to go out of their minds with insane plays.

Cloud9 however, are a bit of a surprise, and a pleasant one at that. The charismatic American team (sporting one Canadian in the form of shroud) took Fnatic to the wire on multiple maps (as well as winning one) at the $500,000 finals of the ESL ESEA Pro League. This resiliency against Swedish skill returned in the semi-finals this weekend when Cloud9 trounced Fnatic 2-0, including in an overtime thriller on de_train, a map which is quickly becoming a point of contention for these two teams.

Fnatic seem to have no issue yet, although two players previously known for deep game-impact, JW and flusha, can be seen to go under at times. KRIMZ, once the most complete CS:GO player, is also more subdued as of late. Yet with olofmeister still turning most team s defenders into Swiss cheese on his T sides, Fnatic are still up there among the very best, locked in a slightly disadvantageous struggle with TSM.

Takeaway #7: No time like now for North America

Cloud9 survived the turbulent NA Shuffle and resurrected with a significantly buffed roster. Three grand final finishes in three weekends is no small joke in a scene as diverse and vibrant as the CS:GO one, and if entry-fragger and recent retiree fREAKAZOiD can pick up on a few more frags, then this team will have no discernible weakness for the most part.

Communication issues have been smoothed out (at least as past weekends POV s have demonstrated) and the team looked even more in sync in Valencia. Skadoodle is making a viable campaign for the best AWPer in the game (although GuardiaN and KennyS would still like a word) and shroud is finally playing a comfortable and consistent carry role.

The CEVO finals may just be Cloud9 s chance to do North America a favour and finally bring home the 1st place finish, assuming the team can surmount regional rivals, Na`Vi, and Virtus.pro (with the final team being a particular thorn for Cloud9).

Takeaway #8: The era of TSM

TSM successfully defended their FACEIT 2015 League trophy and took another first place finish into the vault. The team have been stable with no real roster changes in 2015 and karrigan s role as an IGL is now indisputably better than that of old leader, FeTiSh.

Despite a streaky event attendance record (which should be solved now that the team have survived Danish exams season) and the unfortunate best-of-one blunders that led TSM to finish dead last at ESL ESEA Season 1 finals, TSM are still definitely the second-best, if not the best team in the world.

Proof is in the pudding, and the TSM pudding is preferably served with a dose of Danish hygge, which one experiences when watching the team play pitch-perfect Counter-Strike. It s frightening how coordinated the team can be at times, and with previous choke issues appearing less and less frequently, this is the team to watch for the second half of 2015.

The FACEIT League 2015 Stage 2 finals at DreamHack Valencia saw eight teams enter and one emerge victorious. Truly, no team finished in what might be called a static and stable result for said team, and each team is currently expectant of a better future or dejectedly watching its performances suffer. Such is the state of current CS:GO in a way, and the flux and volatility in itself are things well-worth watching for those who don t even play the game.

Dota 2 - Dota 2


Today we're launching The International website where you can find info about the dates and this year's format. We'll be updating the site throughout the event, starting with the Group Stage team distribution on July 22nd after the players arrive in Seattle.

We're also launching the beta of DotaTV's Live Streaming, which you can find in the new Watch section on Dota2.com. Games are broadcast at up to 1080p at 60 frames per second and feature real-time stats, graphs and match data. The Watch section gives you quick access to the most-viewed Dota matches currently being streamed through Steam Broadcasting. The full broadcast for The International will also be available for viewing on this new platform.
Dota 2 - Dota 2


Today we're launching The International website where you can find info about the dates and this year's format. We'll be updating the site throughout the event, starting with the Group Stage team distribution on July 22nd after the players arrive in Seattle.

We're also launching the beta of DotaTV's Live Streaming, which you can find in the new Watch section on Dota2.com. Games are broadcast at up to 1080p at 60 frames per second and feature real-time stats, graphs and match data. The Watch section gives you quick access to the most-viewed Dota matches currently being streamed through Steam Broadcasting. The full broadcast for The International will also be available for viewing on this new platform.
Dota 2 - contact@rockpapershotgun.com (Philippa Warr)

No, I still can't draw dollar bills, shush now

Valve has announced the prize distribution for its annual Dota 2 [official site] championship, The International. Given money is still coming in thanks to the related crowdfunding drive these figures are likely to go up a little more before the event takes place in August. But it means that none of the qualifying teams will be leaving with less than $51,000 in prize money and the winners of the whole thing will snag more than $6 million.

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