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Valve: Sony, Microsoft Looking to Charge Gamers for Team Fortress 2 Updates

by Nick Breckon, Aug 21, 2008 4:47pm PDT
Related Topics – Team Fortress 2, , Internet Rage, PC

Though Valve has hoped to release Team Fortress 2 add-on content as a free download for console users, company co-founder Gabe Newell now says that the console business model is getting in the way.

"The big concern I have right now is our ability to provide updates," said Newell to videogaming247. "On the PC side, we've done as many as four updates in a day, and that's great: we can respond very quickly."

Newell continued:

If Nvidia puts out a new graphics driver and it changes some way about how texture management works, then before our customers know there's any issue then the problem has gone away. Or we can do the Pyro updates, and the Medic updates [and so on]. On the consoles, they want us to charge money for them, because that's in their model, and our model is very much more to grow the community by giving out free updates. That's harder for us.And then on the consoles they have pretty lengthy certification periods, and we're pretty happy that our customers think that we do a good job on the quality side of updates, and we don't need someone looking over our shoulder checking to make sure that we're not going to screw our customers with a bad update.

Valve marketing director Doug Lombardi told Shacknews in May that DLC for the Xbox 360 version of Team Fortress 2 would likely be announced "soon."

"How and when is still sort of being determined, on pricing and that kind of stuff," said Lombardi at the time. "On the PC it's sort of wide open, you can release stuff whenever you want. On the console there's a little bit more of a pathway."





Comments

30 Threads | 137 Comments





  • I call bullshit. Burnout has several DLC announced for free. CoD4 map-packs, even though they were paid, didn't fracture the community.

    The certification process is there to keep there from being four patches in one day.

    I think the problem here lies with how Valve is pushing out multiple updates to TF2 that incrementally change the gameplay. Maybe they feel these don't warrant a pay price. Maybe it would be better for Valve to save all of this for one big DLC patch.

    The problem here is Valve has a digital distribution method that THEY control and that THEY set the rules on. They want to be able to do that same procedure on Microsoft's platform, and it doesn't work as well. Frankly, I played TF2 on the 360, and it's great. I wish they had these patches, but at the same time I know there are all these stipulations for achievements and certification that Microsoft has in place. Valve got an exemption for the Orange Box as far as achievements go because of the number of games included on that disc. I bet another hang-up is the fact that each of these patches are pushing additional achievements. While that's great on the PC side, this is another hang-up on the Valve can do it their way on Steam but has to do it Microsoft's way on XBOX Live.

    I don't think it is as clear-cut as Microsoft doesn't want ANY free DLC.

    Even a nominal $5 charge for a complete DLC after they finally finish Team Fortress 2 wouldn't be a huge deal, it might even spur new sales of the game.























  • I feel like this isn't exactly a fight of good versus evil, but rather the friction created by two different business models. In the old model you'd have a game as a product that's finished and that's it - DLC is more like a sequel so people charge for it. Valve's model seem to be more of an iterative model, where they put out a game "mechanic" - a good game, with good rules in place, pretty polished stuff, but missing on numbers, like, say, with few maps. Then can work it out as it goes, checking what works and what doesn't, and then extending the game towards what players end up liking instead of just making a blind bet.

    Personally I prefer Valve's model quite a bit more. It allows them to do faster development (not that TF2 is exactly the best example of a quick development cycle) and players to have an actual voice in determining what's popular (more than just fanboys flaming a forum asking for specific features before a game release, seeing what ends up being played on the statistics provide Valve with a real glimpse of what's working and what isn't).