Sales from Valve's digital distribution client are not factored in, with the figures only accounting for worldwide retail sales. With Half-Life 2, Valve began simultaneously releasing all of its PC games at retail and via Steam. The numbers were originally printed in the November issue of Game Informer, then republished by Gamasutra.
Furthermore, it was not specified if the figures of multiplatform games--Half-Life, Half-Life 2, The Orange Box--included both PC and console sales, or just PC.
- Half-Life (Valve) / 1998 - 9.3 Million
- Half-Life: Opposing Force (PC, Gearbox) / 1999 - 1.1 Million
- Half-Life: Blue Shift (PC, Gearbox) / 2001 - 800,000
- Counter-Strike (PC, Valve) / 2000 - 4.2 Million
- Counter-Strike: Condition Zero (PC, Valve) / 2004 - 2.9 Million
- Counter Strike: Source (PC, Valve) / 2006 - 2.1 Million
- Counter-Strike (Xbox, Valve) / 2003 - 1.5 Million
- Half-Life 2 (Valve) / 2004 - 6.5 Million
- Half-Life 2: Episode One (PC, Valve) / 2006 - 1.4 Million
- The Orange Box (Valve) / 2007 - 3 Million
(Half-Life 2 HL2: Episode One, HL2: Episode Two, Portal, Team Fortress 2)
I think the seemingly lower numbers for the later on sales (Source engine+) is because of Steam. Without the Steam sales details it's kind of hard to discern what sales have really been like in more recent times.
The larger the decline in retail sales, the higher the increase in digital distribution.
Why are those numbers NEVER released? Probably because Valve has a monopoly on digital distribution, and if other companies knew how profitable it was then it would encourage competition? Idntknw.
the profit margin is so low that valve feels ashamed to post the numbers of their steam sells...or?