Valve is
seen by many, both gamers and industry analysts alike, to be the most
innovative company currently in the games industry. This is chiefly because
they understand the idea of web 2.0 – a community dictated by a shared
intelligence. Even the company employees work using a shared intelligence, just read the employee handbook! But a discussion of that is for another blog entry.
Valve's first web 2.0 innovation came with the idea of a digital delivery service. When Valve went public with its video
game digital distribution service, Steam, in 2004, digital delivery seemed inconceivable for such large things as video games. According to games
journalism site Kotaku, the concept of a product being unlocked digitally andretained digitally was a foreign one to the consumer, and at the time the
demand for such a product meant that the traffic going through the distribution
service overloaded and people were unable to play the game. Suffice to say,
people weren’t happy with Steam to begin. Over time, people have realized the
ease at which this distribution works. It was far better than buying from the real life retailer.
Valve
understood the idea that breaking down the barriers between customer and
developer with this flagship service led to fierce consumer loyalty, a lowering
of price, and an infinite number of products being sold. The weirdest part of
this is the innovation came as a result of illegal activity on the part of the
disillusioned consumer, sick of the high video game prices. In a way, Steam
single-handedly saved a dying PC games industry. Publishers were willing to
give up on developing for the PC, as it was deemed too easy to illegally
download games. Valve saw this phenomenon of people sharing and digitally obtaining copied files that went together to make a game on torrent sites, and decided
itself to create a platform that charged consumers to digitally deliver the
game straight from the publisher, thus making it legal while retaining the easy
delivery online. No longer would PC gamers have to wander down to the local PC
store to buy a bulky box to get a game which was twice the price, mostly to
cover the costs of making the box, the cost of having it on a console, and to cover the profits of the retailer. The collective intelligence of the internet informed Valve's decision to embark down this road of digital delivery, and they've never looked back.
Suriowecki refers to Collective Intelligence as a developer effectively using user data
provided to them from the user to improve their product. This is a
guiding principle in how Valve conducts its business and is perhaps best
exemplified in how Valve has increasingly outsourced both quality control and
prominence of games across the service.
Two case studies -- the flawed Steam Greenlight system, and the recent Steam Tags,
show how the user en masse can be a better arbiter for what sells than Valve or
publishers themselves. Fundamentally, this is changing the way the games
industry conducts its business. The digital revolution is causing publishers and developers to reevaluate their distribution and the products they sell based upon real-time user data.
Valve’s
acceptance of indie games became an increasingly lengthy process with the amount
of developers submitting their games and the testing as to quality and
suitability for sale on Steam. As a way to mitigate the amount of developers
submitting and possibly rid this bottleneck, Valve outsourced its sorting of
indie games to the user in a system they called Steam Greenlight, asking them to vote on which games they’d like to see
on the Steam platform. Additionally, developers could pitch ideas to the ‘Greenlight’
system, and if they were without publisher, Valve insisted that they must undergo the Steam Greenlight. While
the submission pool shrunk due to user input, the floodgates flew open as to at
what stage a game could be successfully greenlighted. Valve did not put
restrictions on developers submitting, so there was everything from joke game ideas almost being greenlighted to developers swiftly shortcutting the system
in favour of getting a publisher onside. Valve eventually put a $100 fee in place to
deter all the troll game ideas, but this complicated things further, as some
game developers can’t afford to throw $100 away on a game that may not be
successfully voted through by the crowd. Acknowledging the limits of collective
intelligence, and perhaps that Valve needs to be involved in some way in the choosing, founder Gabe Newell has since said they are looking to abandon the Greenlight system.
A recent innovation
in Valve’s crowdsourcing came from the decision to let game float the game's popularity
and relevance to keywords with a system called Steam Tags. Users could tag
a game with any genre or word, and based upon the number of people tagging a
game with the same word or phrase, it would begin to show up under that
particular tag. The more people tagging, the more prominent the game would be.
For example, Dota 2 is listed as
being first under the “Action” tag, and as a result when the user types “Action”
into the Steam search Dota 2 will appear first.
This is an innovative way for
the user to decide what should have prominence in a word cloud and how a search
should be aggregated. By letting shared intelligence choose how to order games under certain tags, it takes the power away from publishers artificially paying money to promote their
game on Steam and putting it in the hands of the gamers themselves to decide
which games are worth playing, and what genres and search terms are most
fitting. But, as with Steam Greenlight, crowdsourcing this kind of quality
control comes with drawbacks. Gone Home,
an indie game that launched to critical acclaim for its narrative elements last
year has been labelled by the wider internet community as the condescending “Walking
Simulator” tag (Gone Home is an
exploration game) or the downright offensive “Cis scum” for having a story that
touches upon LGBT themes. Call of Duty: Ghosts has “dog” as its most popular tag, despite being an action game that
has very few levels with dogs in it, or “9 year old online daycare” as another tag for the
game, in an attempt to discredit the online players of this first-person
shooter as young and immature. These tags are unhelpful to a user’s search and
range from mildly annoying to offensive, and while Valve has implemented a
feature within Steam Tags to report offensive tags, this still doesn’t get rid
of the large number of misleading or silly tags being applied to group these
games together.
Valve is
one of the few game publishing platforms that continually innovates, with
everything from being the first to use digital delivery as a means of
purchasing games to crowdsourcing the grouping of games in Steam’s store.
With the kerfuffle surrounding Xbox One’s initially clumsy approach to digital content management and competitor game publisher EA’s Origin (seen by many gamers as a sour knock-off of the
Steam platform), I believe Valve will continue to lead the way in the web 2.0 space for many years to come.
While at
times the idea of trying to crowdsource crucial elements of the platform may not work in anyone’s
favour, more often than not the wisdom of the crowds have it right in terms of placing value on a product. And if the
Steam Charts are anything to go by, there are plenty of people who adhere to an
open platform for content delivery.
This is a very interesting view on the two system that Valve tried to implement on their Steam platform.
ReplyDeleteThe Tag system is quite unique approach to game categorization, it is another beside the usage of genre. It can bind more context to the game, giving the user more information. This is Steam harnessing the collective intelligence for curate and organizing their products. This is good if Valve can control the offensive word and context that is generated.
The "Walking Simulator" tag is one of my favourite, it's quite informative. It can show a lot about the game play without spoiling the game narrative.
The "Walking Simulator" tag, while at a fairly rudimentary level describing the gameplay, I feel does a detriment to the game. Gone Home has a great narrative and is beautifully voiced, far beyond the limitations of a what-it-says-on-the-tin style genre like the simulator. A more apt tag for this game would be "Exploration" as a genre, and in my opinion gamers apply the "Walking Simulator" tag as a way of minimising those story elements that are the backbone of the experience. But I guess if the story didn't interest someone, all they would take away was that they walked around a virtual house for three hours! :P
DeleteAn informative blog:) Although I do not play much PC games but through your introduction I can tell how and why the platform was formed. The summarize of "Steam greenlight" and "steam tag" best described how the concept "harnessing collective intelligence" applied to the gaming platform and the comparison between these two actually indicated the evolution in the harnessing process. Although steam tag is still not perfect because of those unhelpful tags, it still shows players' intelligence of their opinion on the game.
ReplyDeleteLooking forward to your next post!
Thanks for your kind words. I agree, Steam showcases the intellect of the discerning player, for better or worse. Some of the input is great, other input would come from a place people refer to now as online snark or trolling. It's a sad reality, but every online product looking to involve online communities at large must take in this distasteful consideration. While most companies would have a reactionary viewpoint, due perhaps to inexperience online, Valve treats this corner of the net with apathy and an "eh, that's what some users like to do" kind of attitude. Mind you, they do take steps to limit harassment online or abusive content. Nobody should have to deal with that.
DeleteI think its Steam's mod workshop that really harnesses web 2.0. It takes steam from being a source of product distribution to a fully engaged creative community. Even though kids are not always commercialu viable they are often the testing ground of new ideas and valuable flags for what emerging consumer taste is.
ReplyDeleteIn considering this, Greenlight seems to me to be what consumers think they will pay for while mods are what in principle gamers are looking for. Both have a rather unsteady predictive power.
My last thought is thay steam tags has become an unintended feedback loop of consumer satisfaction. With the example of COD, valves customers are hinting to their belief, without fully realising it that they really want better screening of minors to prevent them Intruding in the discourse. The customer is always right, even if they don't know how to communicate their wants.
*mods, not kids. Sorry, writing off my phone.
DeleteThank you for your contribution, Andrew. I agree, the modding community that Valve fosters on Steam with each game on Steam Workshop is a great way to involve the users in the product even further than the standard 'vanilla' way the developers had in the game originally.
DeleteAt some points, modders' add-ons have made it officially into the game or a sequel as a fully implemented feature, so users are a huge part of a video game's development and long term lifespan. Modders are the backbone that keeps a game alive years after many gamers have 'moved on', so to speak.
Great post. Being a Steam user for many years now I do agree that they always seem to be leading the way in using the digital platform for game delivery. What do you think about the ongoing Cloud Imperium Games example of harnessing the collective intelligence of end users? They've crowd sourced not only $41m (and counting) to fund the game but also content and ideas for the game. And their plans are to release premature modules of various aspects of the game to their backers to provide feedback and improve them before the final game release.
ReplyDeleteThanks Shannon!
DeleteThe Cloud Imperium Games project is an interesting one, and I think the key with collective intelligence with Kickstarters and crowd sourcing resources for a game is to be as transparent as possible. To crowd source $41 million would require them to itemise exactly what is being spent on where, if they are to build trust among the backers for their project.
Star Citizen is looking to be a fantastic game, and I hope that they play this right. The real starter for this wave of crowd sourcing games came with Double Fine, and they ran out of money and needed to ask for more from their gamers. This is why I say that Cloud Imperium Games need to be as transparent as possible about where this money is going in their development, and budgeting it correctly and ensuring they don't go overbudget.
Fundamentally, this isn't their money they're playing with, it's other people's. And these people are paying for an idea, not a product.