原文来自:next-gen.biz
原文发表于 2008年5月29日
CaesarZX 译
Valve:PC游戏的路还长着呢
如今,尽管许多平台都能玩到Valve Software的游戏,但Valve老板Gabe Newell还是抽空向我们表达了Valve对于PC平台的支持态度。

PC是Valve的家。在5月29日周四召开于他们坐落在华盛顿州贝尔维尤总部的新闻发布会上,Valve表明了自己捍卫PC平台的决心。Valve公司拥有一个一千五百万客户量的Steam销售平台,并且凭借《半条命》、《反恐精英》、《军团要塞2》等PC游戏而广受好评。他们要尽全力去证明所谓“PC市场已经没救了”这种说法是完全错误的。
会上Newell自问自答:“PC游戏是否面临危机?不。但确实还存在一个人们的了解程度问题。”
巧的是微软“Games for Windows”的部门主管Kevin Unangst也表达过同样的想法。
PC支持者之所以说有个“了解程度的问题”,部分原因就是在长期以来,除了仅限于北美范围的国家市场调研(NPD)月度销售报告外,人们无法看到整个PC游戏市场的全部。
按照最近一次NPD年度报告的说法,在经过数年的持续下滑,PC游戏产业利润在2007年仅为9.107亿美元。但是NPD的零售报告仅包含了盒装零售的产品,而没将那些迅猛增加的在线订购和支付的产品计算在内。
现在,NPD开始追踪盒装零售产品之外的收入了,一幅更清晰的市场全景已经展现开来。5月,NPD报告显示仅仅在线订购这一项每年就已经产生10亿美元的收入。
Newell表示,在接下来的三个月中,Valve的数字销售收入将超过传统零售的收入。
“NPD这样的组织现在才开始追踪其他方面收入[例如大型多人在线游戏(MMO)]就已经发现数十亿在PC上的花费,而这些钱在以前是闻所未闻的。”Newell说道。
他补充道:“尽管在欧洲主要市场以及像中国、韩国及俄罗斯这类新兴的PC游戏市场玩家都几乎无视家用机而热衷于是PC平台,业界观察者却依然仅仅把目光聚焦在英美两国。”
Newell指出,对于PC游戏史来说,这已经不光光是把制造产业空洞的数据或信息给忽略掉这么简单的了。
他演讲中有一个“这个故事为何无法得以流传?”的演示幻灯:“正如你们所知道的,三大主机公司每个月都要砸百万美元在公关部门上,让他们把PC说得一文不值。”
Newell还说,没有人能在PC游戏不断延伸的故事中“掌握大权”。
但是由多家公司组成的“PC游戏联盟”不是故事的全部,至少对于Valve是这样。Newell在答记者问时当被问及Valve为什么不加入“PC游戏联盟”时回答说:“与那些公司代表汇聚一堂探讨PC游戏应该怎样怎样相比,产品销售更加重要。”
Newell还给出了Gartner集团的数据,表明全世界有超过两亿六千万在线PC游戏玩家。去年,消费者更是总共购买了两亿五千五百万台新电脑。
Steam平台与它的革新
Newell提出PC才是革命的领军者,其次才轮到主机。PC是个开放平台,这也就是为什么媒体格式,发行方式,多人游戏模式以及其他变革都是从PC上开始的。
Valve的最具革命性的成果之一就是Steam平台了。商业总监Jason Holtman说,Steam平台的胃口正在急速扩大,年增长率达到191%,最高在线人数达到125万人。这个数字发布和社区平台囊括了300多款来自不同厂家的PC游戏。(Holtman还提到了Steamworks,Next-Gen在这里有相关介绍。CaesarZX注释:那篇文章太老,我就不翻译了。)
在“不久的将来”,Valve计划把一些重大的新功能加入Steam,包括驱动程序自动更新、系统配置检查、全新的社区日历功能和“官方”社区。
还有就是Steam将按地区的不同,来制定价格(不再仅限于美元)、购物推荐、购物车以及更多的支付方式。
不过,从方便角度考虑,也许最令人激动的新功能就是玩家不但可以在任何一台电脑上获取他们的Steam游戏,而且还能下载到游戏生成的数据,例如自己的游戏存档和选项设置。此功能被称作Steam Cloud,将率先应用于已经发售的游戏,而且对用户和开发者均免费。
TF2(军团要塞2)模式
Valve的Robin Walker曾说,一个成功的多人游戏应该能够在内容和特性上提供持续更新服务的。
PC版的《军团要塞2》自从去年发售以来已经历了53次更新。这些更新绝大部分都直接来自玩家对计分系统,等级平衡以及地图平衡的反馈结果。
Valve认为,这类由发布许许多多小规模更新所构成的模式,正是Valve迈向多人游戏领域所需要的模式,因为它不但改进游戏性并提供持续的改进,而且还能有效地防止盗版。
原文:
Valve: No PC Gaming “Crisis”
Valve Software titles can be found on numerous platforms, but Valve boss Gabe Newell took some time to show the studio’s continuing support of the PC. More from Valve’s press event within…
PC is Valve’s home, and at a press event Thursday at its Bellevue, Wash.-based headquarters, the company made that clear in its defense of the platform. The company behind the 15 million user-strong Steam digital distribution service and PC favorites such as Half-Life, Counter-Strike and Team Fortress 2 went full force to slap down notions that the PC market is in some kind of irreversible turmoil.
“Is there a crisis in PC gaming?” Newell asked during a presentation. “No. But there is a perception problem.”
His comments closely mirror those of Kevin Unangst, head of Microsoft’s Games for Windows, who expressed almost exactly the same sentiment.
The reason PC backers say that there is a “perception problem” is partly because most of the time, particularly in North America with the monthly U.S.-only NPD retail reports, people aren’t seeing the whole PC gaming picture.
Going by the latest annual U.S. NPD results, PC gaming revenue appears to have declined year-on-year to $910.7 million in 2007. But NPD’s figures only included boxed retail product, not subscriptions and paid online content, which are growing substantially.
Now that NPD has begun tracking revenues beyond boxed retail product, a clearer picture of the market is being painted. In May, the NPD Group reported that online subscriptions alone generated $1 billion annually.
Newell said that in the next three months, its digital revenue from Valve titles will surpass its retail revenue.
“Only now are organizations such as NPD beginning to track alternative revenue streams (MMO subscriptions, etc.) and discovering billions of previously unacknowledged spending on PC gaming,” Newell stated.
And many times, industry watchers focus on only the U.S. and U.K. PC gaming markets, Newell said, although customers in major European markets and emerging markets like China, Korea and Russia are almost solely dedicated to PC, leaving consoles by the wayside.
It’s not just missing data or information that have created holes in the PC gaming story, according to Newell.
Read one slide during his presentation headed as “Why isn’t this story being told?”: “As all of you know too well, the three of the major console holders spend millions of dollars each month on PR teams to seed stories to the contrary.”
Newell also said that no one is “taking ownership” in spreading the PC story.
But the multi-company PC Gaming Alliance isn’t an integral part of that story, at least as far as Valve’s concerned. Asked during a Q&A session why Valve isn’t part of the PC Gaming Alliance, he said, “Shipping products is more important than companies sending representatives together to all agree that PC games should be doing better.”
Newell also cited data from the Gartner Group that showed there are over 260 million online PC gamers in the world. Consumers bought more than 255 million new PCs last year.
Steam and innovation
Newell argued that the PC is the leader in innovation, which then trickles down to consoles. Media formats, distribution methods, multiplayer modes and other innovations begin on PC because it is an open platform, he said.
One of Valve’s greatest innovations is Steam. Business director Jason Holtman said that Steam adoption is continuing to grow rapidly, with 191 percent year-on-year growth and 1.25 million peak concurrent users. The digital distribution and community platform houses over 300 PC titles from various game makers. (Holtman also covered Steamworks, much of which Next-Gen covered here.)
In the “near-future,” Valve expects to add significant new features to Steam, including driver auto-updating, a system requirements-checker, new community calendar functions and “official” communities.
Other additions to Steam will be localized pricing (not just USD), recommendations, a shopping cart and more payment methods.
But perhaps the most compelling new feature, as far as convenience is concerned, will be the upcoming ability for users to access not only their Steam games from any PC (which they can do already), but also game-generated data such as saves and configurations, which will be stored transparently in Steam’s back-end. This feature, dubbed Steam Cloud, will first be rolled out in existing titles, and will be available for free to both developers and gamers.
The TF2 model
Valve’s Robin Walker said that successful multiplayer games need to be considered as services that are constantly updated with new features and content.
Team Fortress 2 for PC has seen 53 updates since its launch last year, many of which are a result of direct feedback from players regarding Achievement design, class balance and map balance.
Valve said that this model–lots of little updates–is the company’s model moving forward for multiplayer titles, as it not only improves gameplay and offers continuing innovation, but also curbs piracy.


















