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Most DRM solutions diminish the value of the product by either directly restricting a customer's use or by creating uncertainty.
Gabe Newell
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Gabe Newell
Age: 62
Born: 1962
Born: November 3
Businessman
Computer Scientist
Entrepreneur
Game Designer
Programmer
CO
Gaben
Gabe Logan Newell
GabeN
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More quotes by Gabe Newell
Piracy is almost always a service problem.
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George Lucas should have distributed the 'source code' to Star Wars. Millions of fans would create their own movies and stories. Most of them would be terrible, but a few would be genius.
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Valve wouldn’t have gotten its start
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If you look at the requirements for just one piece, like art, from one generation of games to the next, it will change radically. You need people who are adaptable because the thing that makes you the best in the world in one generation of games is going to be totally useless in the next.
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I think Windows 8 is a catastrophe for everyone in the PC space. I think we'll lose some of the top-tier PC/OEMs, who will exit the market. I think margins will be destroyed for a bunch of people.
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The PS3 is a total disaster on so many levels, I think It's really clear that Sony lost track of what customers and what developers wanted.
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Everybody understands that you're supposed to say 'our employees are our most valuable asset' to the point where, even if it's really true, they're not going to really trust you until you've earned that - same with customers.
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I've always wanted to be a giant space crab.
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I think it's highly likely that we'll continue to have high-performance graphics capability in living rooms. I'm not sure we're all going to put down our game controllers and pick up touch screens - which is a reasonable view, I'm just not sure I buy into it.
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We came up with the name and logo pretty much the same way we do everything else.
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A store is just a collection of content. The Steam store is this very safe, boring entertainment experience. Nobody says, 'I'm going to play the Steam store now.'
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It used to be that you needed a $500-million-a-year company in order to reach a worldwide audience of consumers. Now, all you need is a Steam account. That changes a whole bunch of stuff. It's kind of a boring 'gee, information processing changes a stuff' story, but it's going to have an impact on every single company.
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The culture at Valve is pretty much crowdsourced. The handbook is a wiki. One of the first things we say to new hires is, 'You have to change something in the handbook.'
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Greenlight is a bad example of an election process. We came to the conclusion pretty quickly that we could just do away with Greenlight completely, because it was a bottleneck rather than a way for people to communicate choice.
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About half the people at Valve have run their own companies, so they always have the option not just to take a job at another game company, but to go start their own company. The question you always have to answer is, 'How are we making these people more valuable than they would be elsewhere?'
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Computing lets people express their creativity and unlock solutions, and code is computing's universal language. All young people, including girls, deserve to be fluent in the language of the future.
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The programmers of tomorrow are the wizards of the future. You're going to look like you have magic powers compared to everybody else.
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One of the things that's interesting is that the PC has always had a huge amount of scalability. It was sort of the wild dog that moved into Australia and killed all the local life because it could just adapt. There used to be these dedicated devices, like dedicated word processors.
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The Internet is changing what entertainment and sports is. It's not just a few people authoring an experience for others. It's really growing out of what everybody does.
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If I buy a game on Steam and I'm running it on Windows, I can go to one of the Steam machines and already have the game. So you benefit as a developer you benefit as a consumer in having the PC experience extended in the living room.
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