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I'd like to thank Sony for their gracious hospitality, and for not repeatedly punching me in the face. If I seem a little nervous, it's because Kevin Butler was introduced to me backstage as the VP of sharpening things.
Gabe Newell
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Gabe Newell
Age: 62
Born: 1962
Born: November 3
Businessman
Computer Scientist
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Game Designer
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Gabe Logan Newell
GabeN
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More quotes by Gabe Newell
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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I'm a handsome man with a charming personality.
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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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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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We came up with the name and logo pretty much the same way we do everything else.
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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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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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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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Don't ever, ever try to lie to the internet.
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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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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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We just always focus on quality, which can be frustrating during the wait, but which pays off when we're done (we hope).
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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.
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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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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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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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Piracy is almost always a service problem.
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We started off with a set of objectives for what we needed to communicate with the company's identity, created several proposals intended to meet those objectives, and picked the one that did the best job.
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I think that Windows 8 is kind of a catastrophe for everybody in the PC space.
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