Difference between revisions of "VALVe Software"

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  company_name  = Valve [[Corporation]]|
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[[Category:VALVe_Software]]
  company_type  = Private |
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'''Valve Corporation''' is a Bellevue, Washington-based video game developer made famous by its first product, ''[[Half-Life_1|Half-Life]]'', which was released in November 1998.  The company has continued in the footsteps of ''Half-Life''<nowiki>'</nowiki>s success by developing mods, spin-offs, and sequels including ''[[Half-Life 2]]''.
  company_slogan = "With eyes open - turn forward" |
 
  foundation    = [[Bellevue, Washington]] ([[1996]]) |
 
  location      = Bellevue, Washington |
 
  key_people    = [[Gabe Newell]], co-founder and [[managing director]] |
 
  num_employees  = 70+ [http://www.valvesoftware.com/about.html] |
 
  industry      = [[Software & Programming]]|
 
  products      = ''[[Half-Life]]'' <br />''[[Team Fortress Classic]]'' <br />''[[Counter-Strike]]'' <br />''[[Day of Defeat]]'' <br /> ''[[Deathmatch Classic]]'' <br /> [[Steam (content delivery)|Steam]] <br />''[[Half-Life 2]]'' <br />[[Source engine]] <br />|
 
  revenue        = $70 million [[United States dollar|USD]] ([[2005]]) [http://www.forbes.com/archive/forbes/2005/1212/064.html]|
 
  homepage      = [http://www.valvesoftware.com/ www.valvesoftware.com]
 
}}
 
'''Valve Corporation''' is a [[Bellevue, Washington]]-based [[video game developer]] made famous by its first product, ''[[Half-Life]]'', which was released in [[November]] [[1998]].  The company has continued in the footsteps of ''Half-Life''<nowiki>'</nowiki>s success by developing [[mod (computer gaming)|mods]], [[spin-off]]s, and [[sequel]]s including ''[[Half-Life 2]]''.
 
  
 
==''Half-Life''==
 
==''Half-Life''==
Long-time [[Microsoft]] employees [[Gabe Newell]] and [[Mike Harrington]] founded Valve in [[1996]].  After securing a license to the ''[[Quake]]'' engine (through the help of friend [[Michael Abrash]] of [[id Software]]) in late 1996, they commenced working on ''Half-Life''. Originally planned for release in late [[1997]], ''Half-Life'' launched on [[October 31]], [[1998]].  Valve acquired TF Software PTY Ltd., the makers of the ''[[Team Fortress]]'' [[Mod (computer gaming)|mod]] for ''[[Quake]]'' with the intent to create a standalone ''[[Team Fortress 2]]'' game.  The ''[[Team Fortress Classic]]'' [[Mod (computer gaming)|mod]], essentially a port of the original ''[[Team Fortress]]'' quake mod, was released for ''Half-Life'' in [[1999]]; ''TF2'' is still in development.   
+
Long-time Microsoft employees [[Gabe Newell]] and Mike Harrington founded Valve in 1996.  After securing a license to the ''Quake'' engine (through the help of friend Michael Abrash of id Software) in late 1996, they commenced working on ''Half-Life''. Originally planned for release in late 1997, ''Half-Life'' launched on October 31, 1998.  Valve acquired TF Software PTY Ltd., the makers of the ''[[Team Fortress]]'' mod for ''Quake'' with the intent to create a standalone ''Team Fortress 2'' game.  The ''Team Fortress Classic'' mod, essentially a port of the original ''Team Fortress'' quake mod, was released for ''Half-Life'' in 1999; ''TF2'' is still in development.   
  
Valve continued work on ''Half-Life'', releasing several more extensions to the game and collaborated with other developers to [[porting|port]] it to other platforms.  They also took on-board the development of the highly popular ''[[Counter-Strike]]'' and ''[[Day of Defeat]]'' ''Half-Life'' mods.  
+
Valve continued work on ''Half-Life'', releasing several more extensions to the game and collaborated with other developers to port it to other platforms.  They also took on-board the development of the highly popular ''[[Counter-Strike]]'' and ''[[Day of Defeat]]'' ''Half-Life'' mods.  
 
==Steam and lawsuits==
 
==Steam and lawsuits==
Valve announced its [[Steam (content delivery)|Steam]] content delivery system in [[2002]].  At the time, it looked to be a method of streamlining the [[patch (computing)|patch]] process common in online [[computer game]]s.  Steam was later revealed as a replacement for much of the dated framework of [[WON]] and ''Half-Life'' multiplayer and also as a distribution system for entire games.
+
Valve announced its [[Steam]] content delivery system in 2002.  At the time, it looked to be a method of streamlining the patch process common in online computer games.  Steam was later revealed as a replacement for much of the dated framework of [[WON]] and ''Half-Life'' multiplayer and also as a distribution system for entire games.
  
Between [[2002]] and [[2005]], Valve was involved in a complex legal showdown with its publisher, [[Sierra Entertainment]] (which was later bought by [[Vivendi Universal Games]], or VUG).  It officially began on [[August 14]], 2002 when Valve sued Sierra for [[copyright infringement]], alleging that the publisher illegally distributed copies of their games to [[Internet cafe]]s.  They later added claims of [[breach of contract]], accusing their publisher of withholding royalties and delaying the release of ''[[Counter-Strike: Condition Zero]]'' until after the holiday season.
+
Between 2002 and 2005, Valve was involved in a complex legal showdown with its publisher, [[Sierra Entertainment]] (which was later bought by Vivendi Universal Games, or VUG).  It officially began on August 14, 2002 when Valve sued Sierra for copyright infringement, alleging that the publisher illegally distributed copies of their games to Internet cafes.  They later added claims of breach of contract, accusing their publisher of withholding royalties and delaying the release of ''[[Counter-Strike: Condition Zero]]'' until after the holiday season.
  
Vivendi fought back, saying that Gabe Newell and marketing director Doug Lombardi had misrepresented Valve's position in meetings with the publisher.  Vivendi later countersued, claiming that Valve's Steam content distribution system attempted to circumvent their publishing agreement. VUG sought [[intellectual property]] rights to ''Half-Life'' and a ruling preventing Valve from using Steam to distribute ''Half-Life 2''.
+
Vivendi fought back, saying that Gabe Newell and marketing director Doug Lombardi had misrepresented Valve's position in meetings with the publisher.  Vivendi later countersued, claiming that Valve's Steam content distribution system attempted to circumvent their publishing agreement. VUG sought intellectual property rights to ''Half-Life'' and a ruling preventing Valve from using Steam to distribute ''Half-Life 2''.
  
On [[November 29]], 2004, Judge Thomas S. Zilly of U.S. Federal District Court in [[Seattle, Washington|Seattle, WA]] ruled in favor of Valve Corporation. Specifically, the ruling stated that Vivendi Universal Games and its affiliates (including Sierra) were not authorized to distribute Valve games, either directly or indirectly, through cyber cafés to end users for pay-to-play activities pursuant to the parties' current publishing agreement. In addition, Judge Zilly ruled that Valve could recover copyright damages for infringements without regard to the publishing agreement's limitation of liability clause.
+
On November 29, 2004, Judge Thomas S. Zilly of U.S. Federal District Court in Seattle ruled in favor of Valve Corporation. Specifically, the ruling stated that Vivendi Universal Games and its affiliates (including Sierra) were not authorized to distribute Valve games, either directly or indirectly, through cyber cafés to end users for pay-to-play activities pursuant to the parties' current publishing agreement. In addition, Judge Zilly ruled that Valve could recover copyright damages for infringements without regard to the publishing agreement's limitation of liability clause.
  
On [[April 29]], 2005, Valve posted on the Steam website that the two companies had come to a settlement in court. [http://www.steampowered.com/index.php?area=news&id=413]
+
On April 29, 2005, Valve posted on the Steam website that the two companies had come to a settlement in court. [http://www.steampowered.com/index.php?area=news&id=413]
  
 
==''Half-Life 2''==
 
==''Half-Life 2''==
The company created a stir at [[]] in [[May]] [[2003]] by debuting what appeared to be a surprisingly complete ''Half-Life 2'' and its [[Source engine]]. Originally scheduled to be released in [[September]] [[2003]], the game's first delay was announced just weeks before its scheduled release. (Valve later admitted that the game was far from completion.) Just before the delay was announced, a leak of ''Half-Life 2'''s [[source code]] made worldwide news. At first, Valve called on the FBI, but without results. Then they turned to the internet community, and soon tips came in. A [[Germany|German]] citizen who went by the name of Axel G. was tried and convicted in [[United States]] for the theft. ''Half-Life 2'' was released on [[November 16]], [[2004]].
+
The company created a stir at E³ in May 2003 by debuting what appeared to be a surprisingly complete ''Half-Life 2'' and its [[Source engine]]. Originally scheduled to be released in September 2003, the game's first delay was announced just weeks before its scheduled release. (Valve later admitted that the game was far from completion.) Just before the delay was announced, a leak of ''Half-Life 2'''s source code made worldwide news. At first, Valve called on the FBI, but without results. Then they turned to the internet community, and soon tips came in. A German citizen who went by the name of Axel G. was tried and convicted in United States for the theft. ''Half-Life 2'' was released on November 16, 2004.
  
In April 2005, Valve announced an [[expansion pack]] for ''Half-Life 2'' titled ''[[Half-Life 2: Aftermath]]''. During a discussion about ''Aftermath'', Valve's Jess Cliffe reported that news concerning ''Team Fortress 2'' would "soon" be released.
+
In April 2005, Valve announced an expansion pack for ''Half-Life 2'' titled ''[[Half-Life 2: Aftermath]]''. During a discussion about ''Aftermath'', Valve's Jess Cliffe reported that news concerning ''Team Fortress 2'' would "soon" be released.
  
On [[July 18]], [[2005]], [[Electronic Arts]] announced that they would be teaming up with Valve in a multi-year deal to publish their games. EA will first publish the "Game of the Year" edition of ''Half-Life 2'' and ''Counter-Strike: Source'' for the PC. They will also publish ''Half-Life 2'' for the [[Xbox]] and its expansion pack, ''Aftermath''.
+
On July 18, 2005, Electronic Arts announced that they would be teaming up with Valve in a multi-year deal to publish their games. EA will first publish the "Game of the Year" edition of ''Half-Life 2'' and ''Counter-Strike: Source'' for the PC. They will also publish ''Half-Life 2'' for the Xbox and its expansion pack, ''Aftermath''.
  
 
==See also==
 
==See also==
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*[[List of Half-Life mods]]
 
*[[List of Half-Life mods]]
 
*[[List of Half-Life 2 mods]]
 
*[[List of Half-Life 2 mods]]
*[[PowerPlay (technology)]]
 
  
 
==External links==
 
==External links==
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*[http://www.valvesoftware.com/people.html People Of Valve Corporation]
 
*[http://www.valvesoftware.com/people.html People Of Valve Corporation]
 
*[http://www.eagames.com/redesign/editorial.jsp?src=valve_071805 Press release about EA Games and Valve]
 
*[http://www.eagames.com/redesign/editorial.jsp?src=valve_071805 Press release about EA Games and Valve]
 
[[Category:Computer and video game companies]]
 
[[Category:Companies based in Washington]]
 
 
[[da:Valve Software]]
 
[[de:Valve]]
 
[[es:Valve]]
 
[[fr:Valve Software]]
 
[[it:Valve Software]]
 
[[nl:Valve Software Corporation]]
 
[[fi:Valve Software]]
 
[[sv:Valve Software]]
 
[[tr:Valve Software]]
 
[[zh:維爾福軟體公司]]
 

Latest revision as of 01:27, 6 February 2006

Valve Corporation is a Bellevue, Washington-based video game developer made famous by its first product, Half-Life, which was released in November 1998. The company has continued in the footsteps of Half-Life's success by developing mods, spin-offs, and sequels including Half-Life 2.

Half-Life

Long-time Microsoft employees Gabe Newell and Mike Harrington founded Valve in 1996. After securing a license to the Quake engine (through the help of friend Michael Abrash of id Software) in late 1996, they commenced working on Half-Life. Originally planned for release in late 1997, Half-Life launched on October 31, 1998. Valve acquired TF Software PTY Ltd., the makers of the Team Fortress mod for Quake with the intent to create a standalone Team Fortress 2 game. The Team Fortress Classic mod, essentially a port of the original Team Fortress quake mod, was released for Half-Life in 1999; TF2 is still in development.

Valve continued work on Half-Life, releasing several more extensions to the game and collaborated with other developers to port it to other platforms. They also took on-board the development of the highly popular Counter-Strike and Day of Defeat Half-Life mods.

Steam and lawsuits

Valve announced its Steam content delivery system in 2002. At the time, it looked to be a method of streamlining the patch process common in online computer games. Steam was later revealed as a replacement for much of the dated framework of WON and Half-Life multiplayer and also as a distribution system for entire games.

Between 2002 and 2005, Valve was involved in a complex legal showdown with its publisher, Sierra Entertainment (which was later bought by Vivendi Universal Games, or VUG). It officially began on August 14, 2002 when Valve sued Sierra for copyright infringement, alleging that the publisher illegally distributed copies of their games to Internet cafes. They later added claims of breach of contract, accusing their publisher of withholding royalties and delaying the release of Counter-Strike: Condition Zero until after the holiday season.

Vivendi fought back, saying that Gabe Newell and marketing director Doug Lombardi had misrepresented Valve's position in meetings with the publisher. Vivendi later countersued, claiming that Valve's Steam content distribution system attempted to circumvent their publishing agreement. VUG sought intellectual property rights to Half-Life and a ruling preventing Valve from using Steam to distribute Half-Life 2.

On November 29, 2004, Judge Thomas S. Zilly of U.S. Federal District Court in Seattle ruled in favor of Valve Corporation. Specifically, the ruling stated that Vivendi Universal Games and its affiliates (including Sierra) were not authorized to distribute Valve games, either directly or indirectly, through cyber cafés to end users for pay-to-play activities pursuant to the parties' current publishing agreement. In addition, Judge Zilly ruled that Valve could recover copyright damages for infringements without regard to the publishing agreement's limitation of liability clause.

On April 29, 2005, Valve posted on the Steam website that the two companies had come to a settlement in court. [1]

Half-Life 2

The company created a stir at E³ in May 2003 by debuting what appeared to be a surprisingly complete Half-Life 2 and its Source engine. Originally scheduled to be released in September 2003, the game's first delay was announced just weeks before its scheduled release. (Valve later admitted that the game was far from completion.) Just before the delay was announced, a leak of Half-Life 2's source code made worldwide news. At first, Valve called on the FBI, but without results. Then they turned to the internet community, and soon tips came in. A German citizen who went by the name of Axel G. was tried and convicted in United States for the theft. Half-Life 2 was released on November 16, 2004.

In April 2005, Valve announced an expansion pack for Half-Life 2 titled Half-Life 2: Aftermath. During a discussion about Aftermath, Valve's Jess Cliffe reported that news concerning Team Fortress 2 would "soon" be released.

On July 18, 2005, Electronic Arts announced that they would be teaming up with Valve in a multi-year deal to publish their games. EA will first publish the "Game of the Year" edition of Half-Life 2 and Counter-Strike: Source for the PC. They will also publish Half-Life 2 for the Xbox and its expansion pack, Aftermath.

See also

External links