“Gabe really had a great vision”: Steam became a PC gaming cornerstone because Valve built a community with “stickiness,” says Nightdive chief who worked on GameStop’s Steam competitor

In the early days of digital distribution, before Valve established Steam as the premier platform for PC gaming, GameStop was among the pioneers attempting to carve out a sustainable model for selling games online. Larry Kuperman, a recently retired veteran of the gaming industry known for his contributions at Nightdive, played a role in the development of Impulse, an online store acquired by GameStop. Kuperman reflects on how Steam’s rise to prominence was rooted in a straightforward concept that, while simple in theory, proved challenging to execute.

The Challenge of Digital Distribution

In a conversation with PC Gamer at GDC, Kuperman noted that the notion of third-party digital distribution was not immediately intuitive during the 2000s. At that time, game sales were predominantly controlled by brick-and-mortar retailers like Walmart and GameStop. The prevailing mindset was that game companies should focus on their own titles rather than sell those of others. This perspective led BioWare to regret missing the opportunity to establish a platform akin to Steam by opting not to distribute other games, including the critically acclaimed The Witcher.

Attempts by Amazon to rival Steam ultimately fell flat, failing to garner significant attention in the process. This sentiment echoes Gabe Newell’s comments from the previous year, where he emphasized the importance of innovative game design while hinting at the broader implications of distribution strategies. Newell pointed out that companies like id Software were effectively reaching customers through alternative models, as evidenced by the widespread popularity of Doom compared to Windows at the time.

The Community Aspect of Steam

Kuperman attributes much of Steam’s success to Valve’s ability to foster a community around the platform, creating a sense of loyalty that encouraged users to return. What began as a tool for Counter-Strike evolved into a comprehensive ecosystem, encompassing a vast array of games, with only a fraction originating from Valve itself. This community-centric approach not only benefited players but also opened doors for creators.

The advent of digital distribution significantly lowered the barriers to entry for game developers, allowing for a diverse range of projects to flourish. Kuperman emphasizes that Steam’s philosophy of accessibility—where anyone could publish a game for a modest fee—revolutionized the gaming landscape. Currently, developers can distribute new applications on Steam by paying a nominal fee of 0 USD, as outlined in the readily available Steamworks documentation.

The Impact on Indie Developers

Kuperman believes that Steam has been a lifeline for many indie developers, enabling them to sustain their businesses when they might otherwise have struggled. The platform’s extensive reach and discoverability continue to be invaluable assets for countless indie studios, often surpassing the more restrictive tools available on console storefronts and other PC platforms like GOG, which caters to a more niche audience.

In fact, Kuperman acknowledges GOG as a vital outlet for the type of work he aimed to produce, stating, “If it wasn’t for GOG, there would have been no Nightdive.” Meanwhile, Gabe Newell, after stepping back from active game development at Valve post-Portal 2, found himself in a collaborative environment where his ideas were consistently embraced, further shaping the future of the company and its offerings.

AppWizard
"Gabe really had a great vision": Steam became a PC gaming cornerstone because Valve built a community with "stickiness," says Nightdive chief who worked on GameStop's Steam competitor