At LinuxCon
North America 2013 in New Orleans, Gabe Newell from video game–maker Valve delivered a
keynote talk explaining the company's interest in Linux. Although
Valve does not expect Linux games to outsell those on proprietary operating
systems in the near term, it sees several valuable side effects
emerging from its Linux support efforts, and it predicts that in the
long term, open systems built on Linux represent the future of gaming.
Linux Foundation executive director Jim Zemlin introduced Newell by
observing that for many years critics had said that the thing holding
back Linux adoption was the lack of good games. Now, however,
they can no longer say so. Valve is one of the gaming industry's top
players, and it has offered its Steam game-delivery platform for Linux
since February 2013.
Newell opened his remarks by pointing out that Valve has produced
games for a variety of device platforms: Windows, Mac OS X, the XBox,
the Playstation, and so on. The Steam service is best known as an online
content-delivery mechanism (to buy, download, and update games), but it also incorporates a suite of tools
for game developers and users to create content. Valve has always
recognized that as a company it will need to adapt to structural
changes in the technology marketplace, he said, including the
declining costs of computing and networking. The drop in these costs
has led to a number of changes in the gaming marketplace, increasing
the relative value of game design and decreasing the value of
marketing and distribution.
Those changes have made digital distribution systems like Steam the
new norm, but they have had unpredictable effects as well, such a the
emergence of "free to play" games. At some point, he said, the
marginal cost of adding a new player to the
game falls below the marginal benefits that a new player adds to the
game community, so it no longer needs to charge. Another
example is the "electronic sports" phenomenon, where sites like
Twitch.tv have arisen that operate as a game-driven economy that does
not rely on game sales. While it would be nice to assume that this
evolving marketplace will stop now that Valve is doing well
financially, he said, the company realizes that things will just
continue to change, which is why it feels Linux is important in the
long run. Eventually, games themselves will become nodes in a
connected economy where digital goods and content are created by
individuals in the community.
Valve has had a long history with Linux, Newell continued. It
first deployed Linux game servers (handling the back-end of multiplayer
online games) in 1999, and Linux now accounts for
the majority of all game servers. Internally, the company uses Linux
in its development infrastructure, where it manages 20 terabytes of game data
in version control. 20 terabytes sounds like a lot, he added, but the
company moves around one exabyte of game data every year (not counting game
servers), which accounts for two to three percent of global IP
traffic.
Nevertheless, he said, Linux game players still account for less than
one percent of Steam's users, and are insignificant by any metric.
But the company has seen multiple knock-on effects since it first
started working on Linux support in Steam. Working on Linux has
improved graphics driver quality and has increased developer interest in
Steam. But the openness of Linux is the factor that Valve considers the most
important.
Several years ago, Newell said, the company became concerned about
the direction that the PC industry was moving. Platform vendors
rolled out systems that could be locked down, so that vendors could
exert control over customers' machines. "If you didn't like Google,
you could keep Google from installing on your platform." That line of
thinking was seductive to platform vendors, but the result was a significant
drop in year-over-year PC sales.
On the other hand, while PC sales have dropped, PC game sales have
risen steadily. Ironically, this success in the gaming industry has
been led by how much more open the PC platform is than the console
industry—at least, on the hardware side. Proprietary hardware
used to dominate game consoles, but commodity PC hardware based on
open standards has evolved much faster and has displaced it. It is at
the point now where gaming consoles re-use graphics hardware from PCs
on the inside. PC gaming is where the real innovation happens, from
social gaming to free-to-play to massively-multiplayer online games
(MMOs)—and the rate of change is increasing.
The most significant innovation from Valve's perspective is the
democratization of the gaming ecosystem. The "power" has shifted from
console makers to game developers and now to end users. For example,
he said, the Team Fortress community creates ten times the amount of
code that Valve's paid developers do. "We're pretty cocky about how
well we could compete with Bungie or other game makers," he said, "but
the one group we can't compete with are our own users."
The community of users can already outproduce the company by an order of magnitude,
he said, but if that is the trend, then proprietary systems are a
problem because they create way too much friction in the process of
creating and releasing content. For example, it can take six months
to get Apple to approve an update to an existing iOS game; that is at
odds with innovation. The company has concluded that closed systems
are not the future of gaming: Linux is.
Of course, if Linux is the future of gaming as Valve had decided,
the next logical question is what the company should do about that fact. It
decided it had to put its efforts into making Linux a good solution
both for gamers and for game developers. Initially, that effort was
distressing, since there was so much work to be done. So the company
decided to tackle it in stages, planning each stage with partners and
customers.
The first step was getting its first game (Left 4 Dead 2) running on Linux, which
Newell described as a "sweater thread of issues": there were problems
with the NVIDIA driver, which revealed problems that the distributions
needed to solve, which led to user experience problems. "'Just compile
it yourself'," Newell said, "does not count as a solution for users."
But the company persevered, and eventually it got Left 4 Dead 2
running on Linux, and running faster than it did on Windows. It
discovered that many of the solutions it crafted for that game
solved problems for its other games, too.
When Valve shipped its Steam client for Linux in February, Newell
said, as much as anything, the action was a signal to its
partners that the company was serious about Linux. It has since added
to its stable of Linux games (totaling 198 as of now), but it has
increased its Linux operations in other areas as well. It has
committed engineers to Simple DirectMedia Layer (SDL) development and
to the Khronos Group (which manages OpenGL and related standards), and
it has started work on a Linux debugger—independent of the LLVM
debugger effort, in which Valve also participates.
Newell closed by remarking that something the world has learned
from the recent explosion of cloud computing is that once you abstract
away certain particular problems, you recognize that the same
abstraction should serve you everywhere. That is true of gaming as it
is for other forms of computing, he said. Nobody thinks they should
have to buy separate copies of games for the living room TV set and
for their PC. Likewise, game developers do not think they should have
to write separate input stacks for the different controllers found on
the PC, the mobile device, and the living room game console. Valve thinks that
Linux—and not proprietary platforms—can solve that
problem. He promised to talk more about it "next week."
Game-industry watchers saw that final remark as a hint that Valve
will be announcing a Linux-based console shortly. Whatever form such
an announcement takes, Newell made it quite clear that the company
sees Linux not just as a community of game-buyers to target, but as a
technological platform on which it can develop products—and
develop them faster and better than it can on the alternatives.
[The author would like to thank the Linux Foundation for
assistance with travel to New Orleans.]
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