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Old 06-27-2008, 12:24 PM
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another article going further in depth from the event Valve held last month...while it repeats some information already discussed above, it goes to greater lengths on both Valve's position on PC gaming, and the industry as a whole...

Valve: Why the PC is the future Article // PC /// Eurogamer

Quote:
You want figures? There are 260 million online PC gamers, a market that dwarfs the install base of any console platform, online or offline. Each year, 255 million new PCs are made; not all of them for gaming, it's true, but Newell argues that the enormous capital investment and economies of scale involved in this huge market ensure that PCs remain at the cutting edge of hardware development, and consoles their "stepchildren", in connectivity and graphics technology especially. Meanwhile, Valve's business development guru, Jason Holtman, notes that without the pressure of cyclical hardware cycles, PC gaming projects - he points to Steam as an example - can grow organically, over long periods of time, and with no ceiling whatsoever to their potential audiences.
Quote:
Valve sees 200 per cent growth in these alternative channels - not just Steam, but including the likes of cyber-cafes as well - versus less than 10 per cent in bricks-and-mortar shop sales. Steam has a 15 million-strong player-base with 1.25 million peak concurrent users, and 191 per cent annual growth; none too far off a console platform in itself. The PC casual games market, driven by the likes of PopCap, has gone from next to nothing to USD 1.5 billion dollar industry in under ten years, and has doubled in size in just three. Perhaps most surprisingly, Valve has found that digital distribution doesn't cannibalise retail sales - in fact, a free Day of Defeat weekend on Steam created more new retail sales than online ones.
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