black_knight1337 said:
The key part there was "smart buyouts of popular mods". Of those IPs you listed only 1 started in-house, which is Half-Life. The rest are a combination of modding teams, indie developers and students. Sure you could argue it for the sequels but then it could be argued that Valve wouldn't have even had sequels to make if it wasn't for that.
Sorry but if we're excluding mods and buyouts, we're going to have to exclude a large portion of gaming
Major publishers? They're responsible for basically nothing if you take out companies they've purchased/merged with, yet in a lot of cases those devs wouldn't have been able to create what they have without a large company backing them.
Also, I guess Little Big Planet deserves less credit in terms of level design, because they hired a guy for the community explicitly for his level design
And why not take credit away from Valve entirely? I mean, Half-Life is based on a modified version of the engine id used to make Quake.... and so is Call of Duty for that matter
This is just how the industry works. Companies that want to survive hire people who can prove they have done, or will do, something worthwhile, and then they get paid or bought out. Heck, the current publisher model basically forces devs to make at least part of the game, then hope someone funds it. The publisher then oversees the project, and sometimes lends its own staff to the company in question. Homefront, for example, had a team come in to help them finish the game for its stated release date.
It's also one of the generally accepted ways to get into the industry without necessarily going through the usual career path. Make a mod or game that is big enough, and someone will come knocking at your door to have you replicate it or create something new at their company. If you don't keep trying to bring in new ideas and talented people, you fall behind and fail. The fact that they're still going out of their way to hire these people and throw their weight as a company behind them shows that games are still a priority for them, even if new/unfinished projects aren't getting as much attention as their ridiculously large storefront or attempts at getting into hardware. It's also worth noting that the support their games get years after launch is far better than that of most other companies. As much as I don't really care for the game, compare TF2's free content creation to that of pretty much any other title over the same period of time. Unless you're looking at mods there really isn't much else.
The alternative, really, is to only go with safe franchises. Valve could have been releasing Half Life 14 or HL2 Episode 8 but I suspect that most people in this thread would not really be all that happy with that proposal.