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The complete video game history timeline

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4 entries of 164 involving Valve Corporation

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1990-1999 The 1990s

Half-Life tells its story without ever taking control away

Valve's first game shipped on November 19, 1998. Rather than cutting to separate scenes, it staged its events in front of a player who never left the character's viewpoint, and its released tools produced a generation of modifications.

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Region
North America
Period
The 1990s

Why it matters

Narrative in games stopped being something that happened between the playable parts. The technique of staging events inside continuous play was adopted so widely that it is now essentially invisible. The modification community the game supported also produced both a lasting competitive title and the commercial logic behind digital distribution.

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2000-2009 The 2000s

Valve launches Steam and starts moving games off shelves

Valve released Steam on September 12, 2003, at first as a way to patch its own multiplayer games and combat cheating. It grew into the dominant storefront for computer games.

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Region
North America
Period
The 2000s

Why it matters

Digital distribution moved the computer game business away from boxed retail within a decade. For small developers it removed the hardest barrier, which was getting shelf space, and it made continuous updating and long tails of sales a normal part of how games are released and maintained.

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A boxed blockbuster requires an online account to play

Half-Life 2 shipped on November 16, 2004 with mandatory Steam activation, even for copies bought on disc. The requirement angered many buyers and quietly established account-based ownership as the norm.

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Region
North America
Period
The 2000s

Why it matters

Tying a physical purchase to an online account was the moment digital rights management became unavoidable for mainstream computer games. It also gave Steam the installed base it needed to become a storefront, using a single highly anticipated release to accomplish what years of marketing could not.

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Portal shows how much a short game can accomplish

Included in a multi-game bundle released on October 10, 2007, Portal grew out of a student project. It taught its own spatial rules entirely through level design and finished in a few hours.

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Region
North America
Period
The 2000s

Why it matters

Teaching a player through arrangement of space rather than instruction became a reference standard for design, and the game is used in courses to demonstrate it. It also legitimized brevity, showing that a few concentrated hours could be a complete work rather than a compromise.

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