r/gamedev • u/atahutahatena • 3h ago
Industry News Valve Responds to Developers Fearing AI Slop and Clones
This is an article about a pretty fresh talk that happened yesterday at a "Steam Indie Connect" event in Korea. It's a very good write-up so I recommend reading it in full but here are some notable points and quotes from the event that was worth highlighting:
Total Steam revenue in South Korea grew 126% over the past five years, with premium game and DLC revenue increasing by 70% and in-game purchase revenue surging by 388% over the same period.
On AI copycats:
Tom Giardino expressed regret, noting that this was the first time he had heard of such extortion cases. He started with Valve's underlying principle regarding new technologies. "We don't want to be gatekeepers telling developers which tools they should or shouldn't use," he said, stating that whether to use AI in development is a decision for the developers themselves.
However, he pointed out that clone games existed long before AI. Spotting an interesting concept during Next Fest and quickly making a similar game or chasing trends has always happened; AI has simply accelerated that pace.
Valve has historically not been aggressive with DRM or anti-piracy measures. Instead, it placed weight on making the legitimate version the best version available, and he explained that Valve views AI cloning through the same lens. Giardino said, "Rather than relying on a single mechanic that someone can easily copy, you need to keep growing your game by adding features, personality, and creativity that stem from your own perspective."
On "AI Slop" hitting Next Fest and its current staggering 7000+ participants:
Marc Wilkinson explained the visibility structure of Next Fest. For the first two days of the event, games are shown to players on a virtually random basis. After that, personalized recommendations kick in, surfacing more games that a player is likely to enjoy and purchase. He pointed out that many articles complaining about a flood of low-quality games were written based solely on those first two days.
He also shared the reason behind starting randomly. It is to prevent system abuse by those trying to enter early just to gain immediate visibility, and to give every game a fair share of exposure during Next Fest. "We recognize that the trade-off is some low-quality games get exposed," he said. "We are fully aware of the situation, and a significant number of people are thinking about how to solve this problem."
He also pointed out that the benchmark for success varies for each game. There are titles overjoyed to gain 10,000 wishlists during Next Fest — tripling their previous total — while others are disappointed even after gaining 50,000 because it fell short of expectations. "As platform operators, we can't define what success means for an individual game," he said, explaining that Valve chose to keep the doors open for both Next Fest and seasonal sales while continuously refining page layouts and placements.
He noted that this concern was not new. When Steam Greenlight launched around 14 years ago, developers asked if Greenlight games could be filtered out. When Steam Direct, the current self-publishing system, was introduced, requests came in for a checkbox to hide Steam Direct games. Every time, rather than turning developers away or trying to pre-filter good games from bad ones, Valve chose to improve the shopping experience.
Giardino said, "We don't think we're perfect and there's plenty of room for improvement," but added, "Rather than limiting developer access, making Steam a smarter and more dynamic platform is the starting point of our philosophy."
On Discoverability and the Personal Calendar:
He explained that this feature differs from other Steam features because it revolves around recency. While top store recommendations and top seller lists include games from years ago like 'GTA 5' or 'Tactical Breach Wizards,' the Personal Calendar is virtually the only space dedicated exclusively to brand-new releases.
Nevertheless, he noted that the Personal Calendar was designed to reach deep into the catalog. "It doesn't matter if this game is a global top seller. What matters is whether there are enough signals indicating it will be popular with you personally," he said, stating that Valve will continue to refine the feature so games can connect with their audience even if they aren't top sellers.
And surprisingly on VR:
Giardino responded, "We still believe in virtual reality." He revealed that many Steam Frame users play standard library games rather than VR titles, using the Frame as a display. He framed VR's challenge as another 'chicken-and-egg' dilemma: developers wait for a larger VR market, while players wait for more VR games.
He also spoke candidly about component costs, noting that rising prices for parts like RAM and memory increased costs for all hardware, including Valve's, despite their desire to price Steam Frame lower to attract new users. "Moments where we could have welcomed many new customers became reasons to hesitate or wait on VR," he said, adding, "We feel sorry to VR developers."
And succinctly summarized by the article writer himself:
To be sure, Valve did not present a definitive solution to the issues of AI slop and cloning. The issue of low-quality games during Next Fest remained at the stage of being acknowledged and actively considered. However, Valve drew clear lines on what it will and will not do, while highlighting areas developers can control directly. From community and updates to quality and design choices, Valve's answers ultimately pointed back to the game itself.