Gabe Newell Gabe Newell spent his formative years at the Davis Senior High School with a love for physics, calculus, and English. As a diligent worker, he enjoyed the time spent with his teachers more than he did with his classes.
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Gabe Newell spent his formative years at the Davis Senior High School with a love for physics, calculus, and English. As a diligent worker, he enjoyed the time spent with his teachers more than he did with his classes. In 1980, he graduated and made his way to Harvard where he would continue his studies for the next three years. In his final year, Newell would later drop out of Harvard after being convinced by then CEO Steve Ballmer to join
Microsoft. With his newfound job at
Microsoft, he would follow in the same footsteps as its founder who too had dropped out of Harvard, becoming the 271st employee of the company (Barett).
Newell would end up dedicating 13 years of his life to Microsoft acting as a producer for three major releases for the Windows platform (Barett). At the time, Windows dominated 85.6% of the global desktop
computer software market share with 5% going to Apple’s Mac OS and the rest going to an assortment of smaller developers (CNET). Windows was the ubiquitous platform for all things related to the personal desktop computer.
Newell noticed a problem. He was an avid video game enthusiast and loved the iconic game DOOM - one of the earliest shooters about a space marine slaying demons flooding out of Hell and invading Mars. High-quality games like this were noticeable absent from the Windows operating system.
DOOM
DOOM laid the foundation for the future of first-person shooters with its fast-paced gameplay and snazzy 3D graphics. It was a game designed initially for the MS-DOS (an early version of the
Microsoft Operating system for IBM computers). It fully utilized the processing power of the early IBM PCs in order to create a fun and immersive first-person shooter experience. This wasn’t commonplace back in the early ’90s.
Jay Wilber, the CEO of the tiny 12-man team of Id software that developed DOOM, concocted a unique marketing and distribution strategy for DOOM. Believing that traditional media, large publishing studios, and retailers would be uninterested in producing and promoting DOOM, Jay Wilber focused Id software into self-publishing and self-distribution of the game (Kushner).
Wilber devised a plan. Since the game was separated into different “episodes”, Id software would release the first episode as shareware. Anyone could share the first episode amongst their friends as they pleased as a guerilla marketing ploy to generate buzz for the game. Players interested in pursuing more episodes, would then directly access Id software’s website to purchase the rest of the episodes (Kushner).
This marketing idea worked incredibly well for DOOM. DOOM became a highly popular game cementing itself as one of the most iconic titles of its age. It sold over 6 million copies within its first two years of release, an almost unprecedented amount for a small games developer like Id software (McCandless). It was also pirated so intensely that it was estimated that the true number of copies in circulation was upwards of 10-20 million (Dunnigan). By 1995, it was estimated that there were more copies of DOOM in circulation than copies of the Windows 95’ software (Anthony).
The Birth of Windows Games
Around the time when the DOOM shareware was circulating around the PC world, Gabe Newell came across the game and was incredibly impressed with its capabilities. It was a different game that utilized the PC's full functionality to generate large three-dimensional worlds with fast-paced combat and incredible graphics. He was initially incredibly disappointed that DOOM only ran on MS-DOS rather than on the Windows software (Anthony).
“It was common wisdom that it wasn’t possible to write a good game in Windows because of, well, unnamed technical reasons.” – Gabe Newell
He believed that upon its release in 1993, DOOM was the most used piece of software in the US with Windows trailing behind. The disappointing industry notion that PCs were just not a platform for playing games would soon be shattered (CVG). Newell would install a copy on an MS-DOS laptop and peddle it around the Microsoft offices in an excited fashion:
'Look, look what
PC games can do! This is a lot better than your NES system or your Sega system.'
His excitement led him to form a team of
Microsoft engineers to port the game onto Windows operating systems. He offered to help DOOM developer John Cormack port the worldwide phenomenon to Windows for free. This version would later be known as DOOM 95 (aptly named after the Windows 95 operating system). This propelled the Windows operating system forward as a platform proven to be a viable location for high-quality PC game development. The technology used to port DOOM was a direct precursor to the
Microsoft DirectX application programming interface that would later allow for the creation of billion-dollar franchises like World of Warcraft and the Battlefield series (Klepek).
After the success of DOOM, Id software developers began work on their next game Quake. During this process, one of Gabe Newell’s friends left
Microsoft to work with John Carmack on Quake. He encouraged Newell and his other friend Mike Harrington, another
Microsoft employee, to build their own game company after seeing their success porting DOOM (CVG). In 1996, Newell and Harrington would go down to the Id Software offices to discuss the business venture and their ideas for a games company. John Carmack gifted them the source code for Quake.
“Go build a game,” he said.