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Why Valve Created Steam Machines: Gabe Newell’s Explanation

Gabe Newell’s rationale for Steam Machines was to extend PC gaming to the TV while preserving the openness and competition he saw as central to the platform.
Length3 min Posted Quest giverVGSources Team
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Gabe Newell said Valve created Steam Machines to bring PC gaming into the living room and defend the open PC platform. In January 2014, he warned that proprietary living-room and mobile platforms could push the industry away from the openness he believed had made PC gaming successful.

Newell’s central reason: protect an open PC ecosystem

At CES in January 2014, Valve co-founder Gabe Newell described PC gaming’s success as a result of openness and competition: “The PC is successful because we’re all benefiting from the competition with each other.” He said Valve had become concerned that proprietary platforms in living rooms and mobile could lead the industry to “step away from the opportunity of openness.” GamesBeat reported his remarks.

Steam Machines were Valve’s attempt to extend that PC experience to the television rather than leave the living room to closed console platforms. Newell said that developers and consumers could benefit from having “the PC experience extended in the living room.”

What Valve wanted to bring into the living room

Valve’s plan was not one fixed kind of machine. Newell’s 2013 vision spanned three approaches: streaming games from a PC a player already owned, buying a compact PC in a console-like form factor and price range, or choosing a higher-end living-room PC. The common aim was PC gaming on a television, with different levels of cost and performance. WIRED covered Newell’s 2013 living-room vision.

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How Steam Machines were designed to work

Valve’s January 2014 announcement framed Steam Machines as open-design living-room entertainment systems made by multiple hardware manufacturers. The announced first-generation machines ran SteamOS, Valve’s Linux-based operating system, and included a Steam Controller. Having multiple manufacturers offer different price and performance levels was part of Valve’s approach, rather than relying on a single Valve-built console. Valve’s announcement described the first generation.

SteamOS, Linux games and streaming

SteamOS was intended to make Steam usable on a big-screen television. At launch, the plan included native support for some Linux games and in-home streaming to access a broader portion of the Steam catalog. Ars Technica’s contemporary coverage summarized the announcement. These were launch-era plans, not a statement of present-day compatibility.

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Continuity with a player’s Steam library

Newell also emphasized that players would not have to buy their Steam games again simply because they wanted to play in the living room: he said a game already purchased on Steam for Windows could be played on a Steam Machine. That library continuity was central to the idea of extending PC gaming, even though how a title ran depended on the machine’s software and available support.

Why the idea included more than a Steam Machine

Valve’s later Steam Link announcement illustrated a related, less hardware-intensive route to the living room: stream Steam content from a PC or Steam Machine to another room over a home network. Valve announced Steam Link in March 2015 with a target of 1080p at 60 Hz and a U.S. price of $49.99; those are historical announcement figures, not current specifications or pricing. Valve’s 2015 announcement documented Steam Link.

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Newell later described Valve’s hardware work more broadly as an extension of its efforts to improve the customer experience: some problems affecting PC gaming, he said in 2015, required work on hardware. That broader explanation complements—but does not replace—the specific openness concern he gave for Steam Machines in 2014. GameSpot reported his later comments.

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What the original announcements tell us—and what they do not

Valve’s 2014 release described a Steam catalog of more than 3,000 games and reported 65 million Steam accounts in October 2013. It also said first-generation Steam Machine designs would start at $499. These are figures from Valve’s announcements at the time, not current catalog totals, account counts or prices. The releases establish the historical rationale and product plan; they do not establish present-day stock, pricing or commercial status.

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In short, Valve created Steam Machines to put the PC gaming experience on a television while keeping the open-platform principles Newell believed were at risk. The product combined SteamOS, a dedicated controller and hardware from multiple manufacturers as one attempt to do that.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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