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Former Valve exec says the company struggled to sell Half-Life until coming up with the ultimate 'on

Published on December 06, 2025 by Chef Mia

One [[link]] of this year's GDC highlights was a talk by Monica Harrington, a founding member of Valve and the company's first chief marketing officer, who went over her history with the company that brought us Half-Life and Steam.

There's a whole bunch in Harrington's recollections to pick out: like when she gave her nephew some money for school supplies, found out he'd spent it on a CD-ROM copier thanks to "a lovely thank you note", and realised DRM was going to be very important.

Half-Life ray tracing

(Image credit: Future)

Harrington suggested that being forced to launch a game ready for retail, as opposed to just uploading some files and cover art to a distribution platform, eliminated much of that "clutter" in Half-Life's day.

"Maybe because there isn't the same kind of building process that you needed for CD-ROM distribution where you actually had to go through the effort of getting the boxes shipped out and stocked and all of that other stuff. It was almost different, because there was a pre-screening that happened earlier, right? A lot of games didn't get developed because they didn't get that backend right. And so now a bunch of games are getting developed because there wasn't that kind of gatekeeper role that was keeping them from actually happening, but now they've got that huge challenge of, 'okay, so you've done the game. Now what happens?'"

It's a drum that indie advocates often beat: If you're not thinking about marketing your game until you're ready to release it, you've probably already missed the boat. And this is something that used to be baked-in to the process of making a game at a much earlier stage, albeit at a time when game-making wasn't as democratised as it is now.

Harrington didn't offer any big answers, though she did go on to talk about the importance of , citing a product that never made it out of the door at Microsoft (where she also worked) because she "couldn't ask the people who worked on marketing that game to position it or to say untrue things about it… you can't use up your credibility, and you can't lose it."

There's plenty more gold from Harrington's various stories, including an intriguing alt-history where, after Half-Life, Valve got out of the games business entirely. Gabe Newell had his eyes on a social network in the '90s that "was not in a games context at all"—meaning could've been a very real thing.

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