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Product Management Trade-off Question: Valve's strategic decision between VR and PC game development
Image of author vinay

Vinay

Updated Nov 19, 2024

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Asked at Valve

15 mins

Should Valve prioritize VR game development or focus on traditional PC releases to maximize market reach?

Product Trade-Off Hard Member-only
Strategic Planning Market Analysis Resource Allocation Gaming Virtual Reality Software Development
Product Strategy Gaming Industry Market Expansion Resource Allocation VR Technology

Introduction

The trade-off question at hand is whether Valve should prioritize VR game development or focus on traditional PC releases to maximize market reach. This scenario involves balancing innovation in an emerging technology space against the established PC gaming market. I'll analyze this trade-off by examining market dynamics, user impact, technical considerations, and strategic implications for Valve's business.

Analysis Approach

I'd like to start by asking a few clarifying questions to ensure we're aligned on the key aspects of this trade-off. Then, I'll walk through a structured analysis framework to evaluate both options and provide a recommendation.

Step 1

Clarifying Questions (3 minutes)

  • Context: I'm thinking about Valve's current market position in both VR and PC gaming. Could you provide some insight into Valve's current market share and revenue split between VR and traditional PC games?

Why it matters: Helps understand the starting point and potential growth areas Expected answer: PC gaming still dominates revenue, but VR is growing rapidly Impact on approach: Would influence the balance of risk and potential reward

  • Business Context: Based on industry trends, I'm assuming VR is a strategic priority for long-term growth. How does VR development align with Valve's overall business strategy and revenue targets for the next 3-5 years?

Why it matters: Ensures alignment with company vision and financial goals Expected answer: VR is seen as a key growth driver, but not at the expense of core PC business Impact on approach: Would inform how aggressively to pursue VR vs. maintaining PC focus

  • User Impact: Considering the user base, I'm curious about the overlap between Valve's VR and PC gamers. What percentage of Valve's current PC gamers have shown interest in or adopted VR technology?

Why it matters: Helps identify potential for cross-pollination and market expansion Expected answer: Growing interest, but still a minority of PC gamers actively using VR Impact on approach: Would influence marketing and development strategies to bridge the gap

  • Technical: Given the different requirements for VR and PC game development, I'm wondering about the current state of Valve's development tools and engines. How easily can Valve's existing technology stack support both VR and PC game development simultaneously?

Why it matters: Assesses the technical feasibility and resource requirements Expected answer: Some shared infrastructure, but significant differences in optimization and design Impact on approach: Would affect resource allocation and potential for parallel development

  • Resource: Thinking about team capacity, I'm curious about the current split of development resources between VR and PC projects. What percentage of Valve's development team is currently dedicated to VR versus traditional PC game development?

Why it matters: Helps understand current resource allocation and potential for scaling Expected answer: Majority still on PC, with a growing VR team Impact on approach: Would inform recommendations on team restructuring or hiring needs

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