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Team Fortress 2

Platform(s): PC, PlayStation 3, Xbox 360
Genre: Online Multiplayer
Publisher: EA
Developer: Valve
Release Date: April 8, 2008 (US), April 11, 2008 (EU)

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Team Fortress 2' (ALL) Community Reaps Big Rewards With Content Creation Tools

by Rainier on Oct. 21, 2010 @ 2:06 p.m. PDT

Team Fortress 2, part of the Half-Life 2: The Orange Box, the sequel to the game that put class-based, multiplayer team warfare on the map, delivers new gametypes, a signature art style powered by Valve’s next generation animation technology, persistent player statistics, and more.

Team Fortress 2 (TF2) is the sequel to the game that put class-based, multiplayer team warfare on the map. This year’s most anticipated online action game, TF2 delivers new gametypes, a signature art style powered by Valve’s next generation animation technology, persistent player statistics, and more.

Unlike other “class-based” games that offer a variety of combat classes only, Team Fortress 2 packs a wild variety of classes which provide a broad range of tactical abilities and personalities, and lend themselves to a variety of player skills. Play as the flame-throwing Pyro, the room clearing Heavy, or the Spy, a master of disguises. Other classes include: Scout, Sniper, Medic, Engineer, Demoman, or Soldier.

Team Fortress 2 is an excellent "sandbox" for explorations of this sort, and we've been quietly doing so for much of this last year. Some of the results of these explorations are TF "bots" — AI-driven player proxies with simulated humanlike senses, reaction times, and tactics. Although the TFBots are not yet complete, they play a pretty decent game of King of the Hill.

Badlands, New Mexico. Mann Co., the industry leader in selling products and getting in fights, today announced the deployment of the Mann-Conomy initiative to the warring mercenary factions in the ongoing global war between Builders League United (BLU) and Reliable Excavation Demolition (RED). The Mann-Conomy initiative represents the largest introduction of new items in the company's history, available for immediate trading, use, and sale.

The Mann-Conomy initiative will allow BLU and RED mercenaries to finally trade items with each other, escalating hostilities further through emotionally wrenching haggling sessions over hats.

Five Steam community members participated in the initial round of content creation. Rob Laro, Shawn Spetch, Steven Skidmore, Spencer Kern, and Shaylyn Hamm created items for Team Fortress 2 which were then made available to other community members for purchase from the in-game Mann Co. Store. Today they received checks for the first two weeks of sales, with royalties ranging from $39,000 to $47,000 per person.

"It's astounding that so many people want to purchase the items that came out of the community," said Spencer Kern, TF2 community content creator. "The response exceeded my wildest expectations. There really is no doubt at this point that there's a huge demand for community-created content in TF2 and, hopefully, more games will start to tap into this demand."

Funds from sales of community members' items were to be deposited directly into their PayPal accounts. However, within days, the revenue that their items generated exceeded PayPal's cap on the maximum deposit size. While Valve made alternate payment arrangements for the others, two of the community members flew to Seattle to receive their first checks directly.

The peer-to-peer marketplace is a new feature in Steamworks, a free-to-license collection of tools and services. Team Fortress 2 was the first game to utilize the peer-to-peer marketplace, available to players in-game as The Mann Co. Store.

"At a time when content creators are struggling with changing markets and evolving technologies, the Steam community is sending a clear message with these checks," said Gabe Newell, President of Valve. "Platforms that enable this kind of peer-to-peer exchange of virtual goods and services are going to be enthusiastically received. They create an inherently greater efficiency in connecting creators and consumers."


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