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A South Korean intern steps in to prevent Valve from facing legal action by Vivendi.

Intern Steps into Fray in 2002: Vivendi vs. Valve Showdown, Korean Speaking Intern Takes the Spotlight

Intern's intervention averted Valve from Vivendi lawsuit in South Korea
Intern's intervention averted Valve from Vivendi lawsuit in South Korea

Weekend just passed marked Half-Life 2's 20th anniversary, and NoClip dropped a fresh documentary delving into the history of Valve's first-person shooter. The genesis of this legendary game, in part, can be traced back to a Malaysian-speaking intern during a heated legal battle.

In the documentary, Valve developers talk about the 2002 lawsuit against Vivendi, which seized the retail publishing rights for Counter-Strike post-acquisition. Vivendi began licensing out the multiplayer game to cybercafes, leading Valve to file a lawsuit after Vivendi refused to acknowledge that the cybercafe fell under its original agreement.

Scott Lynch, COO at the time, stated that the legal standoff was already exhausting, and Vivendi's response was akin to declaring World War III. Karl Quackenbush, their attorney, added that the Seattle court sided with Valve, prompting Vivendi to hire a new law firm that bombarded the studio with multiple counterclaims, including the nullification of their initial 2001 agreement and Vivendi acquiring the Half-Life IP rights altogether, thus jeopardizing Steam, Valve's digital platform.

Lynch recalled Vivendi's targeted strategy: "They threatened to bankrupt Valve and us personally." Gabe Newell, Valve's CEO, described it as an intimidation tactic orchestrated to drain time and money from the studio during the lawsuit.

The legal drama took a toll on Valve, even as developers were mostly insulated from it to focus on producing Half-Life 2. Fears loomed over whether the game would ever see the light of day despite development progression. Back then, Vivendi was a colossal entity, and Newell admitted that publishers often bullied developers in this manner.

Aturning Tide in Valve's favor

Valve and its counterpart were "pretty close" to bankruptcy, but fate intervened after Valve petitioned for documents covering Vivendi's activities in Asia. These documents, obscured in Korean, made Valve suspect more costly language translation services, possibly an attempt to drain resources.

At that point, Valve hired an intern fluent in Korean to translate the documents. The intern uncovered conversations suggesting that Vivendi had willfully destroyed documents regarding their deal with Valve as per directives - a potential illegal move that left counsel Quackenbush speechless, as he had never seen such evidence laid out so explicitly in his career as a lawyer.

Valve presented the discovered conversations, serving as evidence, to the judge, who subsequently sided with the studio and halted Vivendi from contesting the lawsuit any further. In the end, Valve emerged triumphant, taking ownership of Half-Life and Counter-Strike, and ending Vivendi's cybercafe deal. This victory paved the way for Steam's inception, which went live in September 2003 and transformed into a significant (and often controversial) cornerstone of the gaming industry.

Discover more about Half-Life 2’s intriguing journey, from the development of its groundbreaking physics engine to the real-life faces used in the game's characters, in NoClip's documentary.

In the documentary, it is revealed that Valve's victory over Vivendi was partly due to the use of technology and gadgets, as a Korean-speaking intern was hired to translate crucial documents that exposed Vivendi's illegal manipulations, ultimately leading to the demise of their cybercafe deal and the inception of Steam, a significant technological advancement in the gaming industry.

The legal drama between Valve and Vivendi was a significant turning point, demonstrating how the proper use of technology and gadgets can shift the tide in one's favor, as the translated documents provided irrefutable evidence against Vivendi, paving the way for Valve's triumph and the beginning of Steam's dominance in the gaming industry.

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