throbber
Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 1 of 100
`
`
`
`HON. JOHN C. COUGHENOUR
`
`
`
`
`
`
`
`
`
`
`
`
`
`UNITED STATES DISTRICT COURT
`FOR THE WESTERN DISTRICT OF WASHINGTON
`AT SEATTLE
`
`
`Wolfire Games, LLC, Sean Colvin, Susann
`Davis, Daniel Escobar, William Herbert, Ryan
`Lally, Hope Marchionda, Everett Stephens,
`individually and on behalf of all others
`similarly situated,
`
`
`Plaintiffs,
`
`
`
`v.
`
`
`Valve Corporation,
`
`
`Defendant.
`
`
`
`
` CASE NO. 2:21-CV-563
`
`
`
`CONSOLIDATED AMENDED CLASS
`ACTION COMPLAINT
`
`DEMAND FOR JURY TRIAL
`
`
`
`
`1
`
`2
`
`3
`
`4
`
`5
`
`6
`
`7
`
`8
`
`9
`
`10
`
`11
`
`12
`
`13
`
`14
`
`15
`
`16
`
`17
`
`18
`
`19
`
`20
`
`21
`
`22
`
`23
`
`24
`
`25
`
`26
`
`27
`
`28
`
`
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. 2:21-CV-563
`
`
`
`
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`

`

`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 2 of 100
`
`
`
`
`
`TABLE OF CONTENTS
`
`
`OVERVIEW OF THE ACTION ....................................................................................................... 1
`
`PARTIES ........................................................................................................................................... 6
`
`JURISDICTION AND VENUE ........................................................................................................ 8
`
`FACTUAL ALLEGATIONS ............................................................................................................ 9
`
`I. Background ............................................................................................................................... 9
`
`A.
`
`Valve—A PC Desktop Game Publisher Turned Gaming Platform Monopolist .............. 11
`
`II. Relevant Markets ..................................................................................................................... 14
`
`A.
`
`B.
`
`C.
`
`The Distinctiveness of PC Desktop Games ...................................................................... 14
`
`The Market for PC Desktop Gaming Platforms ............................................................... 20
`
`The Market for PC Desktop Game Distribution ............................................................... 24
`
`1
`
`2
`
`3
`
`4
`
`5
`
`6
`
`7
`
`8
`
`9
`
`10
`
`11
`
`III. Valve Possesses Monopoly Power In The Relevant Markets .............................................. 29
`
`A.
`
`B.
`
`The Steam Gaming Platform Is Dominant in the PC Desktop Gaming Platform Market 29
`
`The Steam Store Is Dominant in the PC Desktop Game Distribution Market ................. 34
`
`The Combined Steam Product Is Dominant in the Alternative PC Desktop Game
`C.
`Transaction Platform Market....................................................................................................... 35
`
`IV.
`
`Steam Has Unlawfully Monopolized the Relevant Markets ................................................ 36
`
`Valve Has Tied the PC Desktop Gaming Platforms Market to the PC Desktop Game
`A.
`Distribution Market ..................................................................................................................... 36
`
`1.
`
`2.
`
`3.
`
`The Steam Gaming Platform and the Steam Store Constitute Two Separate Products 37
`
`Valve Coerces Publishers into Using the Steam Store ................................................. 42
`
`Valve’s Tie Causes Anticompetitive Harm .................................................................. 45
`
`B.
`
`Valve Imposes the Valve PMFN on Publishers ............................................................... 48
`
`1.
`
`2.
`
`3.
`
`Valve Imposes the PMFN Through Written and Unwritten Rules ............................... 48
`
`The Valve PMFN Suppresses Price Competition Across the Industry ......................... 54
`
`The Valve PMFN Imposes Anticompetitive Harm ...................................................... 57
`
`V. Attempts at Entry Into the Relevant Markets Have Failed because of Valve’s Anticompetitive
`Restraints ......................................................................................................................................... 60
`
`A.
`
`B.
`
`Electronic Arts .................................................................................................................. 62
`
`Discord .............................................................................................................................. 64
`
`C. Microsoft, Amazon, Google ............................................................................................. 66
`
`D.
`
`Epic Game Store ............................................................................................................... 67
`
`VI. Valve’s Anticompetitive Practices Directly Harm Both Game Publishers and Game
`Purchasers ........................................................................................................................................ 71
`
`CLASS ACTION ALLEGATIONS ................................................................................................ 82
`
`INTERSTATE TRADE AND COMMERCE ................................................................................. 85
`
`CAUSES OF ACTION ................................................................................................................... 86
`
`12
`
`13
`
`14
`
`15
`
`16
`
`17
`
`18
`
`19
`
`20
`
`21
`
`22
`
`23
`
`24
`
`25
`
`26
`
`27
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`ii
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 3 of 100
`
`
`
`1
`
`PRAYER FOR RELIEF .................................................................................................................. 93
`
`JURY DEMAND ............................................................................................................................ 94
`
`
`
`2
`
`3
`
`4
`
`5
`
`6
`
`7
`
`8
`
`9
`
`10
`
`11
`
`12
`
`13
`
`14
`
`15
`
`16
`
`17
`
`18
`
`19
`
`20
`
`21
`
`22
`
`23
`
`24
`
`25
`
`26
`
`27
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`iii
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 4 of 100
`
`1
`
`Plaintiffs Wolfire Games, LLC, Sean Colvin, Susann Davis, Daniel Escobar, William
`
`2
`
`Herbert, Ryan Lally, Hope Marchionda, and Everett Stephens (“Plaintiffs”) bring this action
`
`3
`
`against Valve Corporation under federal and state antitrust laws and state unfair competition laws,
`
`4
`
`seeking public injunctive relief and damages, and allege as follows:
`
`5
`
`6
`
`OVERVIEW OF THE ACTION
`
`1.
`
`Video games are a vital part of American culture and industry. Many millions of
`
`7
`
`Americans play video games, creating hundreds of thousands of skilled jobs across the country
`
`8
`
`with a focus on computer science, artistry, and innovation. Personal Computer (“PC”) games, a
`
`9
`
`subset of video games, alone generate at least $30 billion worldwide annually. Of that sum,
`
`10
`
`approximately 75% flows through a single company, Defendant Valve Corporation (“Valve”).
`
`11
`
`2.
`
`Valve’s online game store, the “Steam Store,” dominates the distribution of PC
`
`12
`
`games. And Valve uses its dominance over PC game distribution to impose a 30% commission on
`
`13
`
`nearly every sale made through its store. This commission far exceeds what would prevail in a
`
`14
`
`competitive market and yields Valve billions of dollars in annual profits. Valve’s bloated
`
`15
`
`commission makes games more expensive for consumers to buy, while suppressing sales volumes
`
`16
`
`and revenues for game publishers.1 And with Valve extracting so much revenue from its middle-
`
`17
`
`man role, quality and innovation in the industry suffer.
`
`18
`
`3.
`
`Valve has been able to keep its commission fees at supracompetitive levels for
`
`19
`
`years by actively suppressing competition in order to protect its market dominance. Many other
`
`20
`
`game stores have tried to compete by charging lower fees to game publishers, in the range of 10-
`
`21
`
`15%, but they have all failed to achieve significant market share.
`
`22
`
`4.
`
`Valve maintains its dominance and thwarts effective competition by engaging in
`
`23
`
`two separate but related anticompetitive acts. First, Valve ties together the use of its gaming
`
`
`1 In the PC Desktop Game industry, the “developer” is typically the entity that creates the game
`while the entity that markets the game is typically referred to as the game “publisher.” Sometimes
`a single company undertakes both of these functions. While both terms are used throughout this
`Complaint interchangeably, the proposed class includes publishers as the entities that directly pay
`commissions to Valve.
`
`24
`
`25
`
`26
`
`27
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`1
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 5 of 100
`
`1
`
`platform to its store, requiring game publishers to sell their games in Valve’s store if they want
`
`2
`
`access to the “Steam” Gaming Platform, which is Valve’s PC Desktop Gaming Platform.2
`
`3
`
`Second, Valve imposes a Platform Most-Favored-Nations Clause (the “Valve PMFN”) on game
`
`4
`
`publishers, which inhibits the ability of publishers to sell their games at lower prices to consumers
`
`5
`
`through rival storefronts. Together, these anticompetitive acts protect Valve’s dominance in the
`
`6
`
`relevant markets and ensure Valve can continue to collect its 30% tax on nearly every sale of
`
`7
`
`computer games in the United States.
`
`8
`
`5.
`
`Valve’s tie works as follows. Valve knows that for PC games to succeed they
`
`9
`
`must, with rare exceptions, be compatible with the Steam Gaming Platform. The Steam Gaming
`
`10
`
`Platform provides a software environment where gamers can maintain their library of games,
`
`11
`
`connect with other gamers for social networking and multiplayer gaming, and access other
`
`12
`
`ancillary services like the tracking of gaming achievements. The Steam Gaming Platform is by far
`
`13
`
`the largest PC Desktop Gaming Platform in the United States (and the world), and PC game
`
`14
`
`publishers consider it essential for their games to be compatible with the Steam Gaming Platform
`
`15
`
`in order to reach the vast majority of their potential customers.
`
`16
`
`6.
`
`But if a game publisher wants to sell a game that is enabled for the Steam Gaming
`
`17
`
`Platform, Valve mandates by contract that the publisher list the game for sale in the Steam Store,
`
`18
`
`where it is subject to Valve’s 30% commission on nearly every sale.3 Game publishers have no
`
`19
`
`ability to avoid this arrangement by, for example, selling games enabled for the Steam Gaming
`
`20
`
`Platform only through other distributors. Valve prohibits that competitive option.
`
`21
`
`7.
`
`To the extent Valve allows a publisher to make any sales of Steam-enabled games
`
`22
`
`through other storefronts at all, Valve polices such sales with a heavy hand, ensuring they do not
`
`
`2 While gamers, publishers, and industry insiders sometimes colloquially refer to Steam as a
`single product, there are in fact two separate components to Steam—the Steam Gaming Platform
`(where games are played) and the Steam Store (where games are bought and sold).
`
`3 Before October 1, 2018, Valve charged a 30% commission fee on all game sales. As of
`October 1, 2018, Valve has three tiers for its commission fee: 30% on all of a game’s earnings
`under $10 million; 25% on all of a game’s earnings between $10 million and $50 million; and
`20% on all of a game’s earnings over $50 million. The vast majority of sales to consumers
`through the Steam Store are at the 30% commission rate.
`
`23
`
`24
`
`25
`
`26
`
`27
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`2
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 6 of 100
`
`1
`
`constitute a threat to Valve’s dominance. For example, if Valve learns that a publisher is selling a
`
`2
`
`substantial number of Steam-enabled games through competing stores, Valve will threaten that
`
`3
`
`publisher with punishment which can include having their game removed from the Steam platform
`
`4
`
`entirely. Valve’s tie thus ensures that any publisher seeking access to the Steam Gaming Platform
`
`5
`
`must agree that the vast majority of its digital game sales will be through the Steam Store, where
`
`6
`
`Valve takes its 30% cut.
`
`7
`
`8.
`
`In addition, Valve uses its PMFN to control the prices of games sold in the Steam
`
`8
`
`Store and in other stores. Valve’s PMFN mandates that a game publisher cannot sell games that
`
`9
`
`are for sale in the Steam Store at lower prices in any other store, and Valve even applies that price-
`
`10
`
`parity restriction to game versions that are not enabled for the Steam Gaming Platform.
`
`11
`
`9.
`
`To illustrate how the PMFN works, consider a game publisher who develops a
`
`12
`
`game called “GAME ONE.” Given Valve’s dominance, that publisher will almost certainly need
`
`13
`
`to market a version of the game that is enabled for the Steam Gaming Platform in order for it to be
`
`14
`
`commercially viable. Pursuant to the tie, Valve then requires that the game be sold in the Steam
`
`15
`
`Store, where the publisher must set its price high enough to account for Valve’s 30% commission.
`
`16
`
`Valve might allow the publisher to sell a small volume of Steam-enabled games outside of the
`
`17
`
`Steam Store, but requires that they be sold at prices higher or equal to the Steam Store price.
`
`18
`
`10.
`
`And it does not stop there. Suppose the game publisher also develops a version of
`
`19
`
`GAME ONE that is not enabled for the Steam Gaming Platform and will not be sold in the Steam
`
`20
`
`Store. Valve interprets its PMFN to mandate that the publisher cannot sell that version in other
`
`21
`
`stores for a cheaper price, even when the competing store has a much lower commission. Valve
`
`22
`
`thus prevents the game publisher from selling at a lower price on the alternative store, even when
`
`23
`
`the publisher profitably could do so, and thus effectively blocks all price competition.
`
`24
`
`11.
`
`As explained by the founder and CEO of Epic Games (“Epic”), one company that
`
`25
`
`has tried to compete against Valve, “Steam has veto power over prices, so if a multi-store
`
`26
`
`27
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`3
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 7 of 100
`
`1
`
`developer wishes to sell their game for a lower price on the Epic Games store than Steam, then: 1)
`
`2
`
`Valve can simply say ‘no.’”4
`
`3
`
`12.
`
`Valve makes game publishers agree to the PMFN as a requirement to access the
`
`4
`
`Steam Gaming Platform. Valve explicitly requires that publishers agree that games sold elsewhere
`
`5
`
`must be sold “in a similar way to how you sell your game on Steam.”5 And Valve interprets this
`
`6
`
`language to encompass price parity, forcing game publishers to charge the inflated Steam Store
`
`7
`
`price across the marketplace, on all game sales, even sales of games that are not enabled for the
`
`8
`
`Steam Gaming Platform.
`
`9
`
`13.
`
`Valve’s PMFN harms the entire industry by removing the ability of competitive
`
`10
`
`forces to drive lower commissions and lower prices. Absent Valve’s PMFN, competitive forces
`
`11
`
`would put downward pressure on Valve’s bloated 30% commission when game publishers sold
`
`12
`
`games for less on stores that charge lower commissions. Those competitive pressures would force
`
`13
`
`Valve to lower its commission in an effort to compete on price with its rivals. That would
`
`14
`
`promote competition and lead to overall lower prices, benefiting game publishers and consumers
`
`15
`
`alike. But Valve’s anticompetitive PMFN blocks these benefits from occurring.
`
`16
`
`14.
`
`Because of Valve’s tie and its PMFN, other competing game stores cannot drive
`
`17
`
`volume to their stores by charging lower commissions, as Valve prevents game publishers from
`
`18
`
`selling their games for less on those stores. While several game stores have tried to compete with
`
`19
`
`Valve by charging lower commissions, those efforts have failed to make a dent in the Steam
`
`20
`
`Store’s market share because publishers using those distributors had to charge the same inflated
`
`21
`
`prices they set on the Steam Store.
`
`22
`
`15.
`
`Similarly, publishers cannot discipline Valve’s excessive commissions by steering
`
`23
`
`gamers to lower-commission storefronts with lower retail prices. Thus, publishers reluctantly
`
`
`4 Tim Sweeney (@TimSweeneyEpic), Twitter (Jan. 30, 2019, 9:29 AM),
`https://twitter.com/timsweeneyepic/status/1090663312814157824?lang=en.
`
`5 Steamworks Documentation, Steam Key Rules and Guidelines,
`https://partner.steamgames.com/doc/features/keys.
`
`24
`
`25
`
`26
`
`27
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`4
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 8 of 100
`
`1
`
`market their games primarily through the dominant Steam Store where, year after year, Valve
`
`2
`
`continues to take its 30% fee on nearly every sale. No wonder that a former Valve employee
`
`3
`
`described the Steam Store as a “virtual printing press” that imposes a “30% tax on an entire
`
`4
`
`industry.”6
`
`5
`
`16.
`
`Relatedly, Valve also mandates that publishers use its “Steam Wallet” for any in-
`
`6
`
`game purchases. Specifically, Valve requires that: “For any in-game purchases, you’ll need to use
`
`7
`
`the microtransaction API so Steam customers can only make purchases from the Steam Wallet.”
`
`8
`
`When publishers comply and use Valve’s microtransaction system, they again must pay Valve’s
`
`9
`
`30% supracompetitive commission.
`
`10
`
`17.
`
`Valve’s anticompetitive scheme has been wildly successful. It has cemented
`
`11
`
`Valve’s dominance and its ability to extract supracompetitive profits, with no end in sight.
`
`12
`
`Innovation is the engine of the video game industry, but Valve’s imposition of its
`
`13
`
`supracompetitive tax suppresses innovation and output across the industry while elevating the
`
`14
`
`prices of PC Desktop Games. Forced to pay Valve’s exorbitant tax, game publishers have fewer
`
`15
`
`resources to invest in creating new games and must charge higher prices than they would in a
`
`16
`
`competitive market.
`
`17
`
`18.
`
`The global market for PC Desktop Games is worth approximately $30 billion
`
`18
`
`annually, about $20 billion of which is revenue from in-app purchases made primarily in “free to
`
`19
`
`play” games and $10 billion of which is revenue from upfront purchases. With the Steam Store’s
`
`20
`
`75% share, that means approximately $7.5 billion in upfront sales occur through the Steam Store
`
`21
`
`per year, and Valve receives about $2 billion or more per year from Steam Store commissions
`
`22
`
`largely just for serving as a middleman between publishers and gamers. With roughly 350
`
`23
`
`employees, Valve’s per-employee profit from the storefront alone is over $5 million, making
`
`24
`
`Valve, by that metric, one of the most profitable companies in the world.7
`
`
`6 Andrew McMahon, Former Valve Employee Says Steam Was Killing PC Gaming, Epic Games
`Is Saving It, TWINFINITE (Apr. 8, 2019), https://twinfinite.net/2019/04/former-valve-employee-
`says-steam-was-killing-pc-gaming-epic-games-is-saving-it/.
`
`7 As a private corporation, Valve does not make its financial statements publicly available.
`
`25
`
`26
`
`27
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`5
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 9 of 100
`
`1
`
`19.
`
`These are astonishing figures for Valve’s limited middleman role, and these
`
`2
`
`sustained inflated profits reflect that competition is not working as it should. Meanwhile, Valve
`
`3
`
`devotes only a small percentage of its revenue to maintaining and improving the Steam Store, and
`
`4
`
`dedicates very few employees to that effort.
`
`5
`
`20.
`
`Ultimately, the only way for game publishers to avoid Valve’s anticompetitive
`
`6
`
`scheme is to avoid the Steam Gaming Platform altogether, and not sign any agreements or
`
`7
`
`contracts with Valve. But time and time again, when publishers or other market participants have
`
`8
`
`tried to create or utilize alternative PC Desktop Gaming Platforms, they have failed to obtain
`
`9
`
`sufficient scale to challenge Valve because of Valve’s dominance and anticompetitive restraints.
`
`10
`
`These failed efforts include some by the most sophisticated and largest gaming and technology
`
`11
`
`companies in the world, such as Electronic Arts (“EA”), Microsoft, Amazon, and Epic.
`
`12
`
`21.
`
`The failure of these deep-pocketed companies to challenge Valve in this space
`
`13
`
`demonstrates that Valve’s monopoly power in both the PC Desktop Gaming Platform (through the
`
`14
`
`Steam Gaming Platform) and PC Desktop Game Distribution (through the Steam Store) markets is
`
`15
`
`durable and virtually impossible to overcome given the conduct challenged in this action.
`
`16
`
`22.
`
`At bottom, Valve’s scheme imposes a bloated tax on the PC Desktop Gaming
`
`17
`
`industry. Valve forces game publishers to use the Steam Store and give Valve 30% of nearly
`
`18
`
`every sale if they want to gain access to the Steam Gaming Platform—access they need in order to
`
`19
`
`sell their games. In order to afford Valve’s 30% commission, game publishers must charge higher
`
`20
`
`prices to consumers and have fewer resources for innovation and creation. Game quality and
`
`21
`
`choice suffers as a result, and gamers are injured by paying higher retail prices for fewer and
`
`22
`
`lower-quality games. Competition, output, and innovation are suppressed, in ways that can never
`
`23
`
`be fully redressed by damages alone. Thus, in addition to damages, injunctive relief removing
`
`24
`
`Valve’s anticompetitive provisions is necessary to bring competition to the market and benefit the
`
`25
`
`public as a whole.
`
`26
`
`27
`
`23.
`
`Defendant Valve Corporation is a Washington Corporation with a principal place
`
`PARTIES
`
`28
`
`of business at 10400 NE 4th ST, Suite 1400, Bellevue, Washington, 98004-5174. Valve, an
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`6
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 10 of 100
`
`1
`
`American video game developer, publisher, and digital distribution company, operates a PC
`
`2
`
`Desktop Gaming Platform (the “Steam Gaming Platform”) and a PC Desktop Game Distributor
`
`3
`
`(the “Steam Store”). As discussed herein, the Steam Store imposes an anticompetitive
`
`4
`
`commission of 30% on nearly every computer game sold.
`
`5
`
`24.
`
`Plaintiff Wolfire Games, LLC (“Wolfire Games”) is a video game publisher
`
`6
`
`headquartered in San Francisco, California. Wolfire Games has entered into Steam Distribution
`
`7
`
`Agreements with Valve to make Wolfire Games’ PC Desktop Games compatible with the Steam
`
`8
`
`Gaming Platform, and to sell its PC Desktop Games through the Steam Store. As a result of
`
`9
`
`Defendant’s anticompetitive practices, Wolfire Games has paid supracompetitive commissions to
`
`10
`
`Valve for each sale of its PC Desktop Games through the Steam Store.
`
`11
`
`25.
`
`Plaintiff William Herbert is a resident of Florida. Mr. Herbert has purchased PC
`
`12
`
`Desktop Games through the Steam Store. As a result of Defendant’s anticompetitive practices,
`
`13
`
`Mr. Herbert has paid supracompetitive prices for PC Desktop Games.
`
`14
`
`26.
`
`Plaintiff Sean Colvin is a resident of Carlsbad, California. Mr. Colvin has
`
`15
`
`purchased PC Desktop Games through the Steam Store. As a result of Defendant’s
`
`16
`
`anticompetitive practices, Mr. Colvin has paid supracompetitive prices for PC Desktop Games.
`
`17
`
`27.
`
`Plaintiff Susann Davis is a resident of Bowling Green, Kentucky. Ms. Davis has not
`
`18
`
`agreed to the Steam Subscriber Agreement. Ms. Davis has purchased PC Desktop Games through
`
`19
`
`the Steam Store for her minor child, who has his own Steam account. As a result of Defendant’s
`
`20
`
`anticompetitive practices, Ms. Davis has paid supracompetitive prices for PC Desktop Games.
`
`21
`
`28.
`
`Plaintiff Daniel Escobar is a resident of New York, New York. Mr. Escobar has
`
`22
`
`purchased PC Desktop Games through the Steam Store. As a result of Defendant’s
`
`23
`
`anticompetitive practices, Mr. Escobar has paid supracompetitive prices for PC Desktop Games.
`
`24
`
`29.
`
`Plaintiff Ryan Lally is a resident of San Diego, California. Mr. Lally has purchased
`
`25
`
`PC Desktop Games through the Steam Store. As a result of Defendant’s anticompetitive practices,
`
`26
`
`Mr. Lally has paid supracompetitive prices for PC Desktop Games.
`
`27
`
`30.
`
`Plaintiff Hope Marchionda is a resident of Bowling Green, Kentucky. Ms.
`
`28
`
`Marchionda has not agreed to the Steam Subscriber Agreement. Ms. Marchionda has purchased
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`7
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 11 of 100
`
`1
`
`PC Desktop Games through the Steam Store for her minor child, who has his own Steam account.
`
`2
`
`As a result of Defendant’s anticompetitive practices, Ms. Marchionda has paid supracompetitive
`
`3
`
`prices for PC Desktop Games.
`
`4
`
`31.
`
`Plaintiff Everett Stephens is a resident of Cincinnati, Ohio. Mr. Stephens has
`
`5
`
`purchased PC Desktop Games through the Steam Store. As a result of Defendant’s
`
`6
`
`anticompetitive practices, Mr. Stephens has paid supracompetitive prices for PC Desktop Games.
`
`7
`
`8
`
`JURISDICTION AND VENUE
`
`32.
`
`Plaintiffs bring this action under Sections 4 and 16 of the Clayton Act, 15 U.S.C.
`
`9
`
`§§ 15 and 26, to recover treble damages and costs of suit, including reasonable attorneys’ fees,
`
`10
`
`against Valve for the injuries to Plaintiffs and the Class, alleged herein, arising from Valve’s
`
`11
`
`violations of Section 2 of the Sherman Act, 15 U.S.C. § 2, and Section 1 of the Sherman Act, 15
`
`12
`
`U.S.C. § 1. Plaintiffs also assert claims under Washington’s Consumer Protection Act, RCW
`
`13
`
`19.86, seeking treble damages and injunctive relief under RCW 19.86.090.
`
`14
`
`33.
`
`The Court has subject matter jurisdiction over this action pursuant to Sections 4 and
`
`15
`
`16 of the Clayton Act, 15 U.S.C. §§ 15(a) and 26, as well as pursuant to 28 U.S.C. §§ 1331 and
`
`16
`
`1337(a). The Court has supplemental jurisdiction over Plaintiffs’ state law claims pursuant to 28
`
`17
`
`U.S.C. § 1367.
`
`18
`
`34.
`
`This Court has personal jurisdiction over Valve because Valve’s headquarters are
`
`19
`
`located in Bellevue, Washington. Valve has engaged in sufficient minimum contacts with the
`
`20
`
`United States and has purposefully availed itself of the benefits and protections of both United
`
`21
`
`States and Washington law such that the exercise of jurisdiction over Valve would comport with
`
`22
`
`due process.
`
`23
`
`35.
`
`Valve also is subject to personal jurisdiction because, either directly or through its
`
`24
`
`agents or affiliates, Valve transacted business throughout the United States, including in this
`
`25
`
`District, that was directly related to the claims at issue in this action.
`
`26
`
`36.
`
`Additionally, the Court has jurisdiction over Valve because its principal place of
`
`27
`
`business is in Washington State.
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`8
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 12 of 100
`
`1
`
`37.
`
`Venue is proper in this District pursuant to 15 U.S.C. §§ 15(a) and 22 because
`
`2
`
`Valve is found in and transacts business in this District.
`
`3
`
`38.
`
`Venue also is proper pursuant to 28 U.S.C. § 1391(b), (c), and (d) because, during
`
`4
`
`the relevant period, Valve resided, transacted business, was found, or had agents in this District; a
`
`5
`
`substantial part of the events or omissions giving rise to these claims occurred in this District; and
`
`6
`
`a substantial portion of the affected interstate trade and commerce discussed herein was carried out
`
`7
`
`in this District.
`
`8
`
`FACTUAL ALLEGATIONS
`
`9
`
`I.
`
`BACKGROUND
`
`10
`
`39.
`
`A video game is an electronic game that can be played on a computing device, such
`
`11
`
`as a PC, gaming console, smartphone, or tablet. As of 2021, there are roughly 3 billion video
`
`12
`
`game players worldwide.
`
`13
`
`40.
`
`Video games are subcategorized by the type of device on which gamers play them,
`
`14
`
`including computer games (e.g., PC games), console games (e.g., PlayStation or Xbox games),
`
`15
`
`and mobile games (e.g., games played primarily on smartphones or tablets). Any game developed
`
`16
`
`for a particular type of device will only work for that type of device (e.g., a PC game will work
`
`17
`
`only on a PC), and, as detailed below, different versions of PC games are often also created for
`
`18
`
`specific PC Desktop Gaming Platforms, like the Steam Gaming Platform.
`
`19
`
`41.
`
`PC Desktop Games are video games that are downloaded and installed onto a PC
`
`20
`
`device. Although such games vary in size, scope, type, and features, they all involve the ability to
`
`21
`
`load the game directly from the user’s computer and then allow the user to play the game from that
`
`22
`
`computer. All require installation on the user’s PC to work, and all save data on the user’s PC,
`
`23
`
`both for the purposes of running the game, as well as for saving game progress or preferences
`
`24
`
`(such as control schemes, sound and video preferences, etc.).
`
`25
`
`42.
`
`PC Desktop Games are almost as old as PCs themselves. PCs first came to
`
`26
`
`prominence in the 1980s and, at that time, numerous game publishers released games for this new
`
`27
`
`type of computing device. As PCs’ popularity grew, so, too, did the popularity of PC Desktop
`
`28
`
`
`
`CONSOLIDATED AMENDED CLASS ACTION COMPLAINT
`CASE NO. CASE NO. 2:21-CV-563
`
`9
`
`
`
`
`
`QUINN EMANUEL URQUHART & SULLIVAN
`1109 FIRST AVENUE, SUITE 210
`SEATTLE, WASHINGTON 98101
`TEL: (206) 905-7000
`
`
`
`

`

`
`
`Case 2:21-cv-00563-JCC Document 34 Filed 06/11/21 Page 13 of 100
`
`1
`
`Games. In 2020, the revenue from the worldwide PC Desktop Gaming Market was at least $30
`
`2
`
`billion.
`
`3
`
`43.
`
`For most of the history of the PC Desktop Game industry, due to technology
`
`4
`
`limitations, gamers purchased most PC Desktop Games at brick-and-mortar locations. When
`
`5
`
`users purchased such games, they received physical media, such as a CD-ROM, that could be
`
`6
`
`brought home and installed on their computers.
`
`7
`
`44.
`
`As technology improved, digital distribution slowly took hold beginning in the
`
`8
`
`1980s and 1990s. One of the first examples came in 1983 with the GameLine service for the Atari
`
`9
`
`2600, developed by Control Video Corporation (“CVC”). GameLine allowed users to rent and
`
`10
`
`download games over telephone lines. CVC gradually expanded the services it provided and
`
`11
`
`became America Online (“AOL”) in 1991.
`
`12
`
`45.
`
`AOL launched with a number of games, including Neverwinter Nights, an online
`
`13
`
`multiplayer game based on Dungeons & Dragons. Thousands of p

This document is available on Docket Alarm but you must sign up to view it.


Or .

Accessing this document will incur an additional charge of $.

After purchase, you can access this document again without charge.

Accept $ Charge
throbber

Still Working On It

This document is taking longer than usual to download. This can happen if we need to contact the court directly to obtain the document and their servers are running slowly.

Give it another minute or two to complete, and then try the refresh button.

throbber

A few More Minutes ... Still Working

It can take up to 5 minutes for us to download a document if the court servers are running slowly.

Thank you for your continued patience.

This document could not be displayed.

We could not find this document within its docket. Please go back to the docket page and check the link. If that does not work, go back to the docket and refresh it to pull the newest information.

Your account does not support viewing this document.

You need a Paid Account to view this document. Click here to change your account type.

Your account does not support viewing this document.

Set your membership status to view this document.

With a Docket Alarm membership, you'll get a whole lot more, including:

  • Up-to-date information for this case.
  • Email alerts whenever there is an update.
  • Full text search for other cases.
  • Get email alerts whenever a new case matches your search.

Become a Member

One Moment Please

The filing “” is large (MB) and is being downloaded.

Please refresh this page in a few minutes to see if the filing has been downloaded. The filing will also be emailed to you when the download completes.

Your document is on its way!

If you do not receive the document in five minutes, contact support at support@docketalarm.com.

Sealed Document

We are unable to display this document, it may be under a court ordered seal.

If you have proper credentials to access the file, you may proceed directly to the court's system using your government issued username and password.


Access Government Site

We are redirecting you
to a mobile optimized page.





Document Unreadable or Corrupt

Refresh this Document
Go to the Docket

We are unable to display this document.

Refresh this Document
Go to the Docket