MR_SLINAre you just saying this because this was the response Thorin gave you in his AMA? :p
sadly, this only has tangential relevance to the question I asked Thorin, but he just skimmed it cuz it was so long and didn't really give a satisfactory answer (definitely the worst I saw so far)
MR_SLINThe original DOTA languished in obscurity but it spawned two huge mobas in LoL and Dota 2.
first of all, dota definitely did not "languish in obscurity" it was bigger than tf2 ever was or will be by at least 1 order of magnitude
second of all, the success of lol was mainly because they were lucky enough to recognize early on that twitch.tv was going to take off and the top players took advantage of it and got massively popular
third of all, even if you accept the premise of this point, it still took ENTIRELY NEW GAMES to get people interested. is all this valve meeting stuff in preparation for tf3? if not, its not going to matter
MR_SLINCS:GO was terrible when it first came out and then they made some big competitive updates to it and it really grew.
CS:GO was indeed terrible when it first came out. it also
a) was, again, an entirely new game
b) had carry-over from 1.6 and source, two of the larger esports up until that point, which had already had many international tournaments and a few tv broadcasts as well
c) really started to grow less than a year and a half after it came out (again, tf2 has been out for NINE YEARS)
MR_SLINHere's a quote from Sirscoots in reference to CS:GO's turnaround:
"For years Valve did not care at all, because it was a mod of their game, and even when they bought it and made Source, they didn’t really care,” Smith says. “It took forever to get things patched - it was community driven. It was fine, it thrived without them, but to have developer support of your game - especially an esport - is an incredible added bonus, especially nowadays."
you're taking this quote so much out of context it's ridiculous. scoots isn't talking about "cs:go's turnaround here", he's literally comparing it to 1.6 and source. I agree, it was definitely possible to have a mainly community driven game in 2001, that is not up for debate. the point is, when the new title came out it had developer support basically from the moment it was released, and it also had a successful scene to piggyback of from the era when DIY scenes could still grow
what we have to acknowledge about tf2 is how unfortunate the timing of its release was. it came out in late 2007. why does the date matter? well, it was long after the complete wilderness of competitive gaming, when new IPs regularly sprouted up with completely grassroots support and supplanted the market share of incumbent titles. quake, cs, starcraft, warcraft, halo, cod, and a few fighting games were already hogging a lot of room, and it was hard for a new game to dislodge them, especially one that required so much of a departure from the standard way of playing to actually be balanced for competitive play. yet, tf2 came out before the wave of entirely developer-sponsored games, when we saw sc2 really pioneer such a business model. valve is good at making money in an extremely conservative manner, and they were clearly the last of the big 3 developers to embrace this top-down approach. tf2 was just a product of its era. did blizzard go back and fund warcraft 3? I don't believe so.
of course, this has nothing to do with tf2, or how much we like it; this sort of thing happens in any market all the time. my dad, for instance, is a computer programmer who was the lead developer on NFL Challenge, the first ever NFL-licensed football computer game. However, it came out in 1985, which some nerds might recognize as the heart of the great video game crash, prior to Nintendo and their Japanese ilk swooping in and righting the ship. at the time, such a product might appeal to a few niche consumers but wouldn't exactly hit Madden numbers. I'm sure my dad is proud of the work he did and the official stamp of approval he got from the NFL, but sometimes life isn't fair. grow up now, guys, it'll save you in the long run.