> "Businesses that are good for society need to grow quickly to actually reach a large fraction of society"
That is not true (and is more relevant to manufacturing than to tech companies). Look at ARM, for example, it never needed to grow rapidly and it doesn't actually produce stuff - it just licenses intellectual property - but the existence of ARM benefits millions. Would this fledgling firm in the early 90s Cambridge not be called a startup (was Apple dumb to fund it as a joint venture?) - would VCs not have liked to have a piece of it in the early 90s?
EDIT: Same goes for id, Valve and other game studios - you see sometimes it's better to have the best engineers and researchers take their time, let them develop and mature the technology they're working on and build something long-lasting that affects millions of people.
If ARM's business model is around licensing their IP, wouldn't getting distribution (via Apple, etc.) be considered growth? They hit profitability in a year.
"EDIT: Same goes for id, Valve and other game studios - you see sometimes it's better to have the best engineers and researchers take their time, let them develop and mature the technology they're working on and build something long-lasting that affects millions of people."
Game studios take time because game releases used to be all or nothing. There were no second chances.
I can't comment on id, but the entire reason Valve built Steam was to speed up distribution and release updates incrementally (the previous patching system sucked). It went from idea to inception in about a year. It was also buggy as hell when it was first released. Now developers can easily release additional content and make game play changes after a game is initially launched.
There is growth indeed via Apple, Samsung and other licensees. But that's mostly within the purview of Apple, Samsung, Qualcomm etc. ARM doesn't have to scale for that growth - Apple and Samsung do - yet ARM's designs reach millions of us.
As I understand it, the whole reason Valve built Steam was to cut the publisher out of the value chain (who, to be honest, had too much power and added little value for the customer).
Incremental patching and DLCs are (extremely beneficial) side-effects.
That is not true (and is more relevant to manufacturing than to tech companies). Look at ARM, for example, it never needed to grow rapidly and it doesn't actually produce stuff - it just licenses intellectual property - but the existence of ARM benefits millions. Would this fledgling firm in the early 90s Cambridge not be called a startup (was Apple dumb to fund it as a joint venture?) - would VCs not have liked to have a piece of it in the early 90s?
EDIT: Same goes for id, Valve and other game studios - you see sometimes it's better to have the best engineers and researchers take their time, let them develop and mature the technology they're working on and build something long-lasting that affects millions of people.