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William Pugh, co-designer of The Stanley Parable, has over 1,600 hours in Dota 2: 'It's not a game made of love. It's a game fuelled by hate and a desire to con

What happened
Based on PC Gamer · Sep 27, 2026

William Pugh, co-designer of *The Stanley Parable*, discusses his gaming history, current favorites like *Deadlock* and *Team Fortress 2*, and his critical view of *Dota 2*’s competitive culture.

William Pugh, co-designer of The Stanley Parable, has over 1,600 hours in Dota 2: 'It's not a game made of love. It's a game fuelled by hate and a desire to con
PC Gamer — PC Gamer
Key points
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William Pugh has spent 1,603 hours playing *Dota 2*
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William Pugh has logged 1,583 hours in *Team Fortress 2*
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Pugh praised *Deadlock* for removing mana and creep stacking mechanics
Key numbers
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William Pugh, creator of *The Stanley Parable*, shared insights into his Steam library, highlighting his 1,583 hours in *Team Fortress 2* and its role in shaping his career.
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Pugh described *Dota 2* as consuming 1,603 hours of his life, calling it a game fueled by frustration rather than enjoyment.
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William Pugh, creator of *The Stanley Parable*, shared insights into his Steam library, highlighting his 1,583 hours in *Team Fortress 2* and its role in shaping his career. He recalled winning a Saxxy award and admitted to using an idle program to farm hats early in the game’s lifecycle. Pugh emphasized *TF2*’s lasting influence, from mapping communities to its role in introducing him to modding and collaboration.

*Team Fortress 2* remains permanently installed on his PC, where Pugh primarily plays Engineer and Spy. He praised the game’s art style and community-driven mapping servers, though noted a decline in its original aesthetic over time. Despite public matchmaking toxicity, he credited *TF2* as a space for human connection and creative expression.

Pugh described *Dota 2* as consuming 1,603 hours of his life, calling it a game fueled by frustration rather than enjoyment. He criticized teammates for poor decision-making, item picks, and positioning, expressing visceral disdain for the game’s competitive culture.,He praised *Deadlock* as a streamlined take on MOBAs, removing elements like mana and creep stacking while retaining core hero-shooter mechanics. Pugh commended its purity, fun duo-lane gameplay, and minimal monetization, though expressed skepticism about future monetization strategies.

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