No kidding.Doesn't make half life, starts copying whatever other genre is hot at the moment to make money.
Noice.
I think Episode 1 and 2 were supposed to push content delivery forward via the Episodic game approach. That obviously didn't work for Valve (and generally for the industry with a couple of notable exceptions).How did Episode 1 or 2 push technology forwards? They were just great games but were (obviously) incremental improvements on HL2.
So this will be the very last Half-Life game until something else revolutionary like VR comes about that they want to push forward?
Half-Life is dead again, long live Half-Life
haven't they always been pretty clear that this was the reason?
They've released bad, universally underwhelming titles and content since stopping Half Life in 2007 (which they felt fine making Episode 2 for despite no "it needs to raise the bar" crap answers, and they very publicly said Episode 3 was coming back then before they just ditched it for now 13 years). They also released Portal 2 just fine. This is just an excuse that doesn't hold water to what the truth of their output shows:Even after the explanation from them, people still dont get it
They havent been sitting on their arses doing nothing all this time
They wanted to make Episode 3 the conclusion to the storyline.
It couldnt have been a game just like Episode 1 or 2, it has to be something special, that pushes the media forward
You guys will get that with Half Life 3 in VR some years from now
Much smaller problems at the time.
The scale of the problems Valve has set out to solve have also significantly grown since then. We're talking a video game company turned platform holder, with huge growth in scale and ambitions. It's not surprising. They could either focus on the future of platforms for PC gaming, the emergence of DOTA2 and other transformative online experiences, and the future of how we interact with media, or just make a new HL game because people a very small group of vocal people were yelling about it.
The choice was obvious.
Thanks :) I think being there helped glean some perspective.This is a really wise explanation of why Valve did what they did.
I think that's the problem: Only few actually care about that in most game development studios. It was only going to happen if the technical and market ambition was there, and after Episode 2 they started shifting to other ideas as soon as they started getting non-validating feedback or through series of it.I still think they should have finished the story, and given us some kind of ending that wasn't a cliffhanger.
Why did they make crap like Artifact then...?Much smaller problems at the time.
The scale of the problems Valve has set out to solve have also significantly grown since then. We're talking a video game company turned platform holder, with huge growth in scale and ambitions. It's not surprising. They could either focus on the future of platforms for PC gaming, the emergence of DOTA2 and other transformative online experiences, and the future of how we interact with media, or just make a new HL game because a very small group of vocal people were yelling about it.
The choice was obvious.
lol nah dude they were probably just burnt out on half life and didn't want to make itEven after the explanation from them, people still dont get it
They havent been sitting on their arses doing nothing all this time
They wanted to make Episode 3 the conclusion to the storyline.
It couldnt have been a game just like Episode 1 or 2, it has to be something special, that pushes the media forward
You guys will get that with Half Life 3 in VR some years from now
"We didn't make it because Half-Life games are supposed to solve problems. We don't just pump them out."
Okay, well then what problem were EP1 and EP2 supposed to be solving? Why did you commit to pumping the game out on an episodic schedule if they aren't just meant to be cranked out on a schedule?
Newell said "Half-Life games are supposed to solve interesting problems," and explained that Valve doesn't want to just "crank Half-Life titles out because it helps us make the quarterly numbers."
If they were interested in that distribution model, then actually completing the project they set out to make would be an important part of it. They talked about being able to alter their game during development based on how people played/enjoyed the early episodes, stuff like that. They never even got around to exploring what would have made the episodic model interesting or innovative.The whole "game as episodes" thing was a really new, early-DLC-era approach to making and distributing content. The innovation wasn't 100% in the game in that case.
That is what you get when you are a company like valve who's main interest is to make ground breaking entertainment that always pushed the medium forward. You can't really lower the bar for yourself just to satisfy fans and I totally understand their point of view on this, every studio wants their next game to be a slam success, but often don't have the resources to cut projects that clearly don't deliver and meet their own expectations.I think that's the problem: Only few actually care about that in most game development studios. It was only going to happen if the technical and market ambition was there, and after Episode 2 they started shifting to other ideas as soon as they started getting non-validating feedback or through series of it.
Marc Laidlaw probably had the outline ready for years. Even if he didn't, Epistle 3 is authentic as fuck for the storyline.
But honestly this isn't really news, and IGN hasn't really made news. We already had accounts of Gabe suggesting that people could freely begin development and prototype it and that after a while there just weren't internal interest in continuing Half Life and then once that bubble burst there didn't seem to rise an emergent interest in going back.
If they were interested in that distribution model, then actually completing the project they set out to make would be an important part of it. They talked about being able to alter their game during development based on how people played/enjoyed the early episodes, stuff like that. They never even got around to exploring what would have made the episodic model interesting or innovative.
If they were interested in that distribution model, then actually completing the project they set out to make would be an important part of it. They talked about being able to alter their game during development based on how people played/enjoyed the early episodes, stuff like that. They never even got around to exploring what would have made the episodic model interesting or innovative.
Here's the thing though. They kinda promised just 3 episodes, and they had a cliffhanger, and Epistle 3 definitively ends the "Half Life 2 Episodes Saga". All they had to do was spend a year or two and make the last game, then move on. Instead they started doing other shit, didn't go back and eventually ended up almost not making video games for a number of years.That is what you get when you are a company like valve who's main interest is to make ground breaking entertainment that always pushed the medium forward. You can't really lower the bar for yourself just to satisfy fans and I totally understand their point of view on this, every studio wants their next game to be a slam success, but often don't have the resources to cut projects that clearly don't deliver and meet their own expectations.
It couldnt have been a game just like Episode 1 or 2, it has to be something special, that pushes the media forward