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Half-Life 2's Technical Details, Cost Estimates

Thanks to Computer Graphics Magazine for its feature on the graphical technology being used in Valve's eternally-awaited FPS Half-Life 2. Among the specifics discussed are innovative paths to graphical variety ("Using the same morph targets sculpted for facial animation, the system automatically alters the facial geometry to create, for example, a flatter or broader nose, or a squarer jaw. As a result, all the scientists, soldiers, and other homogeneous characters appear as unique, differentiated models"), and potential game mod options ("To firmly entrench itself in the future of game development, Softimage will package XSI EXP, a lite version of XSI, with every PC copy of Half-Life 2 [and make it available on the Softimage site this week].") Elsewhere, a Maxitmag interview with Valve's Gabe Newell has him musing: "Last time I checked, we were about $40 million into the project. Yikes, that's a scary number."

60 comments

  1. all this talk of a mid march release........ by johndoejersey · · Score: 2, Insightful

    Its the 23rd now. Still no sign of a release date?

    1. Re:all this talk of a mid march release........ by Dreadlord · · Score: 4, Informative

      They are targetting a Summer release now.

      --
      The IT section color scheme sucks.
    2. Re:all this talk of a mid march release........ by wheany · · Score: 1

      They just took everything we already saw in the E3 videos and have read from countless other HL2-stories and "summarised" it.

      Was there any new info in the article? Okay, I hadn't heard of the mid-March launch before, but like you said, it's 23rd, and I'm not playing the game yet, so it's pretty safe to say it was bullshit.

    3. Re:all this talk of a mid march release........ by ildon · · Score: 1

      They must have meant March 2005...

    4. Re:all this talk of a mid march release........ by irokitt · · Score: 2, Funny

      Why, what are you talking about? Half Life 2 has already been released;~)

      --
      If my answers frighten you, stop asking scary questions.
    5. Re:all this talk of a mid march release........ by ksiddique · · Score: 1

      Maybe last year when they said "September 30" they meant "September 30, 2004".

  2. The best things in life are... by Anonymous Coward · · Score: 1, Funny

    $40 million

  3. Why put so much effort into faces? by ninja0 · · Score: 2, Funny
    Using the same morph targets sculpted for facial animation, the system automatically alters the facial geometry to create, for example, a flatter or broader nose, or a squarer jaw.

    Why put so much effort into faces when what really matters to male gamers are breasts and butts? Imagine how enticing it would be...

    Using the same morph targets sculpted for body animation, the system automatically alters the rear and bosom geometry to create, for example, a bigger breast or rounder butt.

    I'd buy that game.

    --
    --If the world didn't suck, we'd all fall off.
    1. Re:Why put so much effort into faces? by Peridriga · · Score: 0

      Which brings up the bigger question....

      Who owns the rights to the infamous Larry Liesure series? The greatest RPG version of porn ever made...

      Nothing like classic 256-bit color pr0n...

    2. Re:Why put so much effort into faces? by Dot.Com.CEO · · Score: 2, Insightful

      The LSL series was in NO way an RPG. It was an adventure game series.

      --
      Mother is the best bet and don't let Satan draw you too fast.
    3. Re:Why put so much effort into faces? by irokitt · · Score: 2, Interesting

      Check this out.

      --
      If my answers frighten you, stop asking scary questions.
    4. Re:Why put so much effort into faces? by Anonymous Coward · · Score: 0

      Umm, I think you mean 8-bit, 256 color. The standard today, even with hardware acceleration, is 32-bit color, which leads to some 16.7 million individual colors (multiply that by 256 if you're gonna be anal and count the alpha channel). I've never heard of anything with 256-bit color depth; it seems a bit excessive. Although higher-precision color depths are a big selling point of DirectX 9.

  4. Sex and gaming by 0x0d0a · · Score: 2, Interesting

    You know, we had a discussion in the Games section on how sex and videogaming journalism had a lot of ties.

    The MaxitMag site, the one doing the HL2 article, really drives that discussion home.

    1. Re:Sex and gaming by Dr.+Manhattan · · Score: 1
      I went to block images from their site (not because they were particularly offensive, just juvenile - and animated, which is unforgivable), but they had put in a 'disable right click' Javascriptlet.

      I had to go all the way up to the "Tools" menu to select "Block Images from this Site". But I suppose they were more worried about some 13-year-old clicking the "Save Image As" button...

      --
      PHEM - party like it's 1997-2003!
  5. Randomised facial features... by Singletoned · · Score: 4, Interesting

    What a genius idea!

    I can't wait until all FPS's have randomised appearances for the enemies so that they all look slightly different. They are going to be so much better when rather than a flood of identical enemies, they all have an individual look (maybe even slightly different AI and therefore 'personality').

    A side effect might be that it felt a little more like they were real and you could start feeling a little guilty for killing them.

    1. Re:Randomised facial features... by Anonymous Coward · · Score: 0

      I've never felt guilty about killing anyone I've killed...

      ...in a videogame! Honest! Don't look at me like that!

    2. Re:Randomised facial features... by Ayaress · · Score: 1

      RPGs especially could be helped by this. The fifteenth time I kill an identical Nord male in Morrowind, I stop caring that I'm slaughtering a town, because they're obviously all some sort of vile zombie clones.

    3. Re:Randomised facial features... by ksiddique · · Score: 1

      Aww crap. Now I'll have to look twice before I shoot in a game to make sure I'm shooting the right guys. :)

  6. $40 million, drop in the bucket by mrshowtime · · Score: 3, Interesting

    Get real, $40 million dollars is chump change today. $40 million dollars spent on RandD and development for HL2 is a sound investment. HL2 IS the reason why I upgraded to a new pc earlier than I would have. Unfortunately, I was not expecting it to be delayed almost a half a year, or more. But really, in retrospect, nothing has happenned dramatically in terms of computing power over the past year. We went from having 3.0 ghz processors to 3.4 "hyper" processors. 9700 radeons to 9800 radeon pro turbos. It's almost like the industry is in a holding pattern waiting for HL2 to be released! :) For what HL2 will bring to the table, it's worth $500 million in my book. :)

    --
    "Jeremy, you need to get to an internet cafe and cut and paste some appropriate sentiments about me from the world wide
    1. Re:$40 million, drop in the bucket by terrox · · Score: 1

      I'm sorry, chump change? I don't think so. Lame in my opinion - if it is no more interesting/innovative/fun than any other game with a sub $million budget, why bother?.

      Now they are going to say all sorts of BS FUD to get people to buy it and recover money now.
      it has to be like 40x better than a $1 million game just to be on even footing.

    2. Re:$40 million, drop in the bucket by gl4ss · · Score: 1

      but would you pay 500 million to get to play it?
      obviously no, even if you had the cash. now to make the game pay to the them they need to sell considerably more than they would need to sell if they had spent 5 million(which would have been enough if they hadn't been stalling the product and obviously wasting money).

      at this point it has been 'redone' so many times the final product isn't really getting all of the 40 million anyways. you might argue that it does matter that they have been able to focus on it for so long, but really, that never ensured anything.

      anyways, you did a huge mistake with your buying reasons. buying something(expensive, which dates in few years to worthless) for something that _might_ get released from a company that has a very bad record at releasing when promised(basically they have just told the press anything that will keep them hyped up, for what? 4-5 years already?)

      --
      world was created 5 seconds before this post as it is.
    3. Re:$40 million, drop in the bucket by focitrixilous+P · · Score: 1
      RandD and development

      ResearchandDevlopment and devlopment, eh? For Your FYI, you don't need to add devlopment after R&D.

      --
      SAILING MISHAP
    4. Re:$40 million, drop in the bucket by ekool · · Score: 1

      > For Your FYI

      FYI == For Your Information.

      You don't need to add "For Your" in front of FYI.

    5. Re:$40 million, drop in the bucket by focitrixilous+P · · Score: 1

      FYI == For Your Information.

      You don't need to add "For Your" in front of FYI.

      You don't need to explain the sarcasm in front of FYI...

      --
      SAILING MISHAP
  7. I believe I speak for everyone when I say: by dupper · · Score: 1, Funny

    *drool*

  8. On that note how about realistic thermal impact? by SmallFurryCreature · · Score: 1

    You know. It must be really cold in the sewers. Nudge nudge wink wink.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  9. Failed economics? by SmallFurryCreature · · Score: 4, Interesting
    Half Life 2 doesn't have to BE 40x better then a 1 million dollar game. It got to SELL 40x better.

    Big difference. After all "better game" is a highly subjective term. Better sales isn't. If everyone thinks HL2 is the best game in history but they don't buy it, look at all Looking Glass games, then valve is in the shitter. If on the other hand everyone considers it a mediocre game, think movie tie-ins, but everyone buys it then they are pleased as punch.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Failed economics? by mrshowtime · · Score: 4, Insightful

      Well, I don't think that valve is going to screw up it's golden goose. The videos I have seen of HL2's gameplay are amazing; groundbreaking in every area. Coupled with the fact that it's built around a solid narrative piece, I can't see how, or where it will fail. Don't forget the mod community. Counterstrike gave the original HL an extra few years of profitibility where none might have not existed, and Valve has stated that they will fully (and smartly) support the mod community for HL2. In comparsion, one of the newer final fantasy games cost well over $30 million to make. Valve's portfolio accounts for over 8 million retail units sold worldwide, and over 88 percent of the online action market. That's pretty f'ing good numbers! Just a FYI, the movie "Mona Lisa Smile" cost $65 million to make and $25 million to market. Essentially costing what "Return of the King" cost to make! In the end MLS made enough to break even. ROTK made well over a billion. All the R and D in the world won't help you, if you are researching how to make crap.

      --
      "Jeremy, you need to get to an internet cafe and cut and paste some appropriate sentiments about me from the world wide
    2. Re:Failed economics? by PainKilleR-CE · · Score: 1

      Valve's portfolio accounts for over 8 million retail units sold worldwide, and over 88 percent of the online action market.

      I'm actually amazed it's only 8 million, since HL alone (not including Counterstrike, add-ons, expansions, and other retail items) accounts for over 7 million of that.

      Still, it looks like they're assuming that they'll make nearly the same sales they did on the first game, which may or may not be a safe assumption. After all, if they sell 1 million, which would be considered a very successful game, it's unlikely they'll recover the costs of making the game.

      --
      -PainKilleR-[CE]
    3. Re:Failed economics? by Anonymous Coward · · Score: 0

      Valve should make a mint from licensing their software to other games makers. I do not know what the cost of a license is, but I'm sure it's not cheap.

    4. Re:Failed economics? by JFMulder · · Score: 3, Funny

      The videos I have seen of HL2's gameplay are amazing; groundbreaking in every area. Coupled with the fact that it's built around a solid narrative piece, I can't see how, or where it will fail.
      You don't remember the SW : Episode One trailers now do you?

    5. Re:Failed economics? by darc · · Score: 2, Insightful

      Many people also thought they couldn't possibly screw up Deus Ex 2. Unfortunately, when the game came out, flamethrowers shared ammunition with rocket launchers, it took five shots to the head to kill anybody, the stealth aspect was terrible, and the system requirements utterly ridiculous.

      That teaches you one thing, never, ever believe that anything is so perfect that you can't screw it all up after all.

      --
      Tired of legitimate data sources? Try UNCYCLOPEDIA
    6. Re:Failed economics? by Rallion · · Score: 0, Offtopic

      I remember thinking about how sad it was that it was going to be a failure, even with all that cool looking stuff. Anybody who was really following the production Episode 1 should have beem walking into that movie theater with a sad, resigned look on their face...

    7. Re:Failed economics? by Rallion · · Score: 1

      After everything I heard, I'm GLAD it wouldn't even start on my computer.

    8. Re:Failed economics? by Some_Llama · · Score: 0

      And don't forget liscensing the game engine, that alone will be drawing checks for valve for the next 5 years...

    9. Re:Failed economics? by Some_Llama · · Score: 0

      I remember reading somewhere that Id was liscensing their Quake3 engine for $50,000. Serious sam on the other hand charges $100. so, um, yah.

    10. Re:Failed economics? by Ayaress · · Score: 1

      It needs to be better, but exactly: It has to sell 40x better, not be 40x better.

      Gaming has always been full of clones following the pack (I've seen a lot of people say, "games these days..." but they've always been that way - we just forget about the clones after a couple years).

      It only takes a slightly greater effort (and some risk that it'll be rejected) to make a game *very slightly* better than the rest, and it'll sell far better.

    11. Re:Failed economics? by blincoln · · Score: 1

      flamethrowers shared ammunition with rocket launchers

      Why is this a complaint in a game based around nanotechnology? If your weapons have little nano-manufacturing plants inside them, a flamethrower and a rocket launcher could use the same basic matter packs.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    12. Re:Failed economics? by spudgun · · Score: 1

      hmmm

      Steam cuts out the middle man

      $40 on steam X 1 Million sales ....

      --
      Type unto others as you would have them type unto you.
    13. Re:Failed economics? by arkanes · · Score: 1
      Because it's not internally consistent with the other use of nanotech in the game, and it's an obvious "gameplay" measure, with the nanotech stuff being a tacked on afterthought.

      That said, I enjoyed the game more than I thought I would. I disliked how they munged up stealth play, especially toward the end. However the story was good if not as great as the original (say 8/10 if deus ex 1 was 10/10), quests and plots were sufficiently non-linear to entertain me, even if they were inconsistent from time to time. All in all, it was a decent but not outstanding game.

      The big downside was the absolutely pathetic performance, which is really unexcusable and I hope they manage to address in Thief 3 which I'm alot more interested in.

  10. $40 Million is a bargain by Mr.Dippy · · Score: 1, Funny

    The movie Gigli cost $54 million!. If price == quality then Half Life is going to blow! Kidding of course.

    --


    -Dipster
  11. $40m? by Operating+Thetan · · Score: 1

    AFAIK, average royalties per box sale is about $10. No matter how impressive the technology, I can't see Half Life selling 4m copies, nor can I see a rush to license their engine when Crytek and Doom 3 will offer so much competition

    --
    Worried you might not keep your virginity forever? Try new Linux(TM), guaranteed twice as effective as LARPing
    1. Re:$40m? by Anonymous Coward · · Score: 4, Insightful

      Valve doesn't need to sell 4 million boxed copies to be sucessful. They will try to maximize profits by selling the game (and its mods - CS2 anyone?) through Steam.

    2. Re:$40m? by Cebu · · Score: 1

      Since when was Valve or the Half-Life property average? Scott Miller from 3D Realms said, "The highest royalty 3D Realms has executed is 70%, for a project in which we owned the license, and self-funded." Let's stop and think about for a second -- 70%.

      You don't need to sell nearly 4,000,000 copies to recoup $40,000,000 US if you have decent royalties, along with engine licencees.

  12. How and Where it could fail. by *weasel · · Score: 5, Insightful

    The 'How' and 'Where' Valve could fail:

    The gameplay won't live up to the overwhelming hype. It could be too short, too repetitive, not enough interactivity, too slow, maps too small -- who knows. 'Daredevil' looked like a sure thing on paper too, and was a terrible $40m investment.

    The story could be trash. Most people I know hated when the first half-life devolved into 'Doom' at the end -- when the player hops the portal to dimension-XYZ or whatever it was. The game went from good scifi/action to rubber-monster-movie crap. All the interactivity of the environment was gone, all the atmosphere was gone, all the verisimilitude was gone - jump puzzles were in, ammo management was in, mystic healing goo was in. More of the same is not enticing.

    The level design could be crap (which may be necessary to cater to horsepower restrictions that 'interactivity' likely creates). A limited diversity of gameplay could easily sink it, less 'scripted' sequences that made the first half-life classic could work against it. Convoluted maps and missions could easily sink it.

    The 'interactivity' could be the exception (eg. happens rarely) and not the rule (eg. regularly appearing feature). If all the stuff they talk up at tradeshows happens 4 times in the game, it means nothing to the player. Particularly after all the hype, it'll create animosity amongst the would-be community (eg. short commercial run)

    The game could run like absolute shit on all but the highest end rigs. Do 10 million people even have a PC with enough horsepower to run hl2?

    The network play could be lame. Solid network play is necessary to build a community, to drive mod makers, to keep the game hot for years after release. If not for counter-strike, Valve would've sold a few million copies of Half-life and been happy. Counterstrike made it a best-seller for 4 years.

    The API could be so complex that mod makers don't have the appropraite tools to actually make anything good before the community evaporates. Without a mod community the game will have a short run, and considerably less beneficial word-of-mouth. Without a long commercial run, it won't stay on the shelves until the mass of gamers finally get rigs that can run it.

    The engine restrictions could limit the number of enemies on-screen, or the complexity of AI scripts. People generally don't want 1 enemy at a time in action games (doom3 might be an exception due it's 'horror' premise, or it could fail as well). Likewise players have lower toleranace for 'dumb' enemies, particularly after Valve's success with HL1's grunts and assassins.

    They can screw it up. The hype could be smoke and mirrors. I doubt it - but it's far from a guarantee.

    $40m dollars is assinine though. But if they can get a share of the licensed engine market - who knows. They probably also subsidized Steam and its infrastructure entirely under the HL2 budget.

    --
    // "Can't clowns and pirates just -try- to get along?"
    1. Re:How and Where it could fail. by imr · · Score: 1

      You forgot one thing, it's the engine licensing. They might as well have missed a few deals with all the delays.
      From what I've heard from a developper whose company tried to license the source engine, they pretty much had the same treatment than regular players: hype, promises and delay, delay, delay.
      Granted, they were a really small company, so maybe they didnt look interresting, but it would have been the same cash in the end, right?
      Right now, they have licensed an other engine and cant say a word about it anymore since they're under nda. As he did say a lot of good about far cry and cryteck lately, my guess is there. But he do talks about the previous situation and the forced halt of the development he had to endure; his words are:"screw valve".
      So they may be getting bad press in other area than among awaiting fan boys.

    2. Re:How and Where it could fail. by Cebu · · Score: 3, Informative

      The Source engine currently has one known licencee, which has a game scheduled for release at the end of this year: Troika Games with Vampire: The Masquerade - Bloodlines.

      Given the media released to date, Troika seems quite far into the development cycle -- which is rather siginficant given that Troika started work on the game with the Source engine in December of 2001. So, if there was delays and stalling, it wouldn't be because they didn't have something to give this other company you heard about (unless that company asked for the Source engine far more than 2 years before it was launched) -- it would because they didn't want to give that company.

      "Granted, they were a really small company, so maybe they didnt look interresting, but it would have been the same cash in the end, right?"

      I think that is rather significant. If I were Valve, I would want all the initial licencees to have reasonably high quality products -- or better still, high quality products that are high profile. A smaller development house might be able to muster enough for the engine, but can it deliver a product that Valve can trust to showcase the engine?

      On another note, are you sure that this really small company could actually meet the price tag Valve wished? The Unreal Warefare engine runs at $750,000 US with an additional $100,000 US for each additional platform, or $350,000 US with an additional $50,000 US for each additional platform plus 3% royalties. Quake II's engine reportedly costed between $400,000 US plus 10% royalties, to a hefty $1,000,000 US. Even the aging Quake engine, which is now operating under the GPL, has a $10,000 US price tag if you wish to not operate under the GPL. All these fees are non-recoupable.

      Given the development cost of the Source engine, I wouldn't at all be surprised if it cost more than the Unreal Warfare engine.

    3. Re:How and Where it could fail. by imr · · Score: 1

      I cannot say more than what this developper said:
      -it was recently that they droped the idea of the source engine because they were fed up by the delay. So there was no mention that the price was the matter but more that they delayed their development because of promises that were not fullfilled. I don't think he would be bitter if it was a question of money, not toward valve anyway. Also i remember that he was very eager to work with this engine.
      And since they are going to licence a big engine, there is no question for me that it wasnt the point.

  13. makes me wonder by WormholeFiend · · Score: 3, Funny

    how much money has been sunk in Duke Nukem Forever so far?

    1. Re:makes me wonder by angst_ridden_hipster · · Score: 1

      Oh, about $35k on artists who created "screen shots," plus about $300k in PR and taking game magazine columnists out for lunch, booze, & hookers.

      They haven't actually spent anything on development yet. They're just waiting for the time to be right.

      --
      Eloi, Eloi, lema sabachtani?
      www.fogbound.net
  14. It's my fault... by raygundan · · Score: 1

    I'm the guy who LOVED the Xen parts of the original Half-Life. I thought the crazy portal-hopping giant-baby-glowing-head-attack hallucination at the end made it just that much cooler. I was pretty tired of the "interactive" hallways and same old soldiers and alien grunts.

    I thought it added variety, and it was perfectly built in to the story-- after all, those aliens materializing in front of you had to be popping in from *somewhere*... it seemed a little odd that you hadn't been teleported somewhere before the end of the game just on accident.

    And of course it was about ammo management and alien goo. Do you honestly expect aliens to leave much in the way of earth-type ammo and videogame medkits laying around for you?

    Oh well, I'm done whining.

    1. Re:It's my fault... by *weasel · · Score: 1

      I don't mind the concept of popping out into dimensions XYZ, and wouldn't have minded if the game had even recurring 'jaunts' out and back in. I just didn't like the way you were tossed out there and /everything/ changed.

      naturally there /should/ be resource management problems in an alien dimension - but the primary problem was the gameplay itself.

      We went from solving plausible problems with logical puzzles - to jumping really high and riding a repeating pattern of flying manta rays without plummeting into the vastness of god-knows-where.

      I didn't mind the mechanics of the alien dimension so much as those changes in gameplay. Healing goo was fine - but when most of that part revolved around trial-and-error gameplay of stumbling across the right stash of alien goo and dead-scientist gear, or jumping from the right pad the to the right rocky outcropping... i dunno - I've already played that game a few dozen times and was pretty happy with Half-life's play before that.

      Going to the alien dimension was a good story move, and a plausible one. The way it forced a 180 degree change in playstyle was a bit unwelcome.

      --
      // "Can't clowns and pirates just -try- to get along?"
  15. Another 3d app to learn. by hiei · · Score: 1

    First I'm trying to learn 3DS Max. Then they go and bundle Maya with UT2K4. Now SoftImage XSI with HL2. All they have to do is ship Doom 3 with GMax and I'm gonna start pulling my hair out.

    Most of the modeling concepts will be the same I imagine, but 3 different UIs to remember...ick.

    --
    Upgrade your grey matter, cause one day it may matter
    1. Re:Another 3d app to learn. by Thornae · · Score: 1

      I'm just waiting for a game to use Blender as their native modelling app... I'd be able to use the UI threads on the forums to heat my house.

      (Note: Personally, I love the Blender UI, (as do most people who are willing to spend the time to learn it properly). That doesn't make it any less intimidating to the first time user...)

      --
      |>
      Here be Dragons
  16. Licensing the engine by rossmartinm · · Score: 4, Insightful
    While undoubtedly HL2 will sell alot of copies a good deal of the money that has gone into its development has been spent on ensuring the engine itself will be the a strong commercial proposition.Developers have already licensed the HL2 engine, including Arkane (creators of Arx Fatalis).

    On top of that further investment has been sunk into Steam which Valve are pushing as a seperate product.

    In general the investment in HL2 has not simply been investment in a single game and return on the $40 million invesment will not be measured against retail and steam based sales of the game. Valve are looking for long term predictable income streams generated through licensing the engine, licensing Steam and subscriptions through Steam.

    This is why, IMO, they have been pushing back the release dates. With so many different future revenue streams relying on a succesful release they want to make certain the technology is properly showcased and the supporting technologies work free from glitches.

  17. Funniest thing about including SoftImage... by inkless1 · · Score: 2, Insightful

    ...is that most mod teams will just use a pirated version of 3DStudio Max anyway.

  18. and... a headache by Ieshan · · Score: 1

    All that, AND you could have a headache!

    No matter what it is, everything's worse with a headache.

  19. What?! by dswensen · · Score: 1
    $40 million, I don't care WHAT kind of video card I need! That's WAY too much to pay for a game! This is an outrage! I mean, Doom III is only going to cost $500,000 to play at MOST...

    ...oh.

  20. OT - Re:Sex and gaming by decaying · · Score: 1

    Try bookmarking the following (for Moz based browsers)
    javascript:void(document.oncontextmenu=null)
    Give it a name like, "Give my right mouse button back you bastard!" ... ummm.... or something. Everytime you hit a page that captures the right click, run the bookmarklet and everything will be fine.

    --
    ----- One piece short of Legoland
  21. Softimage Bundle is crazy by superpulpsicle · · Score: 1

    I can't believe they are bundling something this good.

    If we wait long enough HL2 might come with the next version of windows along with drivers that are guaranteed to work.