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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."

19 of 60 comments (clear)

  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 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.
  2. 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 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.
    2. 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.
  3. 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.

  4. 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.

  5. $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
  6. 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 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?

    3. 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
  7. 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.

  8. 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 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.

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

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

  10. 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.

  11. 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.