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Bill Van Buren Talks Half-Life 2

node writes "Pixel Kill has up a summary of the talk Bill Van Buren recently gave in London on the development of Half-Life 2. It's an interesting insight into some of the design decisions that resulted in such a fantastic game, plus there are some bits about the direction they're taking the upcoming expansion."

6 of 295 comments (clear)

  1. In case of Slashdotting by Anonymous Coward · · Score: 5, Insightful


    Listening to Bill Van Buren talk about Half Life 2 I realised a key reason for its excellence - it shows you the story rather than telling you, just like a good author showing you rather than telling you scene details. it doesn't parade the story in a cut-scene but rather puts you right in the middle of it.

    It's little surprise only Valve have really gone down this path properly as it clearly took a lot of work making the "cut-scenes" unbreakable by the player. The powerful scripting system did often allow the designers to create scenes without the assistance of animators or story boards - they just threw together a rough cut with existing animations and rough voice over files (apparently Marc Laidlaw created some great ones, so much so they were tempted to leave in his Father Grigory).

    As you may be aware they spent a lot of time getting eyes right - how they focus and even how your eyelids dip when looking down. They also used real people as character references (I wish I had a photo of the slide, it was really interesting to see the comparisons), though they ended up stylising them somewhat as having them too realistic was "just creepy" as Bill put it. They're continuing to move forward in the area of facial animation and have even hired Bay Raitt who worked on Gollum's facial animation.

    Their character animation system is particularly impressive too - at one point Eli Vance was running, looking to the side and typing (!), all blended in real time. To create a scripted scene you kind of layer things (an eyebrow movement here, a wave there and so on) and adjust line graphs to alter movement intensity. It's all extremely intuitive looking stuff so the designers can more easily get on with making the game.

    One thing I didn't realise was that Half life 2 rewarded the inquisitive - players who looked around not only saw newspaper clippings and photos but in doing so triggered revealing comments from other characters.

    Someone pointed out how much time was spent alone in Half Life 2. Bill replied that they were aware of this and were working on keeping NPCs with you for more of the time in Aftermath. This brings with it the problem of ever-present characters becoming irritating, but they're aware of that and working to address it so they're helpful rather than annoying.

    One final interesting detail - they narrowed the field of view from 90 to 75 in Half Life 2, narrowing it even further to around 50 during the final cut-scene with Breen.

    It's pretty evident just how much attention Valve pay to details and how eager they are to keep moving forward with new ideas. Aftermath can't come soon enough.

    1. Re:In case of Slashdotting by Alpha+Soixante-Neuf · · Score: 5, Insightful

      All in all, what good is a game if you can't play it? At 50 bucks, and 4 to 5 hours just to install it, this game is a serious waste of money. And poorly designed to boot. The game was made for newer retail technology. If you don't want to pay for the newest gadgets then don't expect to play the newest games without complications. You can play it in two years and it'll still be a great game then. I don't have a super great computer but it didn't take 4 or 5 hours to load and played just fine (albeit at a fairly low res to keep the frame rate up, but that's exactly what I was expecting).

      --
      "The world is a tragedy to those who feel, and comedy to those who think." -- Shakespeare
  2. Re:Too Much Realism? by Have+Blue · · Score: 4, Insightful

    It's called the "uncanny valley". As depictions of humans get more and more human, they look better and better- but only up to a point. Between "kinda like a human" and "exactly like a human" there's a space where people start to get creeped out. The depiction resembles a human corpse more than it does a real live human, since it's missing subtle things like eye movements or breathing. You wouldn't develop crushes or sympathies but you'd be uncomfortable while playing the game, which is not something Valve wanted.

    The Polar Express is a good example, as someone else said. So is the Final Fantasy movie. This is the reason Pixar, for example, does not try to create photorealistic humans even though their artists are quite capable of it.

  3. Half Life 2 and the Rights of Users by Zombie+Ryushu · · Score: 5, Insightful

    My big beef with Half Life is the restrictive level of its liscence. I realize its just game, but I hate the dangerous precident it states in showing how easily the entertainment industry can control us. They can actually convince us to pay money to take our digital rights away from us, and the population will not resist.

    At a time when we are facing an orwellian future of DRM, the cost of our digital civil rights is: Playing a game.

    This is tragic in nature. Its a betrayal of free thinking principals by the population itself. The popuation of people who were willing to - without a second thought, buy this game when the full knowlege of what buying and installing this game meant as far as DRM goes is an unpardonable crime.

    Half Life 2 proved that the public was willing to suffer major digital freedom loss to play a game. The evidence was right in front of the viewing public and the consumer ego mass still made the bad choice anyway.

    I didn't buy HL2. (Don't Run Windows) but the fact that I made the choice not to really doesn't matter. It was the fact that the majority of computer using consumers who will buy freedom destroying software did so.

    The choice that the consuming public makes affects everyone by what is availible in the future. I'm sure HL2 is an excellent quality game, but the terms of the game are simply cruel and malicious.

    Again, its not about whether or not *I* choose to buy the game or not, its about what the majority of the consuming public was willing to do, and it is with the consuming public the fault lies.

    There was a choice. They made the wrong choice and we will all pay for that choice years down the road.

  4. Hyped AI by @madeus · · Score: 4, Insightful

    From the article:

    "It's little surprise only Valve have really gone down this path properly as it clearly took a lot of work making the "cut-scenes" unbreakable by the player." Rather, they just ignore you and run through the script regardless (even if you shoot them, drop heavy objects that should kill them onto them or block their path with items they should not be able to move).

    For example, if you block a path the game doesn't want you to (including dynamically 'in game', not just 'in cutscenes') the game would completly disregard the usual rules of physics and simply walk through pushing aisde any and all obstacles like they were made of cardboard (making setting interesting traps impossible in some area's, it's clear your supposed to 'stick to the rails' - like so many games thinking outside the box is not encoraged).

    Of course playing with things like grary's modshows this isn't a limiation of the HAVOK physics engine - the best thing about Half Life 2 IMO, and which is entirely 3rd party - it's just the way Valve implimented it.

    Half Life 2 is nowhere near as impressive as the origional was for the time IMO. Admittedly the origional had lots of distinctly tedious jump puzzles towards the end, but in the first half it had far more atmosphere and felt much more immersive to me. This is not just a case of seeing it through rose-tinted glasses either, I've played it through again recently and it's still head and shoulders above HL2 IMO.

    To me, it just seems like Half Life 2 is riding entirely on it's use of the HAVOK physics engine, which of course lots of other titles have used (Halo 2, Ghost Recon, Max Pane 2, Full Spectrum Warrior, and many more) it's just that Half Life 2 use it _so_ extensively and happen to give the player a really fun toy to use to manipulate objects.

    Sure I think the artwork in HL2 was okay, but the underlying engine quality was poor IMO - with kludges like the use of 2 sprites and careful map design used to try to cover up problems with a lack of proper LOD handling (with large objects like whole ships just appearing and disappearing at random in front of you on the beach, and things like tree's being redered as 2D sprites - Yuck!). The lack of a decent lighting model was pretty prevolent in some areas (something well discussed), though I was equally urged by dodgy map design featuring such delights as points where enemies could infinately spawn from points apparently in mid air (the sort of crap Doom 3 pulled and that is a big no-no in my view).

    I found it particularly disappointing because we know they are capeable of better.

  5. Re:How about the... by BAILOPAN · · Score: 3, Insightful

    FYI, You'll see it's not out of context at all if a)You're an HL2 developer and b)You read the entire discussion.

    The API was:
    a)Exported, otherwise we couldn't have used it
    b)Used, every mod plugin was using it
    c)Documented, in cl_dll\menu.cpp

    And the actual issue at hand was that Valve was not providing adequate API to do the task, while claiming to the public that they were.

    That particular debate incited hundreds of messages on HL2 boards. It enraged so many developers, players, and server administrators, all at once, that Valve was forced to reverse the decision. They don't admit they're wrong tot often, so the reversal was a footnote in an e-mail: "we won't change this for now". So, in the end, they decided to do nothing rather than fix the root of the problem.

    The screenshot in question was this one:
    http://www.gamespot.com/pc/action/halflife2afterma th/screens.html?page=7

    I said "one" because when I saw it, it was the only one on the Steam page ;]

    Thanks for playing Internet.

    --
    If you say "here goes my karma" I will bite you!!!