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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."

16 of 295 comments (clear)

  1. Can I play it by WormholeFiend · · Score: 2, Interesting

    without connecting to a remote server through teh internets yet?

  2. Field of view by The+Amazing+Fish+Boy · · Score: 4, Interesting

    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.

    Anyone know why this would be? For artistic purposes? I don't play first person shooters, so I don't really understand why someone would want this...

  3. Too Much Realism? by Lemurmania · · Score: 5, Interesting
    In the article, they recound how they had to tone down some of the facial tech since too much realism was "just creepy." I would be fascinated to see it in action. How, exactly, does it creep the gamer out?

    Would I hesitate to kill a combine soldier if the face was too real? Would I develop a pathetic geek crush on Alex? I'm really curious about this. And I want to see this level of realism that they deemed to be too much.

    1. Re:Too Much Realism? by aliens · · Score: 4, Interesting

      I think people had the same reaction to such animated movies as Polar Express. The animation was very close to looking real, but there is always something lacking in the models.

      I've heard multiple people complain/mention this, best way I've heard it described is that they seemed like zombies.

      I guess there is something in the mind that no matter how realistic something looks the fact that you know there isn't a heart inside the thing invokes something of a disgust. Making it harder to form attachments to the character and ruiing the story.

      It should be an interesting study for some post-grad.

      Oh, and I am sure there are plenty of geeks with a
      crush on Alex regardless.

      --
      -- taking over the world, we are.
    2. Re:Too Much Realism? by Bane1998 · · Score: 2, Interesting

      They tone it down for the suspension of disbelief factor. If the characters are extremely human-like, then small little artifacts look strange. Imagine walking down the street and seeing someone in real life have a small glitch like a framerate drop or something. You would be very creeped out. Not in a good way, in a bad way. You would question if you were in the Matrix or something. It would be disturbing.

      When you see glitches like this in a game, it doesn't interrupt your suspension of disbelief as much if the characters still look like game characters rather than real people.

      The more 'real' your characters/environment is, the stricter it has to be perfect. Imagine any human you've ever seen animated. It's easy to see flaws. We are intimate with how humans move and behave. We see it every day (well, unless you're a slashdotter). Now imagine an out-of-this world monster. You can't see flaws as easily, we don't have pre-conceived notions of how these other beings would move or behave, so we are more open to nuances.

      Hope that sheds some light.

      Keith

    3. Re:Too Much Realism? by markh1967 · · Score: 4, Interesting
      This is a problem in robotics known as the uncanny valley.

      Basically, people have no problems with robots that are reasonably similar to real people but tend to react negatively to robots that are very realistic but subtly wrong.

      --
      Input error. Replace user and press any key to continue.
    4. Re:Too Much Realism? by Smiffa2001 · · Score: 4, Interesting
      I've often pondered this one too, and noticed from friends and relatives watching characters like Gollum from LOTR, there's more of an 'impressed' reaction. It's something I think I've noticed in most CG-based non-human characters, the less human they look, the more 'accepted' they seem to be. With all the sub-surface scattering and all that Weta used, Gollum's relative different to 'human standard' meant that they probably got the balance right there. After all, objects like vehicles, landscapes and stuff seem easy to be able to pull the wool over peoples eyes. Other little effects I've seen are the CG characters affecting the 'camera' more, with the best example recently in War of the Worlds where at some point a tripod's gushing fluid everywhere and it splatters the 'camera'. Nice touch I thought.
      Oh, and I am sure there are plenty of geeks with a crush on Alex regardless.

      Sorry about that...
  4. Wonder if there will be bargain bin... by (H)elix1 · · Score: 2, Interesting

    Valve attempted to change things by setting up direct download rather than buying from the shelf. Interesting as it changes delivery, but there was no compelling reason to buy it on-line once it hit the shelves. (Compelling to me would have been a couple bucks savings) Starting to see some of the retail box versions sold off in the bargain bin, but with the expansion set probably getting positioned as a steam delivered game - I may never see it. I'm not holding my breath for a $4.99 version at Office Max in a couple years.

  5. How about the... by BAILOPAN · · Score: 5, Interesting

    ... state of current Half-Life development?

    While Valve has always liked people developing closed source mods for their messy, buggy, and poorly organized SDKs, they've been downright evil with mod-independent development for Half-Life 2. (Note: I'm talking about engine plugins, not entire mods).

    With Half-Life 1, the engine was very "open" in terms of API and functionality, and because of this, tons and tons of mini-mods sprung up for popular games like Counter-Strike. In fact, you could attribute the massive success and continuing livlihood of Half-Life 1 to this.

    However, Valve's new stance with HL2 is that mods shouldn't be, well, moddable. They've threatened developers and locked out hugely potential functionality. The level of PR Valve does to ease this over makes my blood boil. They've been uncooperative, rarely listen to the community, and let _known bugs_ go unfixed for months and months, even after numerous release cycles. Read the hlcoders mailing list sometime. You'll hear Valve employees like Alfred Reynolds say that mod developers are "hackers holding Valve hostages", with regards to trivial things like printing to the screen. I'm not kidding.

    It's not fun. Before Half-Life 2, I was a Valve fanboy. Now I can't stand them. I've had Doom 3 mod developers brag to me about the level of control they have with the Doom 3 SDK. Maybe I'm programming for the wrong game.

    Also, with regards to the expansion... they've released one screenshot, and an onlooker realized it was actually a screenshot from HL2 Single Player. Oops. I guess we can file the expansion with VAC2 and DoD:S, which will be released on the Tweltfh of Never.

    My name is Bail, and I'm a distressed Half-Life modder. *sits back down*

    --
    If you say "here goes my karma" I will bite you!!!
    1. Re:How about the... by Mac+Degger · · Score: 2, Interesting

      It's 'cause OS game engines just aren't there yet in terms of functionality and user friendlyness. Not that modding is in any way userfriendly, and not that engines like OGRE aren't impressive...but making an actual game with OS engine is much more time consuming than laying a mod on an existing game (engine).

      Plus there's the installed base. HL2, NWN and Doom have large install bases, so more people will play their mod.

      --
      -- Waht? Tehr's a preveiw buottn?
    2. Re:How about the... by BAILOPAN · · Score: 2, Interesting

      You hit the nail on the head. Commercial games are usually far more functional and better looking, simply because they have to be to stay competetive. And if you develop on a commercial game, you automatically have a userbase of potentially tens of thousands of users.

      Not to say OSS is bad (my mods are open source), but I don't think there is an F/OSS engine or game that can compare with the top FPSes on the market.

      --bail

      --
      If you say "here goes my karma" I will bite you!!!
  6. Re:In case of Slashdotting by 64nDh1 · · Score: 2, Interesting
    Seriously, nobody better tell you about Doom 3, a game that was designed for optimal performance on near future technology that was not yet available to the consumer/gaming enthusiast when it was released.

    The game [Half Life 2] is not poorly designed, quite the opposite IMHO. It's good, but not my ideal game. I still prefer Quake 3 for shit and giggles for example. But there's nothing to stop you reselling your copy to someone who can play it, so your money hasn't been completely wasted. Head to e-bay and see if you can recoup $20.

    I will sympathise with the installation woes. If you don't play Half Life 2 often enough then waiting an hour to load the game because the updates are being downloaded is a royal PITA, but thems the breaks.

    I wholeheartedly disagree with the lock-in to 'content providers' (read Steam activation on installation to play the offline 1 player mode, read the glitch that means I can't play the game without it first checking with a server that I am on an authorised pc or have a Steam account or whatever). I recognise software purchases are essentially a figment of a lot of consumers' imaginations, but extending the concept of licensing software instead of buying software to require a greenlight from Valve central for me to blow off some vapour from boiled water is pushing it a bit for my liking.

  7. Re:In case of Slashdotting by Mac+Degger · · Score: 4, Interesting

    Such a low /.id and so little luck with a simple gfx driver install/uninstall?

    Frankly, I'm stunned. First off, the only reason your install could possibly have taken so long was if you paid Valve on the day of release and tried to autheticate and download whilst half the world was doing the same. A single day of waiting (or buying retail, which meant a disk install which /can not/ take hours) and you'd've had no problems.
    And for all the idiots shouting 'yeah well, Valve should have expected that! I( had to wait hours on release day!': you should have expected that. Whining about it is like me whouting 'I wanna million dollars'; it just work that way in the real world.

    As for the reformat...I've gone through a couple of vidcards and numerous drivers...never have I had to re-format and I've never heard of anyone who had to do that for gfx drivers (well, maybe in winME, but that's winME :)).

    --
    -- Waht? Tehr's a preveiw buottn?
  8. Not for me by KlausBreuer · · Score: 2, Interesting

    Well, I *loved* HL1. Played it a lot, spend (much too much too much) time designing maps and generally having fun with it. Played it through several times since then, too.

    HL2 blew me away. I was amazed, loved it. Played all the way through it slowly, enjoying each place.

    Steam irritated me, though. And then, when I was through and wanted to play with maps and the like, it became a Major Hassle. Every time I loaded up a map, I got into trouble. I couldn't simply apply a crack and play and edit and design away. I couldn't design on my laptop, sitting outside somewhere (no WiFi). It was never a 'just fire it up quickly and do something for a few minutes'.

    And so... I just stopped. Lost my interest. Haven't played it again. Haven't designed any maps. Haven't even looked at it for a long time, and am probably not going to.

    --
    Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
  9. Re:In case of Slashdotting by Anonymous Coward · · Score: 1, Interesting

    Actually, I found the storytelling perhaps the least impressive and immersive aspect of Half-Life 2. As far as I'm concerned, you can spend all the time you want building detailed character models and animating them, but it doesn't matter at all when pretty much every event in the game completely breaks immersion. How does this happen? Simple... for some idiot reason, we're still stuck with a mute main character.

    Now, in the original Half-Life, set in a secret installation in the hours after a major disaster, this was just about acceptable. Yes, it was silly at times, but the strength of the game was such that it could be over-looked. Now, in Half-Life 2, you have a game which is set largely in an "urban warzone" setting. Gordon Freeman is apparently now not just a research scientist, but also a charismatic resistance leader (which in itself seems a little implausible). Now, neither of those roles would traditionally imply a silent kind of guy, let alone a complete mute.

    Come on, Valve, don't give us that "Gordon Freeman *is* the player" line. We know what he looks like, he has a face, now give him a voice as well. Or continue having completely ridiculous dialogue scenes that resemble a particularly bad specimen of avant garde theatre.

  10. Nova Prospekt... by OmniGeek · · Score: 2, Interesting

    Oddly enough, I solved that "set up the little tripod turrets and try not to get overrun" in a different way, that shows some interesting details.

    In that scene, you trigger the Combine attack by jumping down off a balcony. I did 2 things very different from the designers' expectations: 1) I laboriously dragged the first two tame tripods I got with me through many rooms, all the way to that balcony (there are some FUN things you can do with the tripods, even before Alex hacks them, such as pointing one at the king ant-lion in the big shower room and letting the tripod take him out, or hiding safely behind a crate while the tripod I'm holding shoots the attacking mob of Combine toughs). 2) I then set up a tripod-crossfire trap at the top of the stairs leading up to the balcony with my "extra" tripods, remotely built the stack of boxes-to-climb using the gravity gun (before jumping off the balcony), and finally threw a tripod up onto the balcony as the attack started and climbed up after it (with no invisible barrier - different balcony than the one you were trying for, I think.)

    The *really weird* thing was that, now being in a hallway with *one* very defensible entrance (especially with two extra tripods for crossfire), Combine soldiers kept spawning out of thin air in a dead-end dark corner behind me. (Stand a tripod in that corner and they're hosed, as they can no longer knock it down before it whacks them). Spawning baddies outta thin air in a cul-de-sac kinda breaks the illusion, methinks, so I was clearly supposed to be downstairs getting hammered.

    Further proof that I was not supposed to solve the scene like this came when I whacked the last Combine soldier -- the Alex NPC appeared out of thin air in the upstairs hall I was in, right before my eyes, and failed to "see" me until I jumped down and away onto the first floor, at which time the scripted sequence continued.

    Overall, I noticed several places throughout the game where I outwitted the scripting and went "behind the scenes", as evidenced by walkways with no top textures, round tanks with no back sides, and Combine soldiers I could see and shoot (at) but could not damage until I passed a certain point and they activated.

    I found these interesting rather than annoying for the most part, and unlike some posters, I think I definitely got my money's worth out of the game.

    --

    "My strength is as the strength of ten men, for I am wired to the eyeballs on espresso."