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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."

62 of 295 comments (clear)

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

    without connecting to a remote server through teh internets yet?

    1. Re:Can I play it by xXBondsXx · · Score: 3, Informative

      Half Life: Aftermath is going to be a Steam-online-distribution-exclusive product, so you're going to have to connect to "teh internets" ;-D

      --
      The voice of the next generation. "In this tower, in my mind..." Babble - Tower
    2. Re:Can I play it by 88NoSoup4U88 · · Score: 2, Informative

      I remember reading that they'll also publish it the 'old fashioned' way.

  2. Did you know? by JeiFuRi · · Score: 5, Funny

    Half Life 2 = 1 whole life

    1. Re:Did you know? by Anonymous Coward · · Score: 5, Funny

      Yes, and two albums by 50 Cent = 1 dollar.

    2. Re:Did you know? by mek2600 · · Score: 5, Funny

      You still overpayed.

  3. 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: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.

    3. 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?
    4. Re:In case of Slashdotting by Jackmn · · Score: 2, Informative

      The game does not require you use the latest drivers.

      It is merely recommended you upgrade drivers when you try to play with older ones.

      I know this because I've played HL2 with older drivers, seen the warning, and managed to play anyways.

      I've never heard any stories of HL2 hosing the system or itself. Odds are something is up with your machine.

    5. Re:In case of Slashdotting by Will+Sargent · · Score: 5, Informative

      A low slashdot id is not a sign of intelligence.

    6. Re:In case of Slashdotting by xMilkmanDanx · · Score: 2, Insightful

      Valve predownloaded as much of HL2 as possible prior to release if you had steam and if you indicated your interest/intent. Everyone who got it direct sale from valve should've had steam before hand (but who knows, maybe somebody didn't play HL1 and really wanted HL2).

    7. Re:In case of Slashdotting by PyroMosh · · Score: 2, Insightful

      No, however slashdot is primarily a site for computer nerds. Especially the further back in it's history you go. There is a definate indirect corelation between low /. UID and computer nerd-dom.

    8. Re:In case of Slashdotting by jimi+the+hippie · · Score: 2, Insightful

      "The game was made for newer retail technology."

      Actually, this game was really low end. Look at Farscape, released more than a year prior, it had better lighting, better vehicles, better water effects, and it showed in the min specs.

      For a "next-generation" engine, Source was EXTREMELY disappointing.

  4. 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...

    1. Re:Field of view by the_weasel · · Score: 5, Informative

      My guess (without having played) is for dramatic impact. A shorter field of view means you are more focused on what is in front of you. You have to turn more often, and you get paranoid about your surroundings.

      Take it too far and its just annoying - done right, and its super scary.

      The scariest scenes in Alien (and other horror movies) take place in tight narrow hallways and crawlspaces for some of the same reasons.

      --
      - sarcasm is just one more service we offer -
    2. Re:Field of view by SteevR · · Score: 2, Informative

      The first thing that comes to mind as a graphics programmer is that since there are theoretically fewer polygons/shader effects/character models/etc. onscreen at any time, one can spend more time rendering those things, thus making them look nicer; or render it at the original detail at a higher framerate. As poor as the engine performs in outdoor areas, this might have been a technical decision. What if it wasn't? The wannabe game designer in me puzzles. For one, it allows you to more easily target specific parts of an enemy because the enemy occupies more pixels on the screen... on the other hand, the player has a less complete view of the surroundings vs. a wider view aspect. Players these days, with optical mice and whatnot, do not suffer not being able to aim quickly due to technical reasons (poor framerate, sticky mouse ball) anymore though. The only motive I can puzzle out is that it may make interacting with the NPCs (Alex) more realistic- when we are talking to someone in the real world, eye contact and all, we are truly only looking at the area around their face. Going to a narrower perspective could possibly increase immersion in this way, by providing this focus.

      --
      Performing sanity checks on your own beliefs is vital in avoiding poisoned koolaid.
    3. Re:Field of view by Sabalon · · Score: 3, Funny

      The exact opposite effect can be seen in Monty Python and the Holy Grail when Lancelot comes to rescue Prince Herbert. Due to the very wide field of view, you can see him coming for quite a few of the camera shots leading up to his surprise attack on the guards. It really ruined the effect for me and killed most of the suspense that had been building up.

  5. 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 Hockney+Twang · · Score: 5, Informative

      Have a look at this rather in-depth analysis of the topic you mention. Not certain if the author is a post-grad or not. I'm also fairly certain that this is only one of a growing body of works on the subject.

    3. 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

    4. 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.
    5. 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.

    6. 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...
    7. Re:Too Much Realism? by Ingolfke · · Score: 4, Funny

      Would I develop a pathetic geek crush on Alex?

      I can't speak for you, but I know Netcraft has shown that 82% of regular /. readers will develop a geek crush on as little as two flesh-colored pixels.

  6. Re:Actually, overall the game sucks by Decessus · · Score: 2, Insightful

    It seems like your major beef with the game has more to do with the installation process then the actual game. I don't know how far you actually got into the game, but perhaps checking out the Xbox version will be a lot more user friendly for you. ( If you own an Xbox that is. )

  7. Whatever by Anonymous Coward · · Score: 4, Informative

    Is it just me our was that article about as informative as something not very informative?

    More interesting to most slashdoterd would be the recent completion of the Alyx nude skin. You can get that here http://www.hl2world.com/bbs/160-vt16821.html?postd ays=0&postorder=asc&start=2385.

    1. Re:Whatever by toddestan · · Score: 4, Informative

      Since this thread is otherwise worthless without pics, here are some I found in the forum from the parent's link:
      (By the way, Captain Obvious says, "Not work safe!")

      One
      Two
      Three
      Four
      Five
      Six
      Seven
      Eight

    2. Re:Whatever by apoc06 · · Score: 2, Funny

      this got modded up to four? what is the slashdot world coming to?

      anyways, am i the only one highly disturbed by nude digital characters in white socks? nudity i can handle, but the socks just kills it for me.

      guess the socks were too hard for the modding community, at least they got the important parts right, huh?

    3. Re:Whatever by Kpt+Kill · · Score: 2, Funny

      Am I the only one that saw an *anything*.cx and thought a minute or two about actually clicking on it?

  8. 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.

  9. 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!!!
    3. Re:How about the... by neumayr · · Score: 2, Insightful

      I guess when people are impressed and maybe inspired by the actual game, they're more likely to invest time in learning how the engine works, to build upon something they feel they already know somewhat.

      As opposed to some random sf.net game with nothing to show but a vague description, an alpha that won't run and some screenshots off of the lead developer's machine.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    4. Re:How about the... by ionpro · · Score: 2, Informative

      Umm.

      VAC2 was released a few days ago, dude. If you are going to try to straw-man an argument, at least do it with facts, not fiction.

    5. Re:How about the... by Scudsucker · · Score: 2, Insightful

      Shipping a gold master game is more work than anyone who writes some open source game engine can imagine.

      Yeah, and the employees get paid good money to do so. What are you going to put more effort into - an open source project in your free time as a hobby, or a job that puts food on your table and puts your kids through college?

      Having tested almost every major open source game engine and having been exposed to more commercial game engines then probably 95% of real world game developers out there

      Suuuure you have.

      every open source engine I've personally been exposed to I would estimate at roughly %10 the way to a what would be a GM shrinkwrapped game.

      And how many games that are released as GM actually should be GM? There have been many games like Sin and Myst III that weren't at all playable until a few months after their release because they shipped with so many bugs.

      Much farther behind than they are now over the next few years, until home computer game programmers get their hands on Cell based systems.

      Pfft. With every new generation of consoles, this crap about "leaving PC's in the dust" get's trotted out, and each and every time it's turned out to be just that - crap.

    6. Re:How about the... by thebagel · · Score: 2, Insightful

      Don't forget about Team Fortress 2.

    7. Re:How about the... by Ford+Prefect · · Score: 2, Insightful
      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.

      Way to 'quote' out of context. Here's the original email:
      That is part of the leaf code of the mod, not an exported API. Assuming that CS:S uses the same code that we ship in the SDK is wrong (because they won't match). Injecting network messages and assuming the same implementation in a binary you don't control is not going to work. We have provided a stable, consistent (across all mods) API for plugins to message users. We have already added new functionality to this interface at the request of plugin authors, a quick email discussion with us and I am sure we can find a middle ground. Also note that plugins already use the exported API for HL2MP (and other 3rd party mods I suspect).

      We are not going to be held hostage to 3rd party programmers using triggering out of date and unused game code that isn't part of a published API (i.e part of an exported interface function).


      OH NOES!!!1 THEY'RE BEING EVIL BY CHANGING UNDOCUMENTED, UNUSED, NON-EXPORTED LOW-LEVEL FUNCTIONS!

      Also, with regards to the expansion... they've released one screenshot, and an onlooker realized it was actually a screenshot from HL2 Single Player.

      Hmm. Presumably I've been imagining things... ;-)

      --
      Tedious Bloggy Stuff - hooray?
    8. 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!!!
  10. Ignorant person wants to know: by dkellis · · Score: 2, Informative
    The article mentions that HL2 "shows you the story rather than telling you", and then says:

    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.

    Out of interest, is this true? I'm not entirely experienced with such games in particular, but I felt that at least the System Shock series (off the top of my head; I haven't finished the Marathon series yet, so I'm not sure about those) also did it "properly". Is the article-writer exaggerating a mite?

    --
    !sig
    1. Re:Ignorant person wants to know: by Lisandro · · Score: 2, Insightful

      Not only properly, better. To this day, System Shock 2 is the most inmersive FPS ever made - long steps ahead of HL2 if you ask me.

  11. Valve treats their fans badly by Danathar · · Score: 2, Insightful

    I've read all the excuses about why valve acts the way it does about the state of their games. Frankly its a load of crap.

    Other companies have had their development of games WIDE open practically like Never Winter Nights and the fans appreciated it MUCH more.

    Everytime Valve talks it smells like a snow job with lies. Take the current development of Day of Defeat. They SOLD that game to people as part of the Half-Life 2 package implying that it would be out "soon" almost a year ago and it still is'nt out. I don't mind waiting, in fact if they would of said something like "we really have'nt put many resources into it because we've been working on half-life 2. Don't look for it anytime within the 6-10 months" I would of said "OK", respected them a bit more and patiently waited. Only recently did they talk about it once the Public Beta came out.

    Now it's just a game and I don't get real worked up over these things (sounds like it though). But this arrogant attitude they have sucks.

    1. Re:Valve treats their fans badly by rpozz · · Score: 2, Insightful

      With the blatent lying about the release dates of HL2 and DoD, the stuttering bug which went unfixed for months, and Steam being an annoying bastard for a single-player game, it's absolutely amazing that they manage to still sell so many copies. They are probably the most badly-behaved company in the games industry, with the possible exception of EA.

  12. 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.

    1. Re:Half Life 2 and the Rights of Users by Anonymous Coward · · Score: 2, Insightful

      Just because the choice of the public doesn't match yours does not give you a right to judge it as a "wrong" choice like some kind of consumer overlord. For my needs, I had no problems, so I bought it. Like most people, if I buy a game for my PC I'm simply looking to play it on the PC I have it on, and do nothing else fancy with it.

      The marketplace will decide what's acceptable, not an individual person or fringe group.

    2. Re:Half Life 2 and the Rights of Users by dubl-u · · Score: 2, Insightful

      Half Life 2 proved that the public was willing to suffer major digital freedom loss to play a game.

      Well, Valve's shennanigans around that game certainly hurt them some. The bitching about Steam was colossal.

      And not realizing what bullshit they were up to, I tried borrowing a friend's copy some months after he was done with it to try out a new system. I spent for-fucking-ever installing it, another hour downloading updates, and then discovered that I COULDN'T PLAY THE GODDAMN GAME.

      Had Valve treated me nicely, I would have been very willing to buy other games or add-ons through Steam. Had Half Life 2 kept my interest for more than a few days, I would have even bought my own copy. But after hours of frustration, I'd rather play Minesweeper than give them nickel.

      So hopefully others will learn from their mistakes. People like to do business with companies that treat them well. Valve's uptight DRM stupidity convinced me they are not one of those companies.

    3. Re:Half Life 2 and the Rights of Users by Osty · · Score: 2, Insightful

      The public can be horrably wrong.

      The public can right its horrible wrongs, too.

      The America public tolerated slavery.

      And they fought a war, and declared slavery evil, and have been atoning for it ever since.

      The German public condoned mass murder.

      You assume that the German public knew what was happening. They failed by voting the Nazi party into power, but I doubt even your infinite wisdom would've allowed you to see at the time what would eventually transpire.

      The Islamic public praises the famlies of suicide bombers.

      No, Islamic radicals praise suicide bombers. I really doubt all 1+ billion Muslims in the world (or even a majority of them) believe that suicide bombers are good. But feel free to go on believing that all Muslims are terrorists, while you continue to use your watch, soap, paper, cloth, wind-generated power, telescopes, algebra, glass, etc (Islamic inventions).

      The Japanese public diden't care about the rape of Nanking.

      Again, you're assuming that the Japanese public actually knew what was going on. During war time, there are certain things that happen that may be unsavory in peace-time, but did the Japanese public really know that 80,000 Chinese women and girls were being raped? Probably not.

      The Soviet public watched in silence at millions died.

      Not to belabor the point, but you're assuming that the public always knows what's happening. That's not often the case with respect to these kinds of events.

      The French public enjoyed the fruits of it's Empire.

      And why shouldn't they? Imperialism is a valid form of government. Of course, they did have a nice little revolution (you might remember it from your history classes; it was just a little bit after the American revolution).

      The public likes WalMart, McDonalds, Toyota and Microsoft.

      That's the first time I've ever heard of Wal*Mart, Toyota, or even Microsoft being related to mass murders. But whatever. There's a reason why people like these things:

      • Wal*Mart's prices are exceptionally low. You complain that they drive out local businesses, but it's pure economics. Would you really buy a gallon of milk at $4 from your local mom & pop shop when you could get the exact same milk at Wal*Mart for $2? What if you have a limited income, or you can't get a job above minimum wage? As evil as you think Wal*Mart may be, they're doing nothing but following economic rules -- the firm that can sell its goods at a lower price (while following competitive practices, such as not selling below your cost) will get the business. If other firms can't follow suit on price, it sucks to be them.
      • While McDonald's may not be the height of cuisine, it fills a niche (sadly, a niche that has become all too often the norm) -- decent food at a decent price, quickly. As well, McDonald's has made an attempt to be healthier (better salds and such), while competitors like Burger King and Carl's Jr were launching extremely high calorie menu items.
      • I'm not a huge fan of Japanese cars (for purely selfish reasons -- they just don't "feel" right compared to the German and American vehicles I drive), but Toyota is certainly not evil. Along with Honda, they're the only company really pushing hybrid technology (to the point where many other manufacturers are licensing Toyota's Synergy drive for their own future hybrids). They provide cheap, reliable cars (but are now being beat in this arena by Korean manufacturers like Hyundai and Kia). That American companies like GM can't compete with Toyota or Honda is not the f
    4. Re:Half Life 2 and the Rights of Users by Ingolfke · · Score: 2, Funny

      Sir,

      Your reply to the parent post was measured and straightforward offering the facts of your experience and your conclusion that Valve's business decisions would likely keep you from purchasing from them in the future. Please do not post like this again.

      In the future, USE MORE CAPS, when you want to make a point (acronymns like DRM do not count). Also call the public "stupid", anyone who disagrees with you "stuipd", anyone who responds to you should be an "asshat", and the moderation system should be attacked as well. Also, in this particular instance you should have called for Valve to GPL all of their software, and for the government to sieze their assetts and distribute them of Open Source gaming projects to rectify their attempt to steal some sort of fundamental rights to have other people's software property on your terms, not theirs. In the future sir, please write like you are mentally unstable, uninformed, and possibly suffering from some sort of brain infection.

      Kind Regards,
      A Concerned /. Poster

      All kidding aside, nice post. :)

    5. Re:Half Life 2 and the Rights of Users by Da+Fokka · · Score: 2, Insightful

      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.

      Freedom Destroying Software? I've heard Half-life 3 will eat babies.

      But seriously... Why on earth do you think you have the god-given right to free software. I do agree that in some cases free software will be beneficial to both its users and its developers. But that choice is up to the developers. If a developer chooses to charge for their software, it's their right. And if they choose to validate the software using an online authentication scheme, they'd better make sure that a) the game is worth the $50 I have to shell out for it and b) the authentication scheme works flawlessly. This holds true for Half-life 2 and the Battlefield series. And it's not freedom destroying, no, it's a business model. If you don't like it, buy someone elses software or develop your own. But quit whining about software destroying your freedom.

  13. Re:Formula For Success by godders · · Score: 2, Insightful

    halo 2's single player mode was just a multiplayer game with a vague storyline. They put in level after level that consisted of nothing more than running down identical corridors shooting at various things. I'm sure the counterstrike players loved it, and I'm sure it makes a fine multiplayer game. But it's a shit single player game. HL2, on the other hand, I absolutely loved. some of the outside scenes are amazingly realistic and fun to play. Riding the airboat down the canal system and finding random deserted buildings with huge landscapes was great.

  14. 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.

  15. "fantastic game"? by CAIMLAS · · Score: 2, Insightful

    Half-Life 2 is not a "fantastic game". It is a good game, but there is nothing revolutionary, spectacular, or all that above what should be the norm about it. This is not 1995, and we should not still be expecting the par to be only slightly above a twitch-and-shoot FPS.

    No, quite simply put, HL2 is a good game, but not a fantastic game. The only reason it shines is because there's such a slew of mediocre or plain bad games out there these days. Too little flash and not enough substance.

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  16. Re:What I liked most about the game's story... by Ingolfke · · Score: 4, Funny

    Why yes it's true... even geeks can kick ass in the video games and movies created by geeks. Why just the other day I imagined I took out an entire cell of terrorist ninjas who had formed an alliance w/ alien invaders.

    W. Mitty

  17. Art book by xihr · · Score: 2, Informative

    For those that found this interesting, there's actually a good deal of this in the book Half-Life 2: Raising the Bar , including the side-by-side character references.

  18. Re:Actually, overall the game sucks by Nogami_Saeko · · Score: 3, Informative

    Hmm... I had quite the opposite experience.

    I purchased it via steam - entered my credit card number, and the game was streamed to my HD over the course of a few weeks leading-up to release without me having to do anything (except reload the steam client occasionally to trigger a download).

    On release day, the game unlocked itself at 12:01am and was ready to play about 10 minutes later. No problem.

    I'm quite happy with how it works. I have steam installed on my office computer now too and I can play CS/HL in my office when I get bored and have some time to kill. Fully authorized and patched just by logging-in from another location.

    So for me, steam worked just fine. And now that they've started to ban asshat cheaters FOREVER from secure servers using VAC2 (no debates, no account unlocks - if a cheat is detected, you never play a source game on a secure server online again unless you pay for a completely new copy and create a new steam account), it's making things even more desireable for us honest players...

    N.

    --
    "Nothing strengthens authority so much as silence." - Charles de Gaulle
  19. 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/
  20. Re:Actually, overall the game sucks by the+grace+of+R'hllor · · Score: 3, Funny

    "The first several hours of game play are incredibly lame. First you have the 5 Cd's you have to put in your computer."

    This is why god invented the DVD, which fixes this problem.

    "Then when you START the game you have to wait an hour for it to do something. What, no one knows, but you just get to watch dialogue box after dialogue box."

    Your hyperbole is the worst thing ever.

    "Then of course there is the TSR they put on your system that is always connected, whether you are playing or not. If MS did this, there's be lawsuits!!"

    I stopped starting Steam, until the game is started. Works fine for me.

    "And then, when you finally get past all that crap, the game tells you to download the latest Nvidia driver, WHICH DOESN'T SUPPORT THE GAME AND CAUSES IT TO CRASH INSTANTLY!"

    That would be an NVIDIA problem, wouldn't it, not a Half-Life 2 problem?

    I've installed the game, I played it happily, and it's a fantastic game. You have posted no problems with the game.

  21. The Actual Interview with Bill Van Buren by demiurge11 · · Score: 2, Informative

    I was disappointed to find that the interview was not present at the link, only a short discussion about the interview. For the actual interview see here: http://www.xsibase.com/articles.php?detail=66

  22. 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."