Half-Life 2 Gets Episode 1
Valve has announced that, instead of entitling their first downloadable mini-expansion to Half-Life 2 'Aftermath', the pack is now simply Episode 1. From the Gamespot article: "When asked whether the name change is indicative of a change in direction for the Half-Life 2 franchise, Valve marketing director Doug Lombardi replied, 'episodic.' When asked the follow-up question of whether the new name meant that beginning of a regular flow of content, Lombardi replied, 'yes.'"
So evidently they reckon SiN Episodes is going to be making big money.
They're probably right too. It's much easier to sell a game for $100 if you split it up into ten $10 "episodes". Combine this with the advantages of sidestepping traditional retail and I can definitely see the appeal.
So, how long are pedants going to persist in this pointless prescriptivism? The language has changed. Deal with it.
And don't give me any more of this "when it's done" crap. They have to have an internal release target, otherwise Valve will never finish it. Why can't they go public with the target and, if they hit a snag, just push it back a bit? I think Newell is a genius and loved HL2 but his policy of not announcing release dates is a bit annoying.
Also, in a episodic distribution system, I think a pre-announced release date is even more important, so I don't miss anything. Just my pair of pennies...
If they ship this only via steam, there will be no bargain bin like you see in the retail channels. I've been burned a few too many times when they charge an extra $30 for five to seven missions as an add on - at this point, I just wait for the add on to hit the cheap deals. Poke around on Steam's web site. You would be silly to buy the backlog of the titles, plus HL2, for $80 when you can pick up the entire anthology for $20 or less, plus whatever price you can get the full cut of HL2 for $20-30 at the store. If they go download only, there is very little chance they will hit that level.
The other bit is games tend to be way to short these days. C&C: Generals really needed the add-on pack, as did Warcraft 3, as did many others to feel like a 'real' top tier game. You get what, 7 missions per nation/race/etc, with the several being unit trainers? HL was worth every penny. Opposing Forces was ok and added a lot of fun to multiplayer. Blue shift left me feeling robbed. I waited on HL2 until it hit the bargain bin, and if not for Counter Strike, would have felt shorted had I paid full retail. (lord knows I'm still bitter about Doom3) The point being, while they may be honest - this bit is a mere chapter or so in a longer story - I really resent the current trend to shorten games to generate a better revenue flow and try to price it for optimum wallet extraction. Maybe it works... Won't with me. I won't give them $10 for each three hours of game play.
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Half Life 2 was incredibly well received, both in terms of reviews (metacritic, rottentomatoes and sales numbers.
It sold massively, created a new method of distribution, which other vendors have embraced and cuts out the middle men so hated on Slashdot.
It was first to feature real-time radiosity lighting, scaled from DirectX 6 to 9 and pushed the character animation and expression envelope considerably.
Do you ever look in the mirror and ask: "Maybe I am wrong this time?"
I consider this a relationship model, as opposed to current games' "one night stand" model. If you like something, why WOULDN'T you want it to go on for years? Why WOULDN'T you get a subscription to it and keep enjoying it for as long as possible?
Because it might be taking your time and money away from something fresh and different being made by a different company? Because eventually the people who worked on it from the start and made it good are going to get tired and move on, but the less creative ones will stay and run the whole thing into the ground by trying to make it their meal ticket for all time?
It's nice to sit down to play a game and know that you have some hours in of unexplored territory right in front of you- and there's a definite stopping point at the end of that. Just like it's nice to sit down and watch a two hour movie that draws you into a world and then ends decisively.
If you knew it was only going to be only a handful of hours and not really bring any closure, and then you have to wait for a month, that's going to make you approach the game differently. Starting to play HL2 for the first time you feel like you have something weighy in your hands: a game years in the making, this slow reveal as you glimpse the occupied Earth of the future and have to play for some time before the action starts, incredible graphics and physics and attention to detail like you've never seen before. Waiting a few months for a few new levels on a well established game engine is not going to feel terribly important, it's going to feel more cheap and disposable.
I don't deny that episodic content may become a source of revenue for some more types of games eventually than MMORPGs and the sports and racing games that release 'episodes' on a yearly basis, but for plot-based FPS type games they will have to find the right price and playing time per episode and time between releases to satisfy the consumer.