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Valve Explains Quick Left 4 Dead Sequel

Valve's announcement that Left 4 Dead 2 would be released only a year after the first game has generated a great deal of controversy among fans of the game. There are concerns that Left 4 Dead will not get any additional content, the community will be divided, and that the quick development cycle won't do justice to the sequel. Now, Valve devs and execs are going out of their way to address those concerns. Left 4 Dead project lead Chet Faliszek said, "It just became very clear that this was a cohesive, singular statement we wanted to make, not a more slow update thing... too much stuff was tied together with too many other things." Developer Tom Leonard was quick to point out that work wouldn't cease for the first game: "We are doing updates across the summer, adding new matchmaking features, and new features to facilitate user maps after the SDK is out. ... Additionally, those maps can be transported into Left 4 Dead 2." Doug Lombardi said simply, "Trust us a little bit," explaining that Gabe Newell is "always talking about providing entertainment as a service — it's not about making a game any more."

6 of 130 comments (clear)

  1. Why I cry at night... by SchizoStatic · · Score: 5, Insightful

    "Gabe Newell is "always talking about providing entertainment as a service â" it's not about making a game any more." " Which is why most games suck now.

    --
    https://www.speakservers.com/
    1. Re:Why I cry at night... by poetmatt · · Score: 4, Insightful

      Okay, if you say "this is your game and that is it" for $50, and you sell another later, even a few months later be my guest.

      However if you say "we're going to add a whole lot of shit down the road, more maps, etc", and don't deliver, or start to deliver (as they did) but do a half assed job, do you expect people to rationalize it at the cost per month? Answer: no. Gamers aren't sheep like that.

      If L4D1 doesn't add more stuff before November it will affect L4D2 sales for that reason especially even more now with them saying that L4d1 maps can be brought into L4d2. Never promise something you can't keep.

    2. Re:Why I cry at night... by alexhard · · Score: 4, Insightful

      They were constantly touting the constant updating as a major selling point.
       

      [Gabe] said: "One of the things that we're doing is we seem to be in a transition between games as a package product and games more of a service. So if you look at Team Fortress 2, one of things that's really helped grow the community is the continuous updates, where we release new maps, new character classes, new unlockables, new weapons. And we tell the stories about the characters, like the meet the sniper, or meet the sandwich. And that ongoing delivery of content really seems to grow the community.

      "So each time we've released one of those for Team Fortress 2 we've seen about a 20% increase in the number of people who are playing online. And that number is really important because it determines how many community created maps there are, how many servers are running, and so on. So we'll do the same thing with Left 4 Dead where we'll have the initial release and then we'll release more movies, more characters, more weapons, unlockables, achievements, because that's the way you continue to grow a community over time."

      --
      Infinite time means everything that can happen, will. You being you is absolutely incidental. You do not exist.
    3. Re:Why I cry at night... by Sqweegee · · Score: 4, Insightful

      There's only really been one content update, everything else has been patches.

      The added versus campaigns weren't new, they were just the ones they didn't have time to balance properly for vs play before the original release. People have been expecting actual NEW campaigns. The quote from Gabe also mentioned new weapons, new infected, improved AI in the original game, all that seems to have been moved to the sequel.

      Survival mode, well that was a decent addition, but it only added one small map, all the other survival maps were just expanded panic events from the existing content.

      SDK beta... at least we can make our own content now, but how many horrible hack job maps are we going to need to sort through before finding anything good.

  2. What about Guitar Hero? by bryansj · · Score: 4, Insightful

    Who's going to explain all the quick Guitar Hero sequels?

  3. Re:Wont do justice? by Novotny · · Score: 5, Insightful

    I'm not wishing to be rude, but I think you kind of missed the point about L4D: it's all about the execution and not the content. Hell, I played CS constantly for more than half a decade over maybe, 4/5 maps, at most. Getting the game to play and flow so well was their goal, including 27 variants of weapons was not. I'd far rather have 5 excellent monsters than 10 ok ones. It seems they spent their development schedule on testing and perfecting the gameplay, so people talk about the mad tactics they can pull in VS mode and create their own little stories, all as a result of the fluidity of the gameplay. I reckon there will be loads of content over the next year.