A Day at Valve
As you may or may not know, I recently spent a day at Valve Corporation. Here is what I learned, almost all of it relating in some way to Valve's new High Dynamic Range rendering technology. There's content regarding Lost Coast, Day of Defeat: Source, and Aftermath. There are also Valve's standpoints on development cycles, episodic content, physics cards, and what to do if Half-Life 2 is still giving you sound stuttering grief.
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Episodic content seems to be picking up steam (ha! ha!) in the industry lately, with the first episode of Telltale's Bone adventure series just released, Ritual's SiN Episodes on the way, and Valve getting ready to ship Aftermath. Gabe Newell was very firm about Valve's devotion to delivering more content to players by way of a tighter development cycle than Half-Life 2's epic five-year journey. He explained how demotivating it can be to ship an enormously ambitious project, only to start right up again on another. It was much easier to get team members excited about smaller projects such as Lost Coast, Day of Defeat: Source, and Aftermath that it would have been to say, "Well, let's get started on Half-Life 3." The teams are smaller, the development cycles are shorter, it's easier to implement feedback, there's lower risk to the developer--essentially, Valve thinks it's the way to go.A veritable treasure trove of Valve information! Plus, a picture of Gabe Newell.
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http://arstechnica.com/articles/culture/lostcoast.ars
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I highly respect Valve and what they are trying to achieve.
I highly respect Valve for continuing with their engine and getting the most out of it and improving it, rather then moving on to the next big engine.
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At least with a sequel that takes five years, dev teams seem to feel like that have to make things significantly better, or innovate, or do *something* to draw your attention back to their IP.
With episodic content, they know you'll just keep coming back because they're not done with the story.
Maybe this idea will pan out well, and we'll just get the equivalent of a sequel spread out, instead of waiting a long time....but something tells me we're going to end up with far more mediocre releases than if teams worked on a full game at a time.
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<3 <3 <3
"Aftermath will be the first big test of that philosophy. The game will ship over Steam this year, most likely in November, and will have an incredibly reasonable purchase price of $12.95."
I wasn't expecting it too be that low.....this looks good for other games such as Sin and people dont have to worry about spending alot for "episodic content".
Btw, great read Remo
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I want to kiss Remo on the mouth.
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