Intresting Little Ditty
Tabris
Join Date: 2002-11-02 Member: 4273Members
<div class="IPBDescription">in the newest hl2 interview</div> This is an experpt from the lastest hl2 interview... but the only reason Im posting it is because of the nod that was given to natural selection putting it on par with day of defeat and cs
Full article is here - <a href='http://www.computerandvideogames.com' target='_blank'>http://www.computerandvideogames.com</a>
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It's rare that we see the level of response from a developer to its fans such as Valve has shown in responding to e-mails from fans asking about Half-Life 2 - with you only revealing info that you've wanted to, of course - and you're renowned for your support of the Half-Life mod community. What's the philosophy behind that whole approach to fans and mod developers?
Lombardi: Well, thanks for noticing first, because I think a lot of people shoot straight past that, but we take it very seriously and think it's very important, so the fact that you've picked up on that and acknowledged it is cool.
It really stems from the fact that it just makes sense, it's the right thing to do, it helps you be better at what you do. Minh Le, John Guthrie, Yahn Bernier, the Day of Defeat team... the list goes on and on of guys that came out of the mod community that are now an important part of Valve Software. That's how they got their start.
People ask me about the best way to break into the games industry - should they go to this or that university? And I'm like: "Screw university, make a mod. Get your feet wet, start building something, get it out there and show it to people".
Game development happens in front of your computer, busting your arse, and so... We try to help those guys get better because we probably want to hire them at some point. And it also helps extend the viability of the product. <b>Natural Selection</b> , Day of Defeat and Counter-Strike - they helped sell Half-Life.
Full article is here - <a href='http://www.computerandvideogames.com' target='_blank'>http://www.computerandvideogames.com</a>
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It's rare that we see the level of response from a developer to its fans such as Valve has shown in responding to e-mails from fans asking about Half-Life 2 - with you only revealing info that you've wanted to, of course - and you're renowned for your support of the Half-Life mod community. What's the philosophy behind that whole approach to fans and mod developers?
Lombardi: Well, thanks for noticing first, because I think a lot of people shoot straight past that, but we take it very seriously and think it's very important, so the fact that you've picked up on that and acknowledged it is cool.
It really stems from the fact that it just makes sense, it's the right thing to do, it helps you be better at what you do. Minh Le, John Guthrie, Yahn Bernier, the Day of Defeat team... the list goes on and on of guys that came out of the mod community that are now an important part of Valve Software. That's how they got their start.
People ask me about the best way to break into the games industry - should they go to this or that university? And I'm like: "Screw university, make a mod. Get your feet wet, start building something, get it out there and show it to people".
Game development happens in front of your computer, busting your arse, and so... We try to help those guys get better because we probably want to hire them at some point. And it also helps extend the viability of the product. <b>Natural Selection</b> , Day of Defeat and Counter-Strike - they helped sell Half-Life.
Comments
I played the demo of half-life, and to be honest, wasn't interested. System Shock II was just so much better, IMO.
Then I started reading about Natural Selection.
You can see the result.
That's all I read <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You mentioned something when we first got to look at Half-Life 2 about plans to bring some of the Half-Life mod community over to the offices for a kind of Half-Life 2 mod meeting - has that happened yet?
Lombardi: We haven't done that yet. What we've done instead, instead of having a weekend with a bunch of the guys there, which requires everyone to stop what they're doing, <b>we've brought individual teams up one at a time and set them up with a pre-release version of the SDK so that they can get started on their Half-Life 2 mods.</b>
We still intend to do the weekend where we bring in a lot more and give a more open chance for people to come and do that. We still hope to do that before release but we'll see if time permits.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lets hope they aren't pulling the wool over our eyes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[/wishing]
I'll look forward to NS2, same as any person, but I want to have a good crack at the current incarnation first though.
I played the demo of half-life, and to be honest, wasn't interested. System Shock II was just so much better, IMO.
Then I started reading about Natural Selection.
You can see the result. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
except that Half-Life came out BEFORE System Shock 2
but yeah, Sys shock 2 = pwn
1) The SDK isn't complete yet. Progress is being made and hopefully it will be done before release. Making sure HL2 is perfect and optimised is the priority I would imagine. Since the CS and DoD teams have access to the source code, they will of course be ready fairly soon after release.
2) Despite rumours originating from someone else (ahem), we were assured that 5 years on would still be the release date.
3) CS:CZ is almost ready to go. (Boo, hiss)
In addition to which, the friendly chap from SoftImage confirmed that HL2 was essentially done. He even showed us some of the sexy lighting techniques used and I can say is that if NS is remade for HL2, then you will be seeing some very tasty infestation.
No, I look at HL2 not as a game, but as a mod platform waiting to be exploited. I can't wait to see the types of mods that come out and really push the engine to it's limits. I know it will be hard for Half-Life modders to get used to 512x512 (or 1024x1024) textures, but trust me, when the high res textures, high poly models, awesome lighting and physics engines, and incredible in-game effects come together, it will be a sight to behold.
The only thing I have left to decide is how to purchase it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'm actually seriously considering the monthly fee on STEAM. I mean, access to ALL VALVe products? HL1 and all mods and expansions, HL2, all future HL2 mods and expansions, all future VALVe games...
On the other hand, the money would add up, and I really like having a CD, something physical. Though if STEAM let you burn a HL2 CD off the system, I'd probably buy through STEAM.