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Opening the Valve Interview

PC Interview by Tom Bramwell

8 June, 2006

Despite the massive acclaim and the shower of awards thrust upon Valve in the wake of Half-Life 2's release in November 2004, the developer listened more than ever to the feedback from the community, meticulously cataloguing thousands of hours of playtesting feedback from hundreds of playtesters and setting about to continue the Half-Life 2 story episodically, but while also fixing many of the niggling issues that fans had with the game.

Pacing, in particular, is a recurring theme among the Valve team's comments - of how to permanently keep the player interested, how to challenge them in new ways and "have something new around every corner".

And in this latest interview with the developer, Gabe Newell reveals how the focus is very much on trying to make sure the gamer gets to see "as much entertainment as possible" and never get the feeling that they missed out. Read on to find out why he thinks Warren Spector's expansive design philosophy is a "mistake" and why Valve is still a relatively close-knit developer after ten years in the business...

'Opening the Valve' Screenshot 1

The elevator section is a typical example of where the game forces the player into using specific tools to survive.

Eurogamer: Once you'd finished work on Half-Life 2 where did you want to go with the gameplay?

Robin Walker: With Episode One we started with the gameplay chunks we had from Half-Life 2, and because of the feedback we got we already had an understanding of what customers liked, what they didn't like and so on.

Eurogamer: What didn't they like about Half-Life 2?

Robin Walker: We think there were some pacing issues there, so, for example, some people thought the airboat sequence went on too long so we paid close attention to pacing throughout Episode One. We have a set of different tools like exploration and the combat sections and puzzle-solving and the sort of visual rewards and that sort of thing. On Episode One we spent a lot of time making sure the pacing is top notch in terms of the player not getting fatigued from too much combat and that sort of thing, so the game stays fresh and there's something new around every corner.

Eurogamer: At times Half-Life 2 felt like six games in one, and changed so radically throughout - is that an approach you wanted in Episode One?

Robin Walker: I think the things we're happiest about in Episode One is the extra focus gave us the ability to go beyond that, actually, and pack even more gameplay in the same amount of time so it's a very dense experience. You asked earlier about the physics gameplay, and we pushed on throughout the episode in two different ways. One was to increase the interactivity in the environment, and dealing with the larger scale problems of physics; stuff happening like massive objects falling on you as you go down an elevator shaft and how to keep them off the elevator.

And then we did something else that we've always wanted to do, which was to push physical interaction into our monsters and into our NPCs. For example, the Zombine monsters runs at you and pulls out a grenade that's about to go off, and in the past we haven't really allowed you to interact with the NPCs with your gravity gun, so we really wanted to you to be able to pull the grenade out of his hand or shoot it out of his hand with bullets...

Gabe Newell: If you can aim!

'Opening the Valve' Screenshot 2

Remarkably serene, considering she's recently been blown up.

Eurogamer: That's me ruled out then...

Robin Walker: That's really exciting for the gravity gun to start to affect the NPCs in deeper ways.

Eurogamer: How have you justified weapons upgrades like that that weren't in Half-Life 2?

Robin Walker: We spend a lot of time on training, so we sort of craft specific experiences where you really need to do something to continue on here, so we've built those kinds of experiences into the episodes. You're put in a place where this appears to be the only thing to do right now. Gameplay elements have to be very deliberately introduced.

Gabe Newell: It's one of the critical things that playtesting shows. If there's a capability and 80 per cent of people aren't figuring it out then that's probably a defect in the design. Not to be heavy handed, but the most ridiculous example is to have a hole with a Zombine hand sticking through with a grenade. You'd catch on pretty quick! "You know, I'll do something to that thing!" I mean, you'd never do that, but that's a kind of approach you use to get people to understand that there's now a new choice available to them at that point in the game.

Erik Johnson: That's why playing catch with Dog with the gravity gun was so important to the whole game.

Robin Walker: If you look back at Half-Life 2, many of our training things were doing multiple stuff where you might be learning a new gameplay element, but at the same time you're learning about a character that you're interacting with who might be telling you something about the world, and the relationship between you and the character you're dealing with. For example, the cop who tells you to pick up the can, which we want you to press use, but at the same time you're learning about the relationship between the Metro Cops and the players, and the way they use civilians. But at the same time you're building this animosity between you and this character that eventually you'll be able to deal with when you get a weapon, and so on. Our training is all there throughout the game, but it's fairly well disguised with you doing multiple things at the same time.

'Opening the Valve' Screenshot 3

Alyx serves as a good ally in combat - mainly due to her unlimited ammo and superhuman health reserves...

Eurogamer: As good as Half-Life 2 was, it's not really a game that ever rewards the player for exploration. There were times when you could go off the beaten track and look at some deserted building - especially on the coast - but there'd actually be no reason to waste time doing that. You'd find nothing. There'd be no scribbled notes or anything that might flesh out the details or give you any more information on the back story, and that's disappointing for players that like to poke around in the dark corners of games. Why don't you reward the more persistent player for this?

Gabe Newell: What we try to do is get people through as much entertainment as possible. This is an argument I have with Warren Spector; he builds a game that you can play through six different times. So that means that people pay for the game, but don't get to play five sixths of the game, which I feel is a mistake. You spend all of this time to build stuff that most players will never ever ever see, and I feel we try to maximise... I mean, I understand the exploration impulse and we try to make people happy doing that because it's an important part. Exposition, exploration, combat and so on are things that we need to make sure are present, but if only one per cent of your customers see this cool thing that takes five per cent of your development budget, that's not a good use of resources.

Robin Walker: Playtesting drives a lot of this. Often, you'll watch a playtest and something incredibly cool happens, and the first question you ask afterwards is how can we make sure all of our customers see that? They'll say 'the gunship nearly crashed on me when I shot it down and I had to jump to the side to dodge it and that was incredibly cool'. How can we make sure that happens to almost everyone?

'Opening the Valve' Screenshot 4

Gone are the wide open outdoor levels like this one from HL2 - but Valve says they'll be back in Episode 2.

Eurogamer: Have you gone for lots of Hollywood-esque moments?

Erik Johnson: We've got plenty of entertaining scares, for sure. Lots of screaming!

Eurogamer: Is it a deliberately scary game?

Erik Johnson: I think it's different for different people. For some people it is pretty scary.

Doug Lombardi: There's a portion of the game where you're in the dark for a while - and that has a creepy element to it that I don't think that Half-Life 2 and Half-Life 1 had.

Gabe Newell: People are screaming when they're playing, right? That's a reasonable goal for us! [Cue maniacal laughter from everyone.]

Robin Walker: I think in some ways, having Alyx around you gives us this opportunity, this co-op, almost a buddy movie type experience where a lot of the fun comes from being in a predicament and seeing the reaction from your buddy - it's a little different. Ravenholm with Alyx would have been a different experience than Ravenholm without Alyx. We've tried to build experiences that when you've got through them you think 'I couldn't have had that without Alyx'.

Eurogamer: Ok, give us an instance where that happens in Episode One.

Robin Walker: A good example of that is with the flashlight when you're in this very dark section - in fact it's the first time we've ever put the player through an area so completely black they can't see anything without using the flashlight. And of course, Alyx can't see anything at all, so she relies on your use of the flashlight to warn her of enemies - and at the same time you're low on ammo, so you're relying on her to deal with some of the enemies.

That sort of really natural interaction with Alyx is not really about darkness, but about co-operation. The goal wasn't to say how do we make a dark area, but how can you interact with Alyx in some interesting way? How can we make you dependent on each other?

Gabe Newell: Later on in the game, the more you allow her to be helpful, the more fun you're going to be having, so we put you in these situations where you have to be dependent on her and then you get used to the idea that she's actually a pretty competent companion, and that will make the rest of the game more fun, because you've been through that sequence.

'Opening the Valve' Screenshot 5

The airboat levels weren't a hit with fans say Valve.

Eurogamer: Who wrote the story this time?

Gabe Newell: Most of our design decisions tend to be collaborative, Robin and the usual crew of people, which is satisfying because people want to ask 'Who's the lead designer?', 'Who's the lead programmer?' and we're, like, 'errr?'...

Eurogamer: How many people have you got working here at Valve now?

Gabe Newell: 104...we're really picky. Basically everybody who built Half-Life 1 is still here, and it's hard to find people. We have to go all over the world to find people who are going to fit in. Our collaborative approach that we use is incredibly dependent on those sorts of personalities and skill sets. The good news is it lets us have the design person we have. The bad news is we can't just go out and hire 50 people and say 'go make more!' because we'd end up firing 48 of them and starting over.

Eurogamer: And how would you define your role this time around?

Gabe Newell: I dunno... cheerleader, complainer, playtester, why the hell is it so late? [laughs] AMD-FX63 water-cooled, with dual SLI and 30-inch monitor tester!

If you missed the first part of this in-depth interview, but sure to check out what Valve had to say about Hollywood, future expansions and the making of Episode One elsewhere on the site.

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Comments: 1-27 of 27 in total

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HoriZon
08/06/06 @ 10:37
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More open space maps plz in ep2 !! ;)
AHiFi
08/06/06 @ 10:37
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I will get Episode One sometime - just doesn't strike me as "Half-Life 3" so...isn't that important to me.
nickthegun
08/06/06 @ 10:54
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I know the Airboat section introduced you to a lot of physics puzzles, but, damn, that section was dull. The encounters with the choppers were pretty cool, but all in all, the vehicle sections were undercooked, vehicle wise and over long. The buggy section wasnt all that great either.
WooHoo!!!
08/06/06 @ 11:02
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I like it when a dev listens to the community. The Airboat levels were boring and went on forever. Did'nt like the buggy ones that much either.
neilka
08/06/06 @ 11:07
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I was eating my lunch when I got a mental image of Gabe Newell as a cheerleader :(
Schiraman
08/06/06 @ 11:12
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I thought the airboat was fairly cool actually, and I quite liked the slower pace of the vehicle sections - it was nice to have a genuine feel of a wider world rather than everything being cramped, fight-intensive levels. The buggy section was a bit too long though, definitely.

The thing that struck me about that interview is Robin Walker saying "They'll say [a cool, random thing happened]. How can we make sure that happens to almost everyone?"

I think that's completely the wrong attitude: what's fun about games is that not everyone experiences the same thing - it's by definition a changeable, interactive medium - if you tune games so that everyone has an identical 'cool' experience you're just turning it into a film.
nickthegun
08/06/06 @ 11:18
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The most annoying thing about the buggy section was the turbo boost. It tempted you to turbo into corners and off cliffs and I dont know who thought sensitive knight rider style turbo boost jumps were a good idea..........
projectmayhem
08/06/06 @ 12:08
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gabe just got a free PC for that last comment
SimonM7
08/06/06 @ 12:08
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The airboat stuff wouldn't have been such a grind fest if they didn't chop it up with loading bits. Had the speedy adrenaline chase stuff not lost all sense of.. er.. chase and adrenaline by the first load screen, it would've been great.
insane_cobra
08/06/06 @ 12:28
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I think they're completely wrong about the everybody-sees-everything approach being inherently superior. There's room for both that and more personalized experiences, as many past games have shown. The whole landscape of gaming would be a much more barren place without games utilizing either approach.

The 1% of people versus 5% of resources argument is flawed. For many gamers having the option to make (seemingly) significant choices, to shape their own experience counts for a lot more than those figures would suggest. Those resources are far from wasted. People, however, need to be aware that their choices matter for that to work.

Still, it was an entertaining read.
Machiavel
08/06/06 @ 12:32
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Thank God some wide open spaces are coming in Episode 2: loved the exploration in the Buggy levels (as craftily linear as it was) and rather than be bored, was amazed at the quality and length of the airboat section. Collapsing towers, ramps, chase sequences. Long may it continue (and it did)
deadlock
08/06/06 @ 12:43
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The airboat/buggy sections of Half Life 2 was great, in my opinion - I liked the change of pace, the chance to 'explore' City 17 and it was a great way of enhancing the sense of place that you experience with that game. And of course, the ominous Citadel is visible from almost every location which is one of the things that I love about HL2: the first thing you see when you step out of the train station at the start of the game is where you are going to be at the end. Absolutely fantastic.

If you want a vehicle section done badly then look no further than Quake 4. Pathetic.

Also, Rooney/AHiFi:

I get the impression that this [b]is[/b] Half Life 3 in the sense that installments from now on are going to be episodic and incremental rather than one big release/tech upgrade every few years. Which is cool by me if all of those episodes are going to be of this kind of quality.
krudster [mod]
08/06/06 @ 13:11
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On a personal note, I also liked the epic feel of the outdoor driving levels, and that sheer sense of scale that you don't get in other areas of the game. Also, while I broadly agree that a developer should try and make sure all players get to see most of the 'cool stuff', I think there also has to be room for plenty of experimentation as well.
urban
08/06/06 @ 13:27
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completed it yesterday, i LOVED running down the corridors with the energy balls flying towards you it was arcade-esque, loved it.
dudefella
08/06/06 @ 13:30
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I vehemently disagree with Newell's disagreeing with Spector's design philosophy. I think being able to play a game 5 times through and getting different experiences everytime, like in Deus Ex, is fantastic. Of course that's 1 extreme of the spectrum, and the other extreme is a game that is 90% scripted where every player has the same experiences, which may be great but doesn't provide much replay incentive. Of course there is room for a combination of both in the same game, and I love the Half-Life games, but it seems to me like Valve, Newell especially, looks at games like a business model, talking about how developing things that not every single player may see is a waste of resources, referring to gamers as costumers... I don't know, I just don't get the feeling that he loves this as I do with some developers.

And thank god for people like Warren Spector, and for people like Newell also I guess, it keeps the games biz interesting!
useyourloaf
08/06/06 @ 14:01
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Is re-playability in a single player narrative game like this a big deal? If not, then I want to see all the cool stuff that they've been working on. When the plane crashed into the roof, I thought: cool! Knowing that everyone else experienced it doesn't make the effect less so.

Funnily enough, this is one of the few games of its type that I have replayed, to go though the commentary, which was excellent.
fawe3
08/06/06 @ 14:26
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"Gabe Newell: What we try to do is get people through as much entertainment as possible. This is an argument I have with Warren Spector; he builds a game that you can play through six different times. So that means that people pay for the game, but don't get to play five sixths of the game, which I feel is a mistake. You spend all of this time to build stuff that most players will never ever ever see, and I feel we try to maximise... I mean, I understand the exploration impulse and we try to make people happy doing that because it's an important part. Exposition, exploration, combat and so on are things that we need to make sure are present, but if only one per cent of your customers see this cool thing that takes five per cent of your development budget, that's not a good use of resources."

Becouse of this thinking hell never be know as great desiner.
TheMoonRat
08/06/06 @ 14:57
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OR he's already a great designer but has, *gasps* different views! Just look at this comments thread; some people loved the vehicle sections, some people hated them. Some people love the linear nature of Half Life, some love the openness and exploration of Deus Ex. Some love both. Some hate both!

But just having this variety in views is good for the industry and good for games :)
Tyronne
08/06/06 @ 17:07
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I actually liked the wide exploratory levels from HL2,the maps from episode one feel way too `this is where WE want you to go rather than where I want to go` and they are very constrictive.
SimonM7
08/06/06 @ 17:26
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There are very few instances when I can truly say I'm torn when it comes to game design - this is surely one of them.

I just can't for the life of me decide whether an open "different-for-everyone" experience is preferable over a dictated set of events that has the same woah-factor for everyone.

I play Hitman and Oblivion and I think that it's awesome that I can do these things in entirely different ways, and then I play something like.. I dunno, Gabriel Knight or Second Sight (wow, random) and I think "this thing I can recommend to someone because it's got an ace story and some truly great moments". I can't say that about Oblivion, I can't wholeheartedly tell someone to pick it up and have a great time with it, because it relies so heavily on the player to make it great.

I mean, when Final Fantasy fans unite and talk about FF7, they 'know what they're talking about' in a way that people reminicing Oblivion don't. "I joined the thieves guild and stole this thing!" "Really? I was a mage and did some crazy magic stuff!" "Oh yeah?" "Yeah." "Right." "Hmmm..." "Yes." and so on and so forth.
pinkio
08/06/06 @ 18:16
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Anyone else gone back and re -played HL2 as a result of getting the expansion/new episode? I've just finished it again (on hard) and, if anything, it seems to have improved in relation to recent games. Oh! and I loved the river section... so each to their own.
yagisencho
08/06/06 @ 20:07
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I feel that Valve is the only company that can use scripted sequences heavily without seeming too heavy-handed. The boss battles in Far Cry, for example, were laughably arcade and incongruous with the rest of the game. That said, I prefer the virtual world approach, like those used in Oblivion and Fallout 2.
dudefella
08/06/06 @ 22:36
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Also, I think Newell makes an error in thinking when judging Spector's design philosophy. He says that if a game can be different 6 times through it, a one-time player won't experience 5/6ths of it, but that's not how it works. At least in Deus Ex, 90% of the locations will be seen by all players, but it's the way you go about exploring those locations and solving the scenarios given to you that dictates the difference.

Imagine if in Half-Life you could upgrade different skills like hacking, lockpicking, explosives etc. This would determine how you make your way through the game, but it doesn't actually change the environments. So you can have a game with an open-ended design philosophy but still BASICALLY 'force' players through a set path. I think that's a great way to go, open ended gameplay coupled with linear storytelling like in Deus Ex, where the main story doesn't change but little facets like how some characters see you do.

Anyway enough ranting, I hope you all see what I'm trying to point out here.
gnarl
09/06/06 @ 00:02
#24
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The first Half-life did some of the first scripted, yet seemingly unscripted, events in the fps world. So I don't see why everybody is quite so surprised it's valve's technique still, although I do miss a bit of variation that seemed missing from episode one. And crossbow sniping, there should have been more of that too.
beep
09/06/06 @ 00:35
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As good as Half-Life 2 was, it's not really a game that ever rewards the player for exploration. There were times when you could go off the beaten track and look at some deserted building - especially on the coast - but there'd actually be no reason to waste time doing that. You'd find nothing.

I know of at least one place in HL2 which would qualify. The reward is a raving mad character who has some unique things to say and enough powerups to compensate for the damage you take to get there.
SimonM7
09/06/06 @ 12:54
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Well, as far as exploration goes, I don't really want an easter egg in every corner, basically reminding me that "you're not to first to think of going here!". Sure, taking a few steps back and out of the immersion, I realise that people actually crafted this game and there's nothing really left for me to discover, but some games sort of casually let you feel like it.

Heretic 2 had some really cool spots that clearly weren't *intended* to be reachable, but you could with enough practicing the wall jumps. Now that in itself feels more like a reward than if they slapped something funny up there.
xxxzzz110
04/12/09 @ 15:03
#27
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