Valve: No new Portal this year
"I think you have to be ambitious."
Valve's Doug Lombardi has told Eurogamer that you won't see a new Portal this year.
Instead, the developer will knuckle down and try to do something as revolutionary as Half-Life 2 was to the original Half-Life - because that's the Valve way.
"In typical Valve tradition, it won't be Portal with different colours," said Lombardi, dressed as a companion cube. "I think that when you hit something like that, you have two choices: you can quickly replicate it and stick it out there - do the opportunistic thing and cash in on it; or you can do the crazy thing like we did after Half-Life was so successful and go off and try and say, 'Okay, that was revolutionary, so its successor has to be equally as revolutionary.'
"That's the spirit I think we're approaching it in," he added. "You won't see a new Portal at retail this Christmas because of that. That's the trade off. People want more, but we don't want to give them more of the same right away because that would just be boring."
Portal was released last October and Valve was surprised at the effect it had; Lombardi says it shocked him to see people dressed as companion cubes as soon as a week or two after release.
The original game - described as an "experiment" - went very well, then, and now Valve is doing plenty of research and development to find out what "more" it is going to offer.
"I think you have to be ambitious. For us, that's really paid off. Half-Life 2 was the right decision, it was painful, six years and upwards of 40 million dollars to develop, but that paid off. That's our recipe," concluded Lombardi.
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Comments (34) Latest comment 4 years ago
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$40 million for Half-Life 2 though? Fucking hell. Its worth it, but jeez, that's a lot of cash.
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Valve... kudos to you.
Other publishers.... DUUUUUUUUUUUUUUUUUUUUUUUUUUH!
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/glances guiltily over at stack of uncompleted games
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Doug Lombardi, however, is a twat. He's been that way since the moment HL2 was announced.
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teehee
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And silly numpties like Koei drool and get no respects (or monies) from me.
---$40 million for Half-Life 2 though? Fucking hell. Its worth it, but jeez, that's a lot of cash.---
The cool thing is, they didn't set that as the budget. They just got on with developing and whatever the end cost - so be it. I consider a rather risky thing but god damn it, the reward was well worth it.
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People can vote with their credit cards - those who want to wait for "revolutionary" can do so; everyone else can have some fun this side of the year 2014!
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The fact that even EA has taken onboard quality and a " get it done when it's done right" attituted speaks volumes for the pc consumer. (see spore)
We just don't buy crap anymore.
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(Except maybe Blizzard's work, and id maybe... but they've been let-downs lately... 3D Realms would've been in this category but they've made a mess of things as well).
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FAST head crabs and FAST zombies.
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What possible reason would you have for not buying the Orange Box??
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lol.
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Then you should've played it before the hype. I might have felt the same way if I'd only played it now. The internet has ruined Portal, and I'm so glad I got to it before that happened.
'Okay, that was revolutionary, so its successor has to be equally as revolutionary.'
To be honest I don't agree with that assessment of Half-Life 2.
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Frumper, check out the Hammer editor, Valve released it yonks ago (previously Worldcraft), and it allows you to create your own levels.
I would be happier if they said "we are going to make something as revolutionary as HL1" instead of HL2, because 1 was a much better game. Sure number 2 was more rounded and polished, but it never really had those awesome standout moments that made 1 such a good game for me. All IMO of course.
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Gotta remember that when HL2 came out not only did it raise the bar technically (hey, it still looks perfectly acceptable today, and the facial modelling /animation laughs in most other games' faces.) but it integrated physics in a way that hadn't really been -successfully- done before. It also came out at a time when it was still very common to take players out of the action and into a pre-rendered or non-interactive cutscene, but now we've seen the way Valve do it, it's often seen as detrimental to the game to do this, except for effect (like in Bioshock).
Maybe it doesn't seem so revolutionary now, because most of its best features have just been absorbed into Modern FPS games, but I remember playing it when it came out, and there was nothing like the city at the beginning, or slicing your way through ravenhol(d)m at the time.
I'll concede that it didn't change the way we think about games forever, which is maybe what you want 'revolutionary' to mean. I think it was more like a series of mini-revolutions.
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The physics were nice, but have they really influenced anything? The only physics we really see to this day are hardly of consequence, just some falling barrels or chucking stuff at the enemy (basically just another way to shoot).
Also, I don't get what everyone's deal is with Ravenholm. Aside from (only) the first time I encountered one of those fast jumping headcrab zombies, it seemed really boring to me. Just felt like... just another HL2 engine level made by a fan in the level editor, with low lighting. Idunno. It seemed mundane, especially in comparison with some of the "on the road" sequences with the boat or the buggy where you'd stop at points of interest every now and then (which is really the only thing I remember the game fondly for).
And this:
It also came out at a time when it was still very common to take players out of the action and into a pre-rendered or non-interactive cutscene,
I've been hearing this stuff for a while, but you know what? I can skip a cutscene.
Being forced to sit around and wait for the NPC to stop talking and unlock the door for me is, IMHO, much, much more aggravating than a skippable cutscene. And when you do want to watch a cutscene you don't have to worry about story elements you missed because you happened to not be looking where the game wanted you to look.