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Valve's Chet Faliszek Interview

PC Xbox 360 Interview by Eurogamer staff

7 September, 2009

Page 1 of 3. Page 2 ->

One of the greatest pleasures provided by recent Valve games has been the option to play through them again with the developers' commentary enabled, accessing the team's comments by nudging little speech bubbles dotted around the worlds of Portal, Episode Two and even Team Fortress 2. As anyone's who had the pleasure of reading through Raising the Bar will tell you, these guys know a thing or two about guiding you around a complex world and getting you to enjoy it for the reasons they intended.

With Left 4 Dead, the difficulty of doing so was greatly complicated by the dynamic nature of the challenges you faced as a player, many of which are regulated by the stunning AI director. Not only that, but the decisions made by four individual, human-controlled players on the survivors' side, and potentially by another four playing as special infected, threw the traditional static conditions faced by the game's designers further out of whack. It meant that Valve had to learn a lot of new approaches quickly (or, well, as quickly as possible). It's a challenge that's been amplified further by Left 4 Dead 2.

With that in mind, in addition to our thoughts about Left 4 Dead 2's new Dark Carnival campaign - shown for the first time just prior to the Penny Arcade Expo, and previewed and analysed elsewhere on the site - we sat down with Valve's Chet Faliszek to talk a bit about how the Washington developer faces down these challenges, and how it retains the first game's inviting simplicity in the process.

Eurogamer: Does it feel like the way Valve approaches the making of or release of games has changed significantly since the old days?

Chet Faliszek: No. Outwardly I think people see that, but inwardly there's no change.

We looked at the issues we had and things we wanted to do, and realised they weren't something you could do piecemeal. Like, you can't introduce just one of the new creatures when they play off of each other. The Jockey doesn't make sense unless you have things like the Spitter, but then that's only solving one part of the problem - the other part of the problem the Charger solves.

Then you've got to have all those together. Then the AI director has to know how to use those. Then also you're saying that sometimes we want to have these kind of controls, so it becomes a whole rewriting of the director, a whole rewriting of the creature AI and how you add creatures. In Left 4 Dead 1, it would have been very difficult to add a new creature in a short period of time.

'Valve's Chet Faliszek' Screenshot 1

Eurogamer: People imagine it's modular, but actually it's really tightly bound.

Chet Faliszek: It's modular now! It's very modular now. We definitely worked on Left 4 Dead 2 with the idea that we wanted to be able to keep going back to what we do, and having that happen. That's not to diss Left 4 Dead 1 - we think it's great, I still play it - but Left 4 Dead 2 is taking all that, refining it, making it better, adding a ton more to it.

Eurogamer: Can you expand on the changes to the AI director in specific detail?

Chet Faliszek: For example, often when you played Left 4 Dead 1, the AI director's already making it different every time, and making some of his choices based on how you're doing, but equally with that it would still kind of beat you up if you were doing poorly - it would want to keep the game interesting, and not just let you walk it with 1 health point, because that's not exciting.

So we wanted to take that idea and take it even further with the director 2.0. There's a campaign where weather events happen, and if you're doing really well you're going to be getting these, because you know how to handle them, and you hear the weather events coming, you hole up some place, you fight it off, you move on.

It has a bigger stable of creatures to send your way now. On top of that, some of the campaigns have... I think all the campaigns at least one map that reconfigures itself based on how you do in the previous map. So it will make paths harder, or shorter. One of the real simple things in Left 4 Dead is 'distance equals difficulty' - and so if the director also takes a path that's longer for you it's going to be harder, versus if you're doing poorly... I've had it once make a straight-line path across something, and it's like, 'You're insulting me. We're better that.'

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Comments: 1-13 of 13 in total

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Metalfish
07/09/09 @ 12:54
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I amazed there's no snide comment about the Team Fortress 2 hat-rage. Truly epic. These guys get a lot of flak from their community.
the_dudefather
07/09/09 @ 12:57
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lots of Uncle Phil on the front page today
hiddenranbir
07/09/09 @ 13:03
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So NOW it is modular and workable. Excellent. :D
Domovoi
07/09/09 @ 13:49
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That's great. Now how about getting back to Half-Life 2 Episode 3?
ChthonicEcho
07/09/09 @ 13:51
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[I should really read the article in full before commenting.]

That aside, Left 4 Dead 2 is turning out to be really great. I'm particularly amazed that it takes a great leap away from the first game, yet has all the core elements of Left 4 Dead. It seemed a messy, overly bright and cheap mesh of community ideas, at first. Like the first game during its development stage, L4D2 has evolved spectacularly.
Edited 1 times, most recently on 07/09/09 @ 15:04
doragor
07/09/09 @ 14:17
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@ Metalfish

what's this hat-rage to which you refer?
ChthonicEcho
07/09/09 @ 14:27
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Pinewood_Groves
07/09/09 @ 14:32
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These guys are genii
donnie080208
07/09/09 @ 15:06
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this is going to be great and before the l4d 2 haters come on.when has valve ever ripped of its fans,they gave us the orange box for gods sake.anyway the thing i think l4d2 needs is a better aiming system for some weapons,like being able to zoom down the sights like in the call of duty games etc. also lets hope its a good deal longer as the first one was a bare bones package indeed with only 4 hours of gameplay(although endlessly replayable) remeber fifa /cod etc do yearly nominal updates and none with the penache of valve. its the way of the industry now the free pc days are dead
doragor
07/09/09 @ 15:17
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@ ChthonicEcho

cheers
FogHeart
07/09/09 @ 15:48
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I can appreciate that it's not possible to add a single new special infected without another because their abilities dovetail. But that wouldn't be possible without the AI director being redesigned to do that. It's a viable reason for making a second game that Valve really could have put forth at the outset - it's possibly the only reason for a sequel that's made perfect sense to me.

I still think a new spec infected is needed for L4D1 as the way players bunch together until they occupy the same space in a corner and hence are far harder to work on is the one thing in the game that's spoiling it. It's called 'Shiva stacking' because the resulting graphic looks like a multi-armed four-gun wielding monster.

If the riot policeman was added to L4D1 it's be enough - players would have to split up to encircle it and shoot it from behind.

Also I'd like to see some of that AI director love on L4D2 brought to L4D1. Right now the spec infected often attack singly and stupidly. In versus some great tactics shine out. In co-op the witch is just a distraction ("Who can crown her so we can get past?") but in versus the spec infected for example will smoker-drag someone into the witch. The four spec infecteds in L4D1 can be made to co-operate in the same way that L4D2 will in co-op.

I hope that a few improvements will still be made to L4D, because right now it's a mighty warrior that's been worn down and shambling along. Valve have said 'Trust us a bit' but we still wait and wait....
Edited 1 times, most recently on 07/09/09 @ 16:49
CountFapula
07/09/09 @ 17:32
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what are you waiting for?

Honestly, left 4 dead is a great game. it had a new mode, and is getting a new campaign. Really, the basic gameplay is strong enough that it will stand on it's own, if you get the sequel or not, so I don't see what you are still waiting for.
GooseUK
07/09/09 @ 19:41
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Low-blow with the "18 guns" comment.

From the guys that criticise people over using the 2 guns formula of halo

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