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Valve's Gabe Newell on, well, everything Interview

PC Xbox 360 PlayStation 3 Interview by Tom Bramwell

21 May, 2007

Page 3 of 3. <- Page 2

Eurogamer: Given your comments that entertainment needs to be more integrated, and that you've got a company full of people who are in a position to invent rather than being stuck to one role, are you open to the idea of moving into other mediums besides games?

Gabe Newell: I think that we're really trying to let our customers tell us what they like and what they don't like, and we seem to get a really good response. One of the things we released recently was the movie for the Heavy Weapons Guy [one of the character classes in Team Fortress 2], so the feedback we get from that, we go in and read forum posts, we get email telling us what they like and what they don't like, and then we say we should probably do more of those, right, people like those.

It's not a chunk of gameplay, and we don't make any money from it, but maybe that's something where we could wrap some advertising around it and put that out on Steam and do a lot of those rather than just doing a bunch of one-offs. So right now we do a minute-and-a-half narrative piece, our output is fundamentally interactive property and people like them, so that's a signal that maybe we should do more of those, and so we'll just watch that and at some point people might say, 'you know what, I wish I'd had an extra map rather than the thing that you did'. It's the same way we did with commentary. We trialled it with [Half-Life 2 add-on] Lost Coast and because of the feedback we got, we've put it an order of magnitude more into Episode One, and in Episode Two there's a huge increase yet again.

The thing is, there are many forum posts, and we go through and if something gets posted on YouTube we read what everybody says there, and I read every piece of email. I don't respond to every piece of email I get because I can't but I do read every piece of email I get, and try to synthesise that into the clear sense of how we can do a better job with our products. We pay attention. It's hugely valuable to us how articulate and thoughtful the community is, because any game developer is going to benefit enormously from paying attention to what people have to say. It's like with the press. You read the reviews and you pay attention and it's going to help you understand what you're doing right and what you need to work harder at. So we continue to benefit from that.

Eurogamer: You've partnered with EA for distribution. Why did you choose to go with EA?

Gabe Newell: It's pretty straightforward. We went around and talked to all the people we could use and for some of the markets that we're in EA is a great partner for that and for other areas we work with other people, but we've been really happy with EA; they've done a great job for us. Sometimes EA gets painted a little bit as the boogeyman... we keep waiting for them to jump round the corner! And it hasn't happened. We've been really happy with everyone there and the job they've done for us.

Eurogamer: An analyst suggested to me that maybe the deal was a portent to something larger like an acquisition. But you want to remain independent, presumably?

Gabe Newell: Yep. I think that part of why... I think something that contributes to our ability to be successful is that we don't have external financing on our projects; we don't have... there's no venture capitalists breathing down our neck, and I think that helps us make decisions that are more focused on what customers will like than what a third party has an opinion about.

I've started getting to know people in the film business, for example, and it's shocking how much interference there is in what should be really straightforward product development decisions. People suddenly have an opinion and have really terrible opinions that break the development process, so, as frustrating as it can be in the games industry, in the feature films business there are whole other levels of people having opinions. I was talking to somebody about how a movie was almost shut down because somebody's agent decided that they didn't like some lines of dialogue that the character was doing. This wasn't the actor who was saying this; this was the actor's agent saying, 'you have to rewrite this because I think it should be different'. They were totally wrong. They were making a decision that they thought was beneficial to their actor's career and not a decision that was going to make the movie any better and that's like, wow.

I'm glad that we have orders of magnitude greater ability to make those decisions that we think are the right ones, that customers will say 'good job' rather than worry that some third party's going to step in and tell us to ship on a particular date or take this out or put this out or whatever.

Eurogamer: You mentioned earlier that you're talking to people in the film business. Is there still a Half-Life film project?

Gabe Newell: No, there's no film project in the works right now. The biggest problem was the script. There were a huge number of really bad scripts that were produced. It was easy to look at them and say that these were movies that shouldn't get made. There's no point in making a bad Half-Life movie. The world is full of bad movies and we didn't need to help make another one.

It's pretty easy to say that until we see something on the script side. The script is just the beginning, but if the script is broken there's no reason to go hire a director and get a project greenlit if you look at the script and you say, 'I've seen this movie before and it was terrible the first ten times'. We're not going to do a Half-Life movie until the movie would be as interesting a movie as the game was a game. That's sort of been the challenge. Other than that, just doing a movie for its own sake doesn't make a lot of sense.

Eurogamer: Given how much importance you place on user feedback, I expect you've read pretty much everything that's been written online about Half-Life 2, but what did you think of it? Do you think you deserved all those 10/10s, for instance?

Gabe Newell: Anybody who works on a game has a totally different relationship to somebody who's playing it. I still haven't been able to play Half-Life as a gamer, I still play it as a person who looks at all of the defects because that's just the mindset you get into; when you build a game you're constantly exaggerating what's wrong and ignoring what's right about a game.

Eurogamer: That's probably true of every kind of creative process.

Gabe Newell: Yep. I'm sure that when you look at a piece of your writing...

Eurogamer: I think they're all awful.

Gabe Newell: And that's what helps make you better, right? Focusing on what's good about something isn't nearly as productive as finding the things that are wrong and then fixing as many of those as you can. Everything's sort of grist for the mill, right? Everything's a process. Say I get an email that says 'f*** you, f*** you, you die'. I reply and say, well, and it's surprising how often you get to a useful point. Sometimes you'll just find out that...

Eurogamer: They're unhinged?

Gabe Newell: Actually we really very rarely... you know, it's the Internet right? People assume I don't read my email, and assume that there's some robot I guess somewhere who reads my email and filters it or something, so if you just reply and say 'what's bothering you' sometimes you just find that their account got hijacked and they're mad at us, they're just mad, and I say 'hey, we can fix that' and they go 'really?' Then we can say 'and hey, here's the IP that your account was hijacked from' and they go 'oh, okay - that was my cousin'.

Eurogamer: He's in trouble.

Gabe Newell: He's in trouble now! So you know, it's all grist, whether it's a review, or emails or whatever, it's usually just helpful in the process of making things better the next time.

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Comments: 1-32 of 32 in total

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siro
21/05/07 @ 13:10
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You sport some good questions there. Even though I'm only semi-interested in a new half-life title this interview made an entertaining read. Thanks!
TwistidChimp
21/05/07 @ 13:17
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Good interview with an interesting guy.
Hunam
21/05/07 @ 13:18
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Yeah, quite enjoyed his tone of the interview, seems like a genuinely nice guy.
souljacker2000
21/05/07 @ 13:18
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Great interview... more interesting than work
SpaceDan
21/05/07 @ 13:33
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Cripes Xiphos! Someone got out of bed on the wrong side this morning.
spongebob
21/05/07 @ 13:53
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Another great interview. It's so refreshing to read these instead of some "interviews" released by PR companies. And it's even more refreshing to read honest opinions from a such an important guy in the industry. Big up to Tom and EG.
bdc
21/05/07 @ 14:00
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Great article and interview.
Garibaldi
21/05/07 @ 14:10
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I think Newell should've been pressed on the ammount of time between each episode, but otherwise it was an interesting read.
L0cky
21/05/07 @ 14:25
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I think the reason for the amount of time between projects was explained pretty clearly in the interview...

I like the sound of their internal structure, wish more companies were able to do that. Damn the capitalists.
`Plant
21/05/07 @ 14:33
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Valve rocks.
CitizenGeek
21/05/07 @ 14:35
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What's with all the Valve stuff? Please don't say all the Square Enix stuff is finished :(
Svecke
21/05/07 @ 14:54
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Great article. It is so nice to see an interviewer that actually, you know, follow up on interesting stuff and actually -talk- to the person he's interviewing. It is so often that you see them just line up and fire off a row of questions. And you're sitting there wondering "...but, wait, what about that thing they said in the third question, what did they actually mean by that?". :P

And in other news: Gods, I love Steam. I have 60+ games on there. The current favorite is X-COM: Terror from the Deep.
Nige
21/05/07 @ 14:55
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Blimey - you wait ages for a Valve interview, and all of a sudden....
speedtrax
21/05/07 @ 15:04
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Didn't the guy call the 360/PS3 disasters, and thought that Wii would rule the roost? Seems like he's changed his tune a little.
Carrybagma
21/05/07 @ 15:15
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He does refer to 'customers' quite a bit but I don't doubt his sincerity. If waiting a long time means getting a 10/10 experience, I'd choose to wait a long time.

I liked the little snippet about a unified console.
zendragon
21/05/07 @ 15:19
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He explained (reasonably) the time and delays?!

Enlighten me then...
3william56
21/05/07 @ 15:38
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@Xiphos

Back on the medication, dude.
orakio
21/05/07 @ 15:55
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Interesting chap. He seems quite modest
polar
21/05/07 @ 15:56
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Good interview - glad you didn't back down when asking him about the CS advertising.
daedalus2
21/05/07 @ 15:57
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"Tadpole game"?

Erm... "tentpole game" surely makes more sense given the context.
Watkins381
21/05/07 @ 16:22
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What a lovely man
Gulag
21/05/07 @ 17:17
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Re: Valve and their tardy release schedule.

Could Valve knock out a Half-Life, or similar, every 2-3 years? No, not really. Sure, it might be an FPS with 'Half-Life' printed on the cover, but it would not be the kind of product Valve have earned their, deserved, reputations making.

Don't like waiting for a committed and ground-breaking development house to deliver smart and entertaining games? Tough. You might as well complain because your cat can't bark.

If you want a first-class game delivered year after year go talk to EA, I hear they're the kings of innovation AND punctuality. Oh wait....

I like my trains and buses on time; I prefer my games to be good.
Krusty
21/05/07 @ 17:22
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Woot, today is Valve day!!
I love 'em...

What's with all the idiot posts though?
If you haven't got anything nice to say...
Hugundo
21/05/07 @ 18:23
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"No, there's no film project in the works right now"

Thank fuck for that, please have mercy and keep it that way.
My Uwe Boll sense is tingling!
Edited 2 times, most recently on 21/05/07 @ 19:28
Carrybagma
21/05/07 @ 19:26
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You can see why they talk to film types though - they seem to pinch good ideas from film.
L0cky
21/05/07 @ 19:55
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@zendragon:

He said they're still learning how long it takes to develop these 'episodes'. Also he pointed out that they have no external financial pressure. No publisher pressure means all ETAs are tentative; ie if they're almost done and have a new idea, they have the liberty to stop and implement it.
Mugwum [staff]
21/05/07 @ 23:40
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"Good interview with an interesting guy."

He's a really good interview subject. There were times where I asked something and he sat there and thought about it for a good few seconds before answering. In a lot of cases, you feel the need to coax when that happens, but not with Gabe.
disc
22/05/07 @ 06:42
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Gabe Newell: Read Game Developer Mag for a post mortem on the Sam And Max Episodic Games by Telltale. It's a good post mortem for once.
AhrimaaN
22/05/07 @ 07:11
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Is there a link for that online somewhere by any chance?

Gabe is a very clever guy, but I think a bit too business minded and not too interested in devoting everything for the gamer.

What comes next for Half Life? The engine is starting to look pretty damn dated.. Hell HL2 has had sub standard lighting for a good while now! They just have very skilled artists and texture ppl in that studio.

HL4???

HL2 was not near as good as HL1 and don't get me started on EP1 - which is exactly why they're taking their sweet time getting ep2 out and with some actual real worthwhile content this time to make up for it... I mean EP1 used a lot of recycled content and it still took them forever to finish it.

A Half Life movie would not work.. or it would be very disappointing - solely because it could not involve Gordon as a speaking character... The universe on the other hand could most definitely be used as a vehicle for many great movie scripts I am sure.
UncleLou
22/05/07 @ 09:40
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HL2 is still looking better than 99% of all other games due to the strong art direction. No need to bin the engine yet, it's capable enough.

I also don't agree on Episode 1 - I found it more enjoyable than HL2 itself (which I agree wasn't as good as the first one, mainly because they somehow lost the good AI).
L0cky
22/05/07 @ 16:17
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Granted bsp lightmaps are old tech but I still haven't seen a game that does outdoor sunlit areas any better. Visually, HL2's strongest points are the artistic style, and the technical subtlety.

New engines are generally over playing the pixel shaders making them look somehow impressive (decreasinlgy so) yet unrealistic at the same time. Similar to how cgi was first used in movies; everything was far too shiny to be believable.

And it'll always be that way as dev's are afraid of holding back the reigns for fear of not being noticed.
cobracotton
23/05/07 @ 04:34
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awesome interview I would have liked you to press him further re advertising in CS... (Blows goats imo) I mean does he only read reviews online? theres been a big noise about about the whole advertising debacle, he seemed like it was the first he'd heard about it...

Anyway I'm off to write Gabe an email with lots of swearing just to see if he really does read em...

:)

Comments: 1-32 of 32 in total

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