Valve developers discuss why Half Life 2: Episode 3 was abandoned
arstechnica.com
arstechnica.com
Everything else they've made in that time has been live-service forever-games which have relatively minimal development costs but generate hundreds of millions of dollars in profits, largely through predatory gambling mechanics. Putting a fresh coat of paint on Counter Strike made them upwards of a billion dollars in the first few months alone, and it'll keep printing money for much longer than Half Life 3 ever could:
https://esports.gg/news/counter-strike-2/valve-cs2-money-202...
The sad thing is that being a private company they don't need to pursue Scrooge McDuck billions at any cost like a publicly held company would, they have the freedom to make whatever they want, but apparently what they want to do above all else now is to peddle lootboxes.
See Half Life Alyx, or the hardware teams that did VR, or the steam deck: Not exactly people optimizing for revenue. Still, in Valve a new project needs to get people to choose to do it over alternatives, and it might be that in the current internal culture, they really lack a large enough group of people wanting to actually spend their day on a single player game. The fact that Valve is still such a small company probably makes all but the most popular ideas die pretty quickly, as one might need a pretty big percentage of the company to make a reasonable prototype.
If anything Valve is a big outlier in that regard. They've invested in many not-so-slamdunk products from Steam Link to Steam Controller, Steam Machine, Index/VR, Steam Deck (this panned out) and so on, and they kept maintaining, improving and building up good-will for each of those. You could've gotten their controller for cheaper than no-name Amazon crap, and it still works and supported by Steam.
In an alternative universe Valve is headed by literally anyone else, and one of their revenue streams is just releasing a new mtx-ridden, battle pass infested Half Life every other year and milk the IP forever.
And wasn't the index the best VR headset for something like 2 years? It just hasn't been refreshed in ages because the market continues to be a gimmick, essentially. Even though I've spend multiple thousands at this point on VR in total, I consider it to be a significantly worse entertainment experience then regular gaming. Pretty much the only post it's better at is fitness games, and the Nintendo switch does these better still
I guess you could say there's still an unmet desire for non-VR HL games, so maybe in that sense it doesn't occupy the niche E3 would have. But HL and HL2 themselves were seen as moving game dynamics forward so use of VR is in keeping with that.
Unfortunately it's in a medium that is extremely niche, and as a result will almost certainly be played by a much smaller number of people than Half-Life 2 and have a much smaller cultural impact.
https://arstechnica.com/gaming/2023/04/half-life-alyx-is-now...
It's mainly because of the restrictions of different mediums, for example Alyx has much less enemy density, very narrow corridor-based levels made for limited movement of real human bodies and environments, a lot more emphasis on interactivity with the world and objects that would lose their meaning if replaced with "press F to $WHATEVER" buttons. It might be pretty mediocre as a flat-screen game.
I guess it may still be worth it if you desperately need something Half Life and want to see the story, though for that I'd rather watch it on YouTube, or just rent a VR headset for a month.
I played in VR and it was an all encompassing experience, still the best VR game I have played. I had even been playing VR games for a few years before trying Alyx, and it still blew me away, in a way that other VR games had not yet. That level of graphical fidelity and immersion is simply not in any other game. Which means it's a skill issue for VR studios, not a hardware issue (in my humble opinion)
Or neither, Valve seems to do just fine as-is. Maybe they should just continue doing exactly what they're doing so far.
They are not doing well as a non-live-service game company. Which is a very limited metric, but the one many people think of since that is where they got started.
It's interesting to think of an alternative outcome, where they needed to keep making games to make money. I think there is something special about the small team and structure at Valve that would have let them stay nimble and release great games, but as above the industry loves to consolidate good studios and turn them inside out.
To hear them talk about that, it seemed like that was due to their legal issues with Vivendi Universal. I wonder if the same would've been true if those events didn't happen
I was more measuring it based on "Producing enjoyable games" which at least is subjectively true for how I see Valve. I enjoyed Half-Life: Alyx a lot, and it was a jump in quality compared to other VR titles, and the new Counter-Strike 2 is pretty OK too, at least compared to CSGO.
That's not true. There's a new engine now.
https://en.wikipedia.org/wiki/Yanis_Varoufakis
https://web.archive.org/web/20140328192036/http://blogs.valv...
https://web.archive.org/web/20140219161902/http://blogs.valv...
Of course, my #1 preference would be to have a mind-blowing, innovative, and narratively satisfying Episode 3, but my #2 preference is to not have a garbage sequel tacked on that would make me resent even HL2 and E1/E2
You've explained it, and I expect OP already knew what you explained.
It's still pretty incomprehensible. It's very, very strange that folks would rather have a shitty, low-quality, godawful ending to a high-quality multi installment story, rather than having the storywriters just walk away from a proven-to-be-high-quality, multi-installment project they know they can't make a good final installment for.
But even with all that, I understand your position. I disagree with your values (strongly!), but that doesn't mean I can't comprehend them.
> A story not having an ending taints the entire affair such that I would rather have never started it at all.
That has never stopped me from replaying both Half-Life’s 3 or 4 times and I never felt that I’d rather not have played it.
> A mediocre, or even bad, ending is far better than nothing.
On the opposite, I will never re-watch Game of Thrones just because I now know it was all leading up to an incredible disappointment.
Sure. That ending (and the last 2-3 seasons for that matter) was truly awful. But at the same time, that's at least better than what we're getting with the books, which is a whole lot of nothing. I don't see myself rereading ASOIAF because of the same reason: it's leading up to an incredible disappointment. Between the two disappointments, I would rather have the GoT style than the ASOIAF style.
Not reasonable at all IMO.
If they shoved the episode through and lost a lot of staff, then that would be a Phyrric victory. Contrary to some opinions here, Valve did not owe a single thing to HL fans, and they had no obligation to finish the story.
A company that has failed with sales of Portal 2 but has plenty of operating capital to continue on, Half-Life 2 Episode 3/Half-Life 3 at the very least was a promise they made and walked back. Yes they did owe something to the fans over the last 20 years.
They were the ones who set out to outdo the previous episode and let the idea blossom into never good enough, not the fans.
This applies just as much to George R. R. Martin, btw.
This wasn’t always the case for JRPGs[0]. There was quite a long period where JRPGs were pushing technical limits. Especially around the time of Final Fantasy VII.
[0]: https://youtu.be/EhQamvbfDxc?si=rWRJmHeo_69OI99e&t=5145
Even on consoles there was NieR, which has all the kinds of gameplay you could want.
Square-Enix is trying to bring this back, each Final Fantasy game has had a different combat system and largely been an action game for some time now. I think they largely failed at this, except for FFXIV and FF7 Remake/Rebirth which are great, but they definitely try.
I think everything would be clearer if we all agreed a visual novel is a kind of ebook and not a video game.
Bethesda's weakness has always been writing and content, though. Lots of it, but the main plots are consistently terrible.
And any decent form of in-game inventory management! Why is it sooooooo bad in bethesda games :(
There was absolutely nothing like it before it. It's like claiming no one cared when Halo 2 and 3 was released.
Since then, it doesn't seem to me that the industry has taken this advice.
I wouldn't go quite as far as he did—I think there are many different ways for video games to tell stories. But the way that Half Life and especially Portal does it is extremely effective—and I haven't seen any other games pull it off or even really attempt it!
I would argue even Half Life: Alyx doesn't really follow the Half Life storytelling formula, because the main character isn't mute. When the character can speak of his/her own accord, they aren't really you, they're a different person.
We've been there for a long time - just off the top of my head: Call of Duty, Halo, Assassin's Creed, World of Warcraft (doubly so now with Classic), Fortnite
Some people really just want to go back to the old and comfortable.
That's not to say I'd be happy with a Mass Effect 3 style ending, but it doesn't need to be some earth shattering gameplay experience.
Think about the Matrix series. The first Matrix film was iconic, the second was decent but sort of mid, the third was absolute drek and it taints the entire franchise as a result. I can't watch The Matrix any more without knowing how they fucked up the third film and without that slightly ruining the experience. The fourth I watched but I must admit that it hasn't really left any kind of impression on me.
Resolving at any cost is way worse than leaving something hanging.
I think it's why Firefly is so well regarded: it didn't last long enough to fall to enshittification. And when they did resolve it they only had a feature film's length to do it, so they had to focus and we got Serenity, which is excellent and how they resolved the origin of the Reavers is still a great piece of storytelling.
> Resolving at any cost is way worse than leaving something hanging.
Also agree. Matrix, Lost, Game of Thrones (TV), How I Met Your Mother, they all lost "replayability" because you might care about the characters and the beginning of their journey, but if you know it's all moot or unsatisfactory there's not so many incentives to revisit it. I think GoT really made TV aware of how important it is to a series to have a good, consistent ending.
Game of Thrones' (the book series) fans have a theory about the "Mereenese Knot", a plot that became so convoluted that GRR Martin possibly just don't know how to advance the story in a consistent way, and it's stuck.
The only part I thoroughly enjoyed was when they meta-explained why they've made the cash grab.
For those who haven't watched: https://www.imdb.com/title/tt10838180/quotes/?item=qt6078617...
Chefs kiss
In my experience, a creative team realizing this and choosing to move on is both important and all-too rare. The only alternative I've seen is to find new project leadership who gets what made the original work, has a vision for extending it in new directions and the energy+talent to execute it.
Obviously, finding that with high confidence is hard to do.
I'm sure there are more impressive MP games nowadays, but back then it felt revolutionary.
There were many other games in this time period ended in the same trap, that promised a number of episodes following the main release but gave up after the first couple - Alan Wake, Deus Ex HR etc. No one really even discusses the term "episodic content" in the industry anymore.
I suspect the vast majority of Episode 1/2 players did so because it came bundled in Valve's famous Orange Box release, not because they bought the expansions separately.
A quick google turns up this article discussing the same thing:
> https://www.howtogeek.com/whatever-happened-to-episodic-game....
Except most of us didn't. Valve actually gave some decent numbers in 2008. In just one year, Orange Box had sold over twice as many copies as Episode 1 did on its own. The pre-orange box sales suggest ~20% of Half Life 2 players bought the expansion stand alone.
Fast forward to today, vastly more people will have played Orange Box, especially as it was the only way to play Episode 1/2 on the PS3 and Xbox 360.
The lesson here was full games (Orange Box) typically sell better than episodes, which was the lesson almost everyone learned about "Episodic Content" in the 2000s. I note some folks argue we just got DLC - but we had DLC in the PS3/360 era too. "Episodic Content" was distinct from this as a business strategy, even if it strongly overlaps. Microsoft were constantly pushing the idea back then especially for the 360, there are a ton of talks/interviews still online from around 2005/6 from guys like Peter Moore on it.
> https://arstechnica.com/gaming/2008/12/valve-divulges-life-t...
The problem is that the Episode 2 ending did tease the story going somewhere. It's not like the game was a mindless shooter consisting only of groundbreaking mechanics. It spent three games building these characters. People were invested in the story, and they were let down.
However. People remember Half Life 2 for its physics. For the way it pushed graphics. For how it did environment based storytelling. For its AI entities you could control. For the amazing architecture. Very little of what made HL2 is the story.
I think they made the right decision not to ship something they couldn't be proud of. That takes a lot of bravery, in my opinion. I wish they had been more open about it. In the recent years, I was impressed with how Nintendo came out publicly and said they were somewhat stuck and unhappy with Metroid Prime 4's development, apologized, and decided to start over. Metroid fans know about waiting for great games. It'll be worth it.
Meanwhile, between their contributions to linux, proton, the steam deck, the index (just waiting on a new revision... any day now valve...) they are doing work that no-one else wants to, or can afford to, achieve. I'm glad they're focusing their efforts on these niche places with their infinite money printer, rather than being just another video games company.
Story is key. Hire someone to get a good story going and then motivate from that. There's a billion things you can do in that universe.
I was hoping they were going to reinvigorate HL3 when they got the Portal people on. I don't need more and different engine mechanics, I just want a good story.
Give me a level where I'm dual wielding gravity gun and portal gun while floating in a space suit and directing bouncy goop where I need it.
Play with scale, let me push a planet through a portal or by opening a big portal on each of two planets let their gravity mean they smash together oh so slowly. Hell, make that the background motivation that means I have to get my shit done fast.
But tell a good story please.
Also, FWIW, Valve was regularly making ~one game a year, and only stopped that with the release of Dota 2 in 2013.
That deal absolutely beats the protons out of brick and mortar distribution deals.
Though now that you mention it, it's weird, I never remember there being any indie PC games in my local Gamestop... strange...
(am I having a whoosh moment here)