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.
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.
I think everything would be clearer if we all agreed a visual novel is a kind of ebook and not a video game.
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.
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 :(
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.
There was absolutely nothing like it before it. It's like claiming no one cared when Halo 2 and 3 was released.
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.
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
> 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.
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.