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Almost a year after Half-Life 2 was released to the world, Computer and Video Games has had the privilege to interview Valve's Doug Lombardi and Marc Laidlaw on how exactly this legendary game came to be. With a bit of information on just about every aspect of the games creation being shoved into your cranium, you’d think you were the one who created this work of art!
No, that’s not it, silly! Be sure to check out the rest of the interview here. Trust me, it’s a worth the read.
Laidlaw: It's a classic science-fiction technique to build your world with details, any one of which could be made into a story or a book in its own right. There's something skimpy and cheap about trying to extract full-scale entertainment from every single little detail, rather than just liberally scattering them about. Some writers will take one idea and spread it very, very thin; others will take that one and five others like it and stuff them ten to a page for hundreds of pages. Guess which kind I prefer? We're trying not to be stingy, but to strike sparks and suggest more stories than can possibly be told. In a game especially, some of our fans love looking for clues that help them piece together a sense of the world, others want to get on with the shooting. We try to satisfy both camps; perhaps this is impossible, but we do try.
No, that’s not it, silly! Be sure to check out the rest of the interview here. Trust me, it’s a worth the read.