S
Stratocaster
Guest
Here it is (sorry if my english isn't the best):
PC Games:
Gabe at the beginning of the development of HL2 you said to your team that money is no consideration the main thing is that you create the best pc game ever. Do you think that this plan worked well for you guys?
GabeN:
Yes, now that the work is done, I think that we succeeded. I am very proud of my Team. I don’t want to compare HL2 to other games or look down on them contemptuously. I just think that we had an idea of what the future of gaming should be like in terms of characters, world and gameplay – and I think that what we achieved is better than what we hoped to be able to create.
PC Games:
What do you think are the three most important strengths of HL2?
GabeN:
Characters and physics are ranked 1st and 2nd. Merging all parts together and taking the artistical design and acoustical design on one level with the graphical programming is most seemingly the third important factor.
PC Games:
We also noticed that HL2 is a very, very versatile game: Every chapter has its own mood and feeling.
GabeN:
The game has a very diverse plot and many character developments, and there were many factors we had to keep in mind in order to make the gameplay work: How often do we scare the gamer, how often is gamer the involved in fights or when will the gamer just explore.
PC Games:
What went wrong in development of HL2?
GabeN:
The biggest catastrophe was that we weren’t able to stick release dates. That is very frustrating for the gamers, the publishers and of course for us. That is noubt the biggest problem we have. We know how we can achieve a great level of quality, but than we screw up at making realistic release dates. We also screwed this up while developing HL1.
PC Games:
The next Valve project will be Team Fortress 2. Do we have to wait another six years before we get our hands on HL3?
GabeN:
No. I think we are now in a position where we can release games more regularly. We now have the tools, the characters, the gameplay options, so that we can create new content much faster.
Much we did in the last time was aligned to take us to a position where we could produce much more efficient. Every aspect of a game is so complex, be it a unique character or a building. I think that we are in a good shape for that now and also I don’t want to develop another game for six years for the teams’ sake.
PC Games:
How many people worked on HL2?
GabeN:
During the development there were about 50 staffers. If you also count voice actors and testers there are easily another 50.
PC Games:
We hardly dare to ask how much money went into the HL2’s production…
GabeN:
I will wait for start of the retail sale of HL2, until we calculate that exactly. At one point during the development our fiscal manager (sorry don’t know the correct term) Pat Goodwin said to me: Oh well, until now the production costs 40 million dollar. I answered him: I don’t wanna hear that, no updates on that figure anymore!
PC Games:
Do you see enough creative clearance for more games in the HL-Universe?
GabeN:
We try to create a framework for interesting storylines. I think there is still a lot that can be done after HL2. For example two of my favourite characters are Alyx and Dog (the robot).
I’d love to have a little time to create something new with both of them. Other team members have other favourites.
PC Games:
Which competitor made you nervier this year: Far Cry or Doom3?
GabeN:
Hard to say – I am a fan of the Doom series, Far Cry is not really my territory. The Doom 3 release was very exciting, because Doom is the very reason why I’m in the business – in that regard I’m really a fanboy. We don’t believe that it’s bad having several good titles on the market, because gamers mostly have enough time to play more than one title.
PC Games:
In what area in regard to game production do you see the next big technical step?
GabeN:
For us it’s learning to use our new tools better. Much is craftsmanship: understanding how to make dramatic scenes, using our new non-linear animation system. The result is the cooperation between art and AI, which work simultaneously, to create a unique gaming experience. We don’t look for new challenges but for consolidation, because we think that we barely scratched the surface.
PC Games:
Gabe at the beginning of the development of HL2 you said to your team that money is no consideration the main thing is that you create the best pc game ever. Do you think that this plan worked well for you guys?
GabeN:
Yes, now that the work is done, I think that we succeeded. I am very proud of my Team. I don’t want to compare HL2 to other games or look down on them contemptuously. I just think that we had an idea of what the future of gaming should be like in terms of characters, world and gameplay – and I think that what we achieved is better than what we hoped to be able to create.
PC Games:
What do you think are the three most important strengths of HL2?
GabeN:
Characters and physics are ranked 1st and 2nd. Merging all parts together and taking the artistical design and acoustical design on one level with the graphical programming is most seemingly the third important factor.
PC Games:
We also noticed that HL2 is a very, very versatile game: Every chapter has its own mood and feeling.
GabeN:
The game has a very diverse plot and many character developments, and there were many factors we had to keep in mind in order to make the gameplay work: How often do we scare the gamer, how often is gamer the involved in fights or when will the gamer just explore.
PC Games:
What went wrong in development of HL2?
GabeN:
The biggest catastrophe was that we weren’t able to stick release dates. That is very frustrating for the gamers, the publishers and of course for us. That is noubt the biggest problem we have. We know how we can achieve a great level of quality, but than we screw up at making realistic release dates. We also screwed this up while developing HL1.
PC Games:
The next Valve project will be Team Fortress 2. Do we have to wait another six years before we get our hands on HL3?
GabeN:
No. I think we are now in a position where we can release games more regularly. We now have the tools, the characters, the gameplay options, so that we can create new content much faster.
Much we did in the last time was aligned to take us to a position where we could produce much more efficient. Every aspect of a game is so complex, be it a unique character or a building. I think that we are in a good shape for that now and also I don’t want to develop another game for six years for the teams’ sake.
PC Games:
How many people worked on HL2?
GabeN:
During the development there were about 50 staffers. If you also count voice actors and testers there are easily another 50.
PC Games:
We hardly dare to ask how much money went into the HL2’s production…
GabeN:
I will wait for start of the retail sale of HL2, until we calculate that exactly. At one point during the development our fiscal manager (sorry don’t know the correct term) Pat Goodwin said to me: Oh well, until now the production costs 40 million dollar. I answered him: I don’t wanna hear that, no updates on that figure anymore!
PC Games:
Do you see enough creative clearance for more games in the HL-Universe?
GabeN:
We try to create a framework for interesting storylines. I think there is still a lot that can be done after HL2. For example two of my favourite characters are Alyx and Dog (the robot).
I’d love to have a little time to create something new with both of them. Other team members have other favourites.
PC Games:
Which competitor made you nervier this year: Far Cry or Doom3?
GabeN:
Hard to say – I am a fan of the Doom series, Far Cry is not really my territory. The Doom 3 release was very exciting, because Doom is the very reason why I’m in the business – in that regard I’m really a fanboy. We don’t believe that it’s bad having several good titles on the market, because gamers mostly have enough time to play more than one title.
PC Games:
In what area in regard to game production do you see the next big technical step?
GabeN:
For us it’s learning to use our new tools better. Much is craftsmanship: understanding how to make dramatic scenes, using our new non-linear animation system. The result is the cooperation between art and AI, which work simultaneously, to create a unique gaming experience. We don’t look for new challenges but for consolidation, because we think that we barely scratched the surface.