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First Person Shooters (Games) PC Games (Games) Entertainment Games

Half-Life 2's Technical Details, Cost Estimates 60

Thanks to Computer Graphics Magazine for its feature on the graphical technology being used in Valve's eternally-awaited FPS Half-Life 2. Among the specifics discussed are innovative paths to graphical variety ("Using the same morph targets sculpted for facial animation, the system automatically alters the facial geometry to create, for example, a flatter or broader nose, or a squarer jaw. As a result, all the scientists, soldiers, and other homogeneous characters appear as unique, differentiated models"), and potential game mod options ("To firmly entrench itself in the future of game development, Softimage will package XSI EXP, a lite version of XSI, with every PC copy of Half-Life 2 [and make it available on the Softimage site this week].") Elsewhere, a Maxitmag interview with Valve's Gabe Newell has him musing: "Last time I checked, we were about $40 million into the project. Yikes, that's a scary number."
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Half-Life 2's Technical Details, Cost Estimates

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  • by johndoejersey ( 679948 ) on Tuesday March 23, 2004 @06:24AM (#8643245) Journal
    Its the 23rd now. Still no sign of a release date?
  • by mrshowtime ( 562809 ) on Tuesday March 23, 2004 @08:11AM (#8643560)
    Well, I don't think that valve is going to screw up it's golden goose. The videos I have seen of HL2's gameplay are amazing; groundbreaking in every area. Coupled with the fact that it's built around a solid narrative piece, I can't see how, or where it will fail. Don't forget the mod community. Counterstrike gave the original HL an extra few years of profitibility where none might have not existed, and Valve has stated that they will fully (and smartly) support the mod community for HL2. In comparsion, one of the newer final fantasy games cost well over $30 million to make. Valve's portfolio accounts for over 8 million retail units sold worldwide, and over 88 percent of the online action market. That's pretty f'ing good numbers! Just a FYI, the movie "Mona Lisa Smile" cost $65 million to make and $25 million to market. Essentially costing what "Return of the King" cost to make! In the end MLS made enough to break even. ROTK made well over a billion. All the R and D in the world won't help you, if you are researching how to make crap.
  • Re:$40m? (Score:4, Insightful)

    by Anonymous Coward on Tuesday March 23, 2004 @09:22AM (#8643871)
    Valve doesn't need to sell 4 million boxed copies to be sucessful. They will try to maximize profits by selling the game (and its mods - CS2 anyone?) through Steam.
  • by Dot.Com.CEO ( 624226 ) * on Tuesday March 23, 2004 @09:34AM (#8643942)
    The LSL series was in NO way an RPG. It was an adventure game series.
  • by *weasel ( 174362 ) on Tuesday March 23, 2004 @10:06AM (#8644172)
    The 'How' and 'Where' Valve could fail:

    The gameplay won't live up to the overwhelming hype. It could be too short, too repetitive, not enough interactivity, too slow, maps too small -- who knows. 'Daredevil' looked like a sure thing on paper too, and was a terrible $40m investment.

    The story could be trash. Most people I know hated when the first half-life devolved into 'Doom' at the end -- when the player hops the portal to dimension-XYZ or whatever it was. The game went from good scifi/action to rubber-monster-movie crap. All the interactivity of the environment was gone, all the atmosphere was gone, all the verisimilitude was gone - jump puzzles were in, ammo management was in, mystic healing goo was in. More of the same is not enticing.

    The level design could be crap (which may be necessary to cater to horsepower restrictions that 'interactivity' likely creates). A limited diversity of gameplay could easily sink it, less 'scripted' sequences that made the first half-life classic could work against it. Convoluted maps and missions could easily sink it.

    The 'interactivity' could be the exception (eg. happens rarely) and not the rule (eg. regularly appearing feature). If all the stuff they talk up at tradeshows happens 4 times in the game, it means nothing to the player. Particularly after all the hype, it'll create animosity amongst the would-be community (eg. short commercial run)

    The game could run like absolute shit on all but the highest end rigs. Do 10 million people even have a PC with enough horsepower to run hl2?

    The network play could be lame. Solid network play is necessary to build a community, to drive mod makers, to keep the game hot for years after release. If not for counter-strike, Valve would've sold a few million copies of Half-life and been happy. Counterstrike made it a best-seller for 4 years.

    The API could be so complex that mod makers don't have the appropraite tools to actually make anything good before the community evaporates. Without a mod community the game will have a short run, and considerably less beneficial word-of-mouth. Without a long commercial run, it won't stay on the shelves until the mass of gamers finally get rigs that can run it.

    The engine restrictions could limit the number of enemies on-screen, or the complexity of AI scripts. People generally don't want 1 enemy at a time in action games (doom3 might be an exception due it's 'horror' premise, or it could fail as well). Likewise players have lower toleranace for 'dumb' enemies, particularly after Valve's success with HL1's grunts and assassins.

    They can screw it up. The hype could be smoke and mirrors. I doubt it - but it's far from a guarantee.

    $40m dollars is assinine though. But if they can get a share of the licensed engine market - who knows. They probably also subsidized Steam and its infrastructure entirely under the HL2 budget.
  • by darc ( 532156 ) on Tuesday March 23, 2004 @12:00PM (#8645344) Journal
    Many people also thought they couldn't possibly screw up Deus Ex 2. Unfortunately, when the game came out, flamethrowers shared ammunition with rocket launchers, it took five shots to the head to kill anybody, the stealth aspect was terrible, and the system requirements utterly ridiculous.

    That teaches you one thing, never, ever believe that anything is so perfect that you can't screw it all up after all.
  • by rossmartinm ( 625756 ) on Tuesday March 23, 2004 @12:43PM (#8645872)
    While undoubtedly HL2 will sell alot of copies a good deal of the money that has gone into its development has been spent on ensuring the engine itself will be the a strong commercial proposition.Developers have already licensed the HL2 engine, including Arkane (creators of Arx Fatalis).

    On top of that further investment has been sunk into Steam which Valve are pushing as a seperate product.

    In general the investment in HL2 has not simply been investment in a single game and return on the $40 million invesment will not be measured against retail and steam based sales of the game. Valve are looking for long term predictable income streams generated through licensing the engine, licensing Steam and subscriptions through Steam.

    This is why, IMO, they have been pushing back the release dates. With so many different future revenue streams relying on a succesful release they want to make certain the technology is properly showcased and the supporting technologies work free from glitches.

  • by inkless1 ( 1269 ) on Tuesday March 23, 2004 @01:44PM (#8646744) Homepage
    ...is that most mod teams will just use a pirated version of 3DStudio Max anyway.

Understanding is always the understanding of a smaller problem in relation to a bigger problem. -- P.D. Ouspensky

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