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."
all this talk of a mid march release........ (Score:2, Insightful)
Re:all this talk of a mid march release........ (Score:4, Informative)
Re:all this talk of a mid march release........ (Score:1)
Re:all this talk of a mid march release........ (Score:1)
Was there any new info in the article? Okay, I hadn't heard of the mid-March launch before, but like you said, it's 23rd, and I'm not playing the game yet, so it's pretty safe to say it was bullshit.
Re:all this talk of a mid march release........ (Score:1)
Re:all this talk of a mid march release........ (Score:3, Funny)
The best things in life are... (Score:1, Funny)
Why put so much effort into faces? (Score:2, Funny)
Why put so much effort into faces when what really matters to male gamers are breasts and butts? Imagine how enticing it would be...
Using the same morph targets sculpted for body animation, the system automatically alters the rear and bosom geometry to create, for example, a bigger breast or rounder butt.
I'd buy that ga
On that note how about realistic thermal impact? (Score:2)
Re:Why put so much effort into faces? (Score:1)
Who owns the rights to the infamous Larry Liesure series? The greatest RPG version of porn ever made...
Nothing like classic 256-bit color pr0n...
Re:Why put so much effort into faces? (Score:3, Insightful)
Re:Why put so much effort into faces? (Score:3, Interesting)
Sex and gaming (Score:3, Interesting)
The MaxitMag [maxitmag.co.uk] site, the one doing the HL2 article, really drives that discussion home.
Re:Sex and gaming (Score:2)
I had to go all the way up to the "Tools" menu to select "Block Images from this Site". But I suppose they were more worried about some 13-year-old clicking the "Save Image As" button...
OT - Re:Sex and gaming (Score:2)
Try bookmarking the following (for Moz based browsers)e it a name like, "Give my right mouse button back you bastard!" ... ummm.... or something. Everytime you hit a page that captures the right click, run the bookmarklet and everything will be fine.
javascript:void(document.oncontextmenu=null)
Giv
Randomised facial features... (Score:5, Interesting)
I can't wait until all FPS's have randomised appearances for the enemies so that they all look slightly different. They are going to be so much better when rather than a flood of identical enemies, they all have an individual look (maybe even slightly different AI and therefore 'personality').
A side effect might be that it felt a little more like they were real and you could start feeling a little guilty for killing them.
Re:Randomised facial features... (Score:2)
Re:Randomised facial features... (Score:1)
$40 million, drop in the bucket (Score:4, Interesting)
Re:$40 million, drop in the bucket (Score:1)
Now they are going to say all sorts of BS FUD to get people to buy it and recover money now.
it has to be like 40x better than a $1 million game just to be on even footing.
Failed economics? (Score:5, Interesting)
Big difference. After all "better game" is a highly subjective term. Better sales isn't. If everyone thinks HL2 is the best game in history but they don't buy it, look at all Looking Glass games, then valve is in the shitter. If on the other hand everyone considers it a mediocre game, think movie tie-ins, but everyone buys it then they are pleased as punch.
Re:Failed economics? (Score:5, Insightful)
Re:Failed economics? (Score:1)
I'm actually amazed it's only 8 million, since HL alone (not including Counterstrike, add-ons, expansions, and other retail items) accounts for over 7 million of that.
Still, it looks like they're assuming that they'll make nearly the same sales they did on the first game, which may or may not be a safe assumption. After all, if they sell 1 million, which would be considered a very su
Comment removed (Score:4, Funny)
Re:Failed economics? (Score:1, Offtopic)
How and Where it could fail. (Score:5, Insightful)
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.
It's my fault... (Score:1)
I thought it added variety, and it was perfectly built in to the story-- after all, those aliens materializing in front of you had to be popping in from *somewhere*... it seemed a little odd that you hadn't been teleported somewhere bef
Re:It's my fault... (Score:1)
naturally there
We went from solving plausible problems with logical puzzles - to jumping really high and riding a repeating pattern of flying manta rays without plummeting in
Re:How and Where it could fail. (Score:2)
From what I've heard from a developper whose company tried to license the source engine, they pretty much had the same treatment than regular players: hype, promises and delay, delay, delay.
Granted, they were a really small company, so maybe they didnt look interresting, but it would have been the same cash in the end, right?
Right now, they have licensed an other engine and cant say a word about i
Re:How and Where it could fail. (Score:4, Informative)
Given the media released to date, Troika seems quite far into the development cycle -- which is rather siginficant given that Troika started work on the game with the Source engine in December of 2001. So, if there was delays and stalling, it wouldn't be because they didn't have something to give this other company you heard about (unless that company asked for the Source engine far more than 2 years before it was launched) -- it would because they didn't want to give that company.
"Granted, they were a really small company, so maybe they didnt look interresting, but it would have been the same cash in the end, right?"
I think that is rather significant. If I were Valve, I would want all the initial licencees to have reasonably high quality products -- or better still, high quality products that are high profile. A smaller development house might be able to muster enough for the engine, but can it deliver a product that Valve can trust to showcase the engine?
On another note, are you sure that this really small company could actually meet the price tag Valve wished? The Unreal Warefare engine runs at $750,000 US with an additional $100,000 US for each additional platform, or $350,000 US with an additional $50,000 US for each additional platform plus 3% royalties. Quake II's engine reportedly costed between $400,000 US plus 10% royalties, to a hefty $1,000,000 US. Even the aging Quake engine, which is now operating under the GPL, has a $10,000 US price tag if you wish to not operate under the GPL. All these fees are non-recoupable.
Given the development cost of the Source engine, I wouldn't at all be surprised if it cost more than the Unreal Warfare engine.
Re:How and Where it could fail. (Score:2)
-it was recently that they droped the idea of the source engine because they were fed up by the delay. So there was no mention that the price was the matter but more that they delayed their development because of promises that were not fullfilled. I don't think he would be bitter if it was a question of money, not toward valve anyway. Also i remember that he was very eager to work with this engine.
And since they are going to licence a big engine, there is no
and... a headache (Score:2)
No matter what it is, everything's worse with a headache.
Re:Failed economics? (Score:2, Insightful)
That teaches you one thing, never, ever believe that anything is so perfect that you can't screw it all up after all.
Re:Failed economics? (Score:2)
Re:Failed economics? (Score:2)
Why is this a complaint in a game based around nanotechnology? If your weapons have little nano-manufacturing plants inside them, a flamethrower and a rocket launcher could use the same basic matter packs.
Re:Failed economics? (Score:2)
That said, I enjoyed the game more than I thought I would. I disliked how they munged up stealth play, especially toward the end. However the story was good if not as great as the original (say 8/10 if deus ex 1 was 10/10), quests and plots were sufficiently non-linear to entertain me, even if they were inconsistent from time to ti
Re:Failed economics? (Score:2)
Gaming has always been full of clones following the pack (I've seen a lot of people say, "games these days..." but they've always been that way - we just forget about the clones after a couple years).
It only takes a slightly greater effort (and some risk that it'll be rejected) to make a game *very slightly* better than the rest, and it'll sell far better.
Re:Failed economics? (Score:1)
Steam cuts out the middle man
$40 on steam X 1 Million sales
Re:$40 million, drop in the bucket (Score:2)
obviously no, even if you had the cash. now to make the game pay to the them they need to sell considerably more than they would need to sell if they had spent 5 million(which would have been enough if they hadn't been stalling the product and obviously wasting money).
at this point it has been 'redone' so many times the final product isn't really getting all of the 40 million anyways. you might argue that it does matter that they have been able to focus on it
Re:$40 million, drop in the bucket (Score:2)
ResearchandDevlopment and devlopment, eh? For Your FYI, you don't need to add devlopment after R&D.
Re:$40 million, drop in the bucket (Score:1)
FYI == For Your Information.
You don't need to add "For Your" in front of FYI.
Re:$40 million, drop in the bucket (Score:2)
You don't need to add "For Your" in front of FYI.
You don't need to explain the sarcasm in front of FYI...
I believe I speak for everyone when I say: (Score:1, Funny)
$40 Million is a bargain (Score:1, Funny)
$40m? (Score:1)
Re:$40m? (Score:4, Insightful)
Re:$40m? (Score:2)
You don't need to sell nearly 4,000,000 copies to recoup $40,000,000 US if you have decent royalties, along with engine licencees.
makes me wonder (Score:4, Funny)
Re:makes me wonder (Score:2)
They haven't actually spent anything on development yet. They're just waiting for the time to be right.
Another 3d app to learn. (Score:1)
Most of the modeling concepts will be the same I imagine, but 3 different UIs to remember...ick.
Re:Another 3d app to learn. (Score:2)
(Note: Personally, I love the Blender UI, (as do most people who are willing to spend the time to learn it properly). That doesn't make it any less intimidating to the first time user...)
Licensing the engine (Score:4, Insightful)
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.
Funniest thing about including SoftImage... (Score:3, Insightful)
What?! (Score:2)
...oh.
Softimage Bundle is crazy (Score:2)
If we wait long enough HL2 might come with the next version of windows along with drivers that are guaranteed to work.