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Joined 1 year ago
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Cake day: June 11th, 2023

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  • I don’t agree that they don’t care about story and only do it for marketing.

    I never said that, but sure, you’re free to disagree with the thing I never said.

    halflife’s episodes are all about an attempt at continuing that story.

    And, as I said earlier, they got bored, found it to not be a satisfying thing to do and stopped and never did it again. Episode 2 was 17 years ago. There will never be an episode 3 or half-life 3.

    I think that the Cave and Glados bits of portal are a large part of what made those games

    That part sold those games but funnily enough they aren’t even half of the game. Most of Portal 2’s content is on the multiplayer coop puzzles. They have more levels and a play through runs for more hours than the single player portion.

    I think the only way to know would to be an insider

    We have them, I’m not making shit up. There are dozens of interviews, documentaries, in-game commentary and books written by Valve staff themselves saying exactly what I have been summarizing in these comments. This idea isn’t mine, I’m just repeating what people at Valve have publicly said about game development.


  • And the first Defense of the Ancients was originally a mod for a completely different game. The common theme is polishing gameplay. Team fortress existed and was popular, but between the release of TF classic, with the announcement of TF2, and the actual release there were almost 9 years and a complete rewrite between two radically different versions of the game. At one point people compared it with Duke nukem, claiming it was vaporware and would never release. Truth is, it was in development hell for a long while. They didn’t like what the game was at that time. TF classic and TF2 only common thread is class based team death match. Everything else is different. The producers have said that TF2 was resurrected to perfect the netcode, lighting, facial animation rigging, particle system and shading tech for the source engine in anticipation of the visual and gameplay improvements they wanted for HL2ep1 and 2. All three games were produced by the same guy and Gabe noticed what he experimented with on TF2 was worth developing into a finished game. Specially because they dropped all the ideas they didn’t like and stripped down the gameplay.

    The other side of the coin being that Valve had learned the importance of visual packaging and marketing with Ricochet. With pure gameplay, although wildly acclaimed for being super fun, it didn’t reach the mass appeal and cultural impact of half-life. It had great repayable value, but no eye candy or lore to hook people long term. So, when TF2 was a success with its character based marketing narrative, it became the test bed for a myriad of things we now take for granted. Matchmaking, micro transactions, cosmetics stores, etc. (All things that were made to develop the Steam store social features, which was produced by the other guy who made the TF mod originally) Valve only goes hard on things they think are innovative or interesting tech, or at least plain fun to do. If the internal sponsor of an idea get bored or loses support from colleagues, the project just halts.


  • Story is a major parte of the marketing. It’s not like they don’t care about story, just it isn’t the seed they start from.

    If you read Raising up the bar, or watch the documentaries they are upfront about it. Half-life was in its inception a loose collection of levels and set pieces of experimentation to push the limits of the game engine they were working with. They didn’t start with a story then made a game to tell it. They had a game then hired writers to help them string together the levels in a way that told a coherent story. Half-life 2 was also made to construct a new physics system for the source engine. TF2 was the result of experimentation with team based death match gameplay. Left4death was created when they were experimenting with game director and mass numbers of enemies and discovered it was fun to mow down huge numbers of enemies. Alyx is the result of developing gameplay for VR. Portal started literally with the portals system. Dota2 was a polish of MOBAs gameplay. Etc.

    They work on world building and story writing only once they find a gameplay breakthrough that is fun. When they tried to make the story first (half-life 2 episode 2), they found it boring to develop so they stopped. Hence why there’s no episode 3. Portal 2 was not made to tell cave Johnson story, it was to make fun puzzles with liquid physics.


  • It’s Valve, their whole MO is finding what would be fun next. They don’t expend money on something for any reason other than, is it fun, is it fun to work on. If either answer is no, then it won’t even see the outside world. There’s rumors they have worked on several games up to relatively advanced levels of development (at least a playable gameplay loop) then dropped them altogether because something didn’t work out, and they never talk about it with anyone unless it is finally decided it will be a launched product. That’s why this closed testing is such a big deal, they’re letting people play it, which means they already played it internally for thousands of hours.

    Another interesting pattern is that they don’t make games to tell stories. This has always been a misconception since Half-life has such massive following over the story, and hurt over unfinished plots. But if you check closely, those games where never about the story. Usually Valve makes something with a fun mechanic to play, then they work on writing a creative and cool story/dialogue around that gameplay. Never the other way around. 99% of their games are about gameplay, if you stripped all flavor text, voice dialogue and art from Portal it would still be a solid and extremely fun puzzle game.





  • I do. I track my reading on Storygraph because it motivates me and helps me keep up the habit when I hit a slump or end up with some uninspiring piece. I don’t have to fumble for a new book to read because all recommendations and interests are neatly registered and organized. My progress is tracked and I can celebrate my success. I also have a huge library of digital books, over 2 thousand. By tracking I can keep a log of what I have and haven’t read. Sometimes, after a long while, you forget the names of specific books in series, or where you were last off in a particular author’s collection, etc. It helps with it all. But I don’t connect or share that with anyone. Nor do I feel the need to push it on anyone. Friends and acquaintances are not that into reading as I am and they see no use for a social network about books, and I don’t want nosy strangers rummaging though my reading history.


  • Its not one to one, but providing digital services is not exactly cheap. Data centers and servers take a lot of costs, both the electricity and salary for a team of ops engineers to keep it running smoothly. The building, conditioning, maintenance, insurance, storage, equipment. To ensure low lag and high download speeds you need several data centers with data caches in different regions of the world. If anything it is actually more risky. If a store closes the stock was already paid for by the the owner to the publisher. Zero risk for the publisher. If Steam goes down, it brings windows of opportunity for sales with it and not a dime is secured. They pay for the uptime and quality of service, not just processing a payment once and a download link with a shitty 72 h expiry time. People expect access to their digital goods 24/7 virtually forever. Steam provides it all with a myriad more of business and client facing services that a physical store would simply be incapable of providing.


  • If they were Ubisoft, Sony, Nintendo or any other shitty company they could block access to the Steam account or ban it outright, cutting me off a library with hundreds of games. Hopefully, Valve is not like that yet. So, yes. I trust they wouldn’t do anything fucky when they notice that I’m connecting my Steam account to a device, theoretically, blocked in my region. But there’s some really intrusive shit you could do to prevent access or force it to be a piracy only machine.

    I mention it because I remember some friends tried to grey import a PS5 and the device soft locked them when the IP didn’t match the region they chose. And Nintendo has done way worse, up to outright destroying accounts.


  • The Deck is not sold in most parts of the world. This includes certain parts of Asia, Latin america, Australia, some European countries, and most of Africa. Essentially, if you’re not from the US, Canada, China or western Europe, buying a Deck directly from Valve is impossible. Import and distribution is also an impossibility. Region locking it still one of Valve’s biggest hurdles.

    So, to acquire one I have to pay an overhead to a reseller willing to sell it to me, foot the import bill, the local tariff, pay the courier, and at the end of all the device will be under no guarantee, support or protection. I have to pay more for a device that Valve could decide to block, the only reason I’d still do it is because I trust they won’t. But they could if they wanted to.