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Valve something something

 
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CubaLibre
the road lawyer


Joined: 02 Mar 2007
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PostPosted: Thu Apr 08, 2010 3:02 am        Reply with quote

Whatever you think of their game design, accusing Valve of creative stagnation is breathtakingly myopic. I can't even begin to wrap my head around it.
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CubaLibre
the road lawyer


Joined: 02 Mar 2007
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PostPosted: Fri Apr 09, 2010 1:05 am        Reply with quote

I don't feel like talking about HL2 per se but saying that Team Fortress 2, Portal, Half-Life, Half-Life 2 and Left 4 Dead are somehow the same is idiotic. Which is what this argument was originally about. There are tons of people who hate Half-Life 2 but really like Half-Life 1; that's because they're different. Hence Valve is not creatively stagnant. I mean L4D and TF2 are such categorically different experiences in every way, including mechanically, I don't see any way you can accuse Valve of repetition whether or not you agree with where their experiments have taken them.
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CubaLibre
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PostPosted: Fri Apr 09, 2010 2:22 am        Reply with quote

You have a weird definition of civility.

It's one thing to call Left 4 Dead "shallow" (with no attendant reasoning), it's another to say it's uncreative - which it isn't; there isn't another game like it.

Saying Portal is "not theirs" is wrong, because it is. Have you played Narbacular Drop? Saying its humor is "not theirs" is even weirder. I mean it was written by one of its employees. I'm as wary of anyone of personalizing corporations but if you define "things Valve has done" as "things people employed by Valve have done for Valve", which I think is a pretty reasonable (even inescapable!) definition, you're left with Portal as an original effort.

Saying TF2 is like TF for Quake is like saying Virtua Fighter 4 is like Battle Arena Toshinden.
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CubaLibre
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PostPosted: Fri Apr 09, 2010 6:37 am        Reply with quote

L wrote:
Dark Age Iron Savior wrote:
time for the following to post a list of ten great FPS (each):

Grotto King
The Puppy Years
Bugstompers
Barista 2

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CubaLibre
the road lawyer


Joined: 02 Mar 2007
Location: Balmer

PostPosted: Fri Apr 09, 2010 7:48 pm        Reply with quote

Dark Age Iron Savior wrote:
could you offer an evaluation of the game from the benefit-of-the-doubt-perspective that it is not so much a zombie co-op game as a versus game with drastically different teams and a co-op campaign which allows for learning tactics to be used in versus?


To call the co-op campaign training for versus really exposes the fact that you haven't played it - the two modes feel completely different and there are definitely a ton of people who only exclusively play one or the other. Some people will tell you that versus is the real consummation of the game's mechanics (it was originally developed as a versus game and only later was the initial focus placed on the co-op), others will tell you it's an amusing sideshow next to the game's strides in co-op FPS mechanics (which haven't been matched or even really appreciated).
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CubaLibre
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PostPosted: Fri Apr 09, 2010 11:00 pm        Reply with quote

I would add that this interacts with a relatively stable level design that leverages the strengths and weaknesses of different combinations of enemy spawns and player resources to create familiar-yet-new situations. Once you've played the levels enough, every significant room might have "a plan," but each time the choice of which plan is workable is dependent upon what your group has and what kind of zombies are lurking about.

Plus, L4D2 significantly improves upon all of these aspects, including adding more special infected that can disturb your group in new ways, exponentially increasing the amount of tactical situations you'll have to manage (since specials almost never spawn alone on the harder difficulties). The levels also tend to have more alternate routes, increasing the amount of time you'll need to spend on decisionmaking. There are also more environmental hazards and the level designers were much more conscious of "sit in a corner and shoot everything" tactic, with each of the levels constructed to minimize its effectiveness by limiting blind corners, increasing paths to the player while decreasing lines of sight along which to shoot, establishing moving objectives that require the players to stay in motion, etc.
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CubaLibre
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PostPosted: Sat Apr 10, 2010 3:41 am        Reply with quote

Haha, I wouldn't call us military, even at the time (and most certainly not any more). More like a jazz band - play enough together and your improvisations take each other into better consideration.

I guess I see what you mean about the infected HUD, but there's an incredible and special joy to playing the infected team and executing a particularly delicious plan. The fact that virtuosos can pull off shit like this belies any notion that the mechanics are shallow or simplistic.
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CubaLibre
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PostPosted: Mon Apr 19, 2010 7:15 pm        Reply with quote

Didn't play Psi-Ops, but I thought the physics puzzles were awesome in HL2. They're maligned now as boring or obvious or silly but I thought they were great. There's a simple kinetic joy in manipulating objects and watching them interact. I still remember that one where you have to use the floating barrels in the underwater cage to lift the hovercraft ramp to the surface fondly.
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CubaLibre
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PostPosted: Mon Apr 19, 2010 8:20 pm        Reply with quote

We did. That's like, all the same strider behavior from the released game.
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CubaLibre
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PostPosted: Mon Apr 19, 2010 8:25 pm        Reply with quote

Dracko wrote:
I meant the physics.

Again, basically the same. I guess things are slightly heavier in the release version, maybe.
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CubaLibre
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PostPosted: Tue Apr 20, 2010 6:12 am        Reply with quote

But in MW2 the shooting is good autokrator. In HL2 the shooting is bad.
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CubaLibre
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PostPosted: Tue Apr 20, 2010 4:50 pm        Reply with quote

More important is that there's only solution because only one is available, not because it's scripted. If you hacked some other thing as heavy as a washing machine into that level, you could throw it on the elevator and it would work just as well. The puzzles really do use physics to operate, and even (as toups points out) include red herrings and partial solutions that are supposed to guide you to the correct solution.
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CubaLibre
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PostPosted: Tue Apr 20, 2010 4:51 pm        Reply with quote

Jam wrote:
From the washing machine example as I recall the elevator reaches a point where putting more items on it does nothing. Like it reaches some kind of preset and just wiggles there no matter what you find to put on it.

Well, maybe I'm wrong.
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CubaLibre
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PostPosted: Tue Apr 20, 2010 5:11 pm        Reply with quote

The Combine can't teleport locally, that's like the whole psuedo-tech basis of the plot of the game. It's the advantage that the Resistance has and is developing for use against the Combine.

Wow I can't believe I just made a canon post.
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CubaLibre
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PostPosted: Wed Apr 21, 2010 12:38 am        Reply with quote

boojiboy7 wrote:
Mr. Toups wrote:
they were a little garish but they were mostly grounded in the story of the game (ie, they seem to be intentionally designed checkpoints in a shackled-together underground railroad that could quickly be broken down at notice)...


How is that ramp effective as a checkpoint? Would the Combine just not be able to figure out how to do it? Or would they just, you know, get in their helicopter and fly past it?

Fire support has limited visibility and mobility. Why didn't American helicopters and tanks find their way into Vietcong tunnels? HL2's Resistance is running an asymmetrical guerrilla campaign against a much larger and technologically superior force. In these cases light, mobile infantry is vital to root out the guerrillas but means exposing these vulnerable troops to the kind of damage that the guerrillas can actually do. The underground railroad that the player follows is specifically designed for the ultralight hovercraft that only the Resistance seems to have. Try driving an APC over it and you'd have a problem. Infantry might be able to get over it with a good running jump but then they'd be cut off from support. A helicopter could easily fly over it but there's no guarantee it could follow the route, marked out at ground level and dipping into and out of tunnels and debris, much less examine and search the route itself which is peppered with checkpoints and supply caches.

I mean, of course every element of a fictional world falls apart under close scrutiny (how'd they get this superheavy washing machine up there in the first place? do they have to put it back up there very time they want to use the ramp?), but the idea is that each one produces another bit of plausibility to fuel the atmosphere of the game. The fact that it didn't work on you I think is a testament to your myopia rather than the game's implausibility.
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CubaLibre
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PostPosted: Wed Apr 21, 2010 5:10 am        Reply with quote

DJ wrote:
That's all stuff that would have to be addressed in, say, a sci-fi shooter. The cartoony look adds that layer of abstraction back to it, so the answer to all those questions can safely be "Because it's a videogame".

Yeah, I mean, I think everyone participating in this conversation gets it. Every piece of fiction is a pact between author and viewer: the way I treat myself means I demand x amount of suspension of disbelief; I promise I won't ask for more than that. The question is whether HL2 is successful at its suspension under its own terms, which in this case are more demanding than Doom's. Booji thinks it doesn't, I think it does.
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CubaLibre
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PostPosted: Wed Apr 21, 2010 9:06 pm        Reply with quote

The keyword is verisimilitude, not realism. HL2's physics are self-consistent. They resemble the real world's not out of an inherent desire for "realism" (contrast ArmA or Rainbow Six) but simply as a shortcut to help visually indicate how things interact. But those shortcuts are imperfect and eventually you must discover how objects interact in Half-Life World. The gravity gun is a great tool to help you explore this. The key is that this process of discovery should be immersive instead of distracting. I found it immersive.
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CubaLibre
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PostPosted: Thu Apr 22, 2010 5:12 pm        Reply with quote

This thread makes me want to replay this game. Again.
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CubaLibre
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PostPosted: Fri Apr 23, 2010 3:44 am        Reply with quote

Broco wrote:
CubaLibre wrote:
This thread makes me want to replay this game. Again.


Yeah if you have time, it would be great to have a thread like Apol's nethack thread for Half-Life 2. Where you're at in the game, what you're thinking in the light of all the discussion about Valve, what's irritating or impressive -- and screenshots.

Heh. Won't have time for a while, but this intrigues me. Screenshots will probably be crap to middling quality owing to my PC, but maybe I'll do this.
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CubaLibre
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PostPosted: Fri Apr 23, 2010 2:53 pm        Reply with quote

Yeah, the thing is, I did really actually play WoW, from release right through Burning Crusade, and I hate it. Hate it.
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