Why Was Half-Life 2 A BIG DEAL?
https://www.youtube.com/watch?v=Q66pMz603yg
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00:00:01.210half life 2 can't really be considered a
00:00:04.310stepping stone more so a big boulder
00:00:07.430that cannot be missed in terms of the
00:00:10.219history of gaming it's both evolutionary
00:00:12.919and revolutionary is a gamers game and
00:00:16.369it's hard to overstate the impact it had
00:00:19.189on video games as a whole what do I mean
00:00:22.369when I say that well let's explore it hi
00:00:24.890folks its Falcon and today on game ranks
00:00:26.660we asked the question what made
00:00:28.339half-life 2 a big deal back at e3 2003
00:00:32.210valve was showing off animations of the
00:00:35.300g-man as he appeared in half-life 2 he
00:00:38.510was contrasted with his character model
00:00:40.340from half-life 1 and it's not even
00:00:43.520vaguely comparable in fact the pseudo
00:00:46.730human being that is the g-man demo from
00:00:49.2502003 and indeed the facial animation
00:00:51.829from half-life 2 honestly kind of holds
00:00:55.489up now I have certainly seen games with
00:00:58.280less good facial animation in the last
00:01:01.010couple years but it kind of wowed
00:01:03.530everyone considering yeah there was
00:01:06.470decent facial animation there was decent
00:01:09.439looking characters but this was like
00:01:11.689seeing just something completely
00:01:13.880different this was next-generation
00:01:16.250gaming and in truth really nobody else
00:01:18.860caught up for a while there was stuff
00:01:21.259that looked stylish and interesting but
00:01:23.540just that on its own merit
00:01:25.790stands out massively well we all saw
00:01:28.400this we knew we were in for something
00:01:30.530big I think most people saw half-life 2
00:01:33.710and thought well this is gonna be
00:01:35.960something and it was honestly a lot of
00:01:38.810people probably will disagree but I
00:01:40.610think this game pretty much holds up now
00:01:43.369if you chalk up these simplistic stuff
00:01:45.979that probably wouldn't be done today as
00:01:48.619stylistic choices which might I add
00:01:51.380there are more than a few games nowadays
00:01:53.119that actually do chart that same
00:01:55.490territory looking very similar to what
00:01:57.920half-life 2 look like on purpose for
00:02:00.799stylistic reasons it's a game that I
00:02:03.439think looks fine I can play it and go
00:02:06.860wow this is nice looking and it's old as
00:02:09.890hell at this point the trees the bits of
00:02:12.890nature juxtapose
00:02:14.510with the ruin of man after a disastrous
00:02:17.269alien invasion that was very clearly
00:02:20.450lost you know by us just gives us such a
00:02:23.840clear view of exactly the stakes and how
00:02:27.260we fit in with this world it was also
00:02:29.569because of graphical advancements we had
00:02:32.090various interesting gameplay
00:02:33.909advancements such as the various physics
00:02:36.829based gameplay aspects of half-life 2
00:02:39.680between the gravity gun being able to
00:02:42.650pick up saw blades and chop apart
00:02:45.409humans that have been commandeered by
00:02:47.480facehuggers to the various puzzles that
00:02:50.180were asked to complete as we attempt to
00:02:52.549make it further in to this oppressive
00:02:54.790Eastern European City rendered lovingly
00:02:57.980with gameplay considerations baked
00:03:00.379directly into the environment we'll talk
00:03:02.870more about that in a few minutes it's a
00:03:05.060game that doesn't have to do a lot of
00:03:06.950storytelling to give you a story I think
00:03:09.889a lot of us walked away from it with a
00:03:12.049lot of thoughts I certainly did and they
00:03:14.659didn't Jam so much dialogue into my face
00:03:17.269although the dialogue that was given to
00:03:19.849me through different characters talking
00:03:21.949to me while I walk around or in some
00:03:24.290cases in kind of quote unquote cutscene
00:03:26.870light situations Diet cutscenes so to
00:03:29.930speak what's interesting is you can talk
00:03:31.819to somebody who has played half-life and
00:03:34.250have them say there wasn't a story I've
00:03:37.069had more than a couple of conversations
00:03:38.720with people who just feel like the
00:03:41.389environmental storytelling was so subtle
00:03:43.940that it wasn't really storytelling but
00:03:46.220I'd say that that is if anything proof
00:03:49.250that this is such a good environmental
00:03:51.829storytelling case that it doesn't feel
00:03:54.199like you're being told a story it feels
00:03:56.599like you're in a place living and I know
00:03:59.690that some people are going to dispute
00:04:01.400that I'm not claiming that I have the
00:04:03.500definitive opinion on this game
00:04:05.150whatsoever but to me the lore in this
00:04:08.060game is done so well that it's both a
00:04:11.180blessing in that it's such an amazing
00:04:13.159experience and a curse in that everyone
00:04:16.099thought that just leaving sparse clues
00:04:18.380was the key there's good sparse
00:04:21.470storytelling and there's also bad sparse
00:04:24.050story
00:04:24.889telling and I think half-life does it
00:04:26.960better it doesn't try to make it
00:04:29.090completely clear exactly what happens in
00:04:31.909every second of every inch of the entire
00:04:34.969history of the games world
00:04:37.279that's what sparse storytelling is it's
00:04:39.740sparse and I'm not gonna tell you that
00:04:42.379there's one correct way to do that but I
00:04:45.259am going to tell you that half-life 2 is
00:04:47.960one of the correct ways to do it because
00:04:50.689it just feels so lived in and real or at
00:04:53.870least as lived in and real as a
00:04:56.090post-apocalyptic scenario in which
00:04:58.219aliens have taken over the earth and
00:05:00.710you've been asleep for a long time
00:05:02.990cryogenically speaking can feel and part
00:05:06.169of the reason all of this was possible
00:05:08.120was because of a very non-standard
00:05:09.849development process valve in developed
00:05:12.379called the Cabal process where a lot of
00:05:15.020video games are made by breaking all of
00:05:17.330the employees off into large sound teams
00:05:21.319design teams level design teams art
00:05:24.499teams etc the Cabal process breaks the
00:05:27.469full team down into smaller cabal's that
00:05:29.960fulfill multiple purposes there's
00:05:32.150several programmers several artists
00:05:34.279several designers etc it's actually a
00:05:36.949fairly genius way of creating a much
00:05:39.979more cooperative environment in that
00:05:42.219designers don't make things that are
00:05:44.659impossible to build artists are talking
00:05:47.479to the people who actually have to make
00:05:49.610the things they come up with into real
00:05:51.740objects and everyone shares a sense of
00:05:54.830camaraderie that really isn't possible
00:05:56.839when you view artists as a different
00:06:00.050class of people or level designers as a
00:06:02.539different class of people people you
00:06:04.729don't talk to people you don't see
00:06:06.289during the day instead members of every
00:06:09.169aspect of the production work together
00:06:11.229merging experience and taking full
00:06:14.149responsibility for the aspects of the
00:06:16.729game that they are working on a
00:06:19.120playtesting cabal helps settle arguments
00:06:21.710with the various other cabal's who may
00:06:24.080have conflicting visions ultimately
00:06:26.180finding ways for people to talk to each
00:06:29.360other and work through the issues of a
00:06:31.370creative production process there's
00:06:33.589aspects of the cabal process that keep
00:06:36.169the various creative workers
00:06:38.200from becoming alienated with each other
00:06:40.240as well as giving them more power over
00:06:42.310the final product all of these little
00:06:45.130teams have the same amount of power and
00:06:48.010responsibility and their influence is
00:06:50.980not more or less than anyone elses now
00:06:54.610I'm sure it was imperfect in application
00:06:57.100but it's a process that yielded agam
00:06:59.620that did so much when I said earlier the
00:07:02.890gameplay considerations were baked into
00:07:05.020the environment what I meant was
00:07:07.000something you really just can't do
00:07:09.640without good communication between your
00:07:11.920design and development aspects of your
00:07:14.200team or teams when you play a level in
00:07:16.930half-life 2 you are playing a
00:07:18.760masterfully designed well paced not only
00:07:22.210work of art but a master class in the
00:07:25.060environment speaking to the player and
00:07:27.970while that's certainly important from a
00:07:29.740narrative perspective and I am saying
00:07:31.990that that is part of it think about the
00:07:34.030Cabal system and what happens when a
00:07:36.310level designer speaks with all of the
00:07:38.770other types of workers on the project
00:07:41.770they consider the perspectives of say
00:07:44.200how we get players to go in this
00:07:47.020direction if these members of teams were
00:07:49.450communicating and responsible in the way
00:07:51.550they were if it wasn't up to them the
00:07:54.100decisions made that direct the game
00:07:56.440maybe there would just be arrows
00:07:58.540pointing at everything saying go here
00:08:01.180maybe that's what the programmer thinks
00:08:03.250would be good and ultimately maybe
00:08:05.110that's their prerogative to include it
00:08:07.780but what if the art director thinks
00:08:09.610maybe we can tell people to move in this
00:08:11.830direction with lighting now I'm not
00:08:14.080saying a more traditional environment
00:08:15.850doesn't allow people to talk to each
00:08:17.950other and people aren't going to design
00:08:20.710levels that way in a more traditional
00:08:22.300environment but the Cabal system
00:08:24.400specifically encourages these people to
00:08:27.340communicate with each other and these
00:08:29.230sort of cross category musings like
00:08:32.170where an artist might be thinking about
00:08:34.030how art can affect the design these
00:08:36.640thoughts and conversations tend to
00:08:37.960happen more often and have a more
00:08:39.760tangible effect on the game itself a
00:08:41.770good example of how this distributed
00:08:43.540power within the structure is a benefit
00:08:46.390as members of the half-life 2
00:08:48.310development team got playtesting
00:08:50.280playtesters would
00:08:51.760and say why not give the crowbar in the
00:08:54.550laboratory so you can break a bunch of
00:08:56.710stuff but they thought having the moment
00:08:58.450where Barney drops the crowbar to you
00:09:01.090was the appropriate time and if any one
00:09:04.240person was able to make that call
00:09:06.760there's a good chance that would have
00:09:08.440gone the other way but they kept it the
00:09:10.810way it is in the game because there is a
00:09:12.940build up and a payoff for the crowbar
00:09:15.580and enough people felt strongly about
00:09:17.500that that even though playtesters had
00:09:20.020input ultimately even though they said
00:09:22.540I'd love to beat up the lab the way they
00:09:25.150felt was it's so awesome when you get
00:09:27.490the crowbar play testers are very
00:09:29.350valuable but if everyone's opinion is as
00:09:32.110valuable creative decisions can be made
00:09:34.930that affect the game in positive ways
00:09:37.300that maybe aren't totally explicitly
00:09:40.270weighted exactly on super open-ended
00:09:43.510gameplay which is pretty much what
00:09:45.400anybody is going to ask for an example
00:09:48.160of the kind of decision the kind of
00:09:50.170detail the kind of attention that is
00:09:52.300just much more encouraged in this way
00:09:54.010and I'm not saying it can't happen in
00:09:55.930the more traditional game play
00:09:57.520production process but it's encouraged
00:09:59.770in this one is something like you know
00:10:01.750the hunter it's got two blue glowing
00:10:04.120eyes if you shine a flashlight at it
00:10:06.430the pupils contract and expand based on
00:10:09.550the light these types of little
00:10:11.110decisions are the product of more people
00:10:14.170having more input who knows whose idea
00:10:16.750that was
00:10:17.320but somebody thought of it and felt like
00:10:19.930it was a thing they could express and
00:10:21.850everyone felt like it was a cool thing
00:10:23.500to include and nobody was there to say
00:10:26.020no don't take the time on that that's
00:10:28.300what the sort of distributed
00:10:30.300responsibility model allowed and it gave
00:10:33.160us a hell of a game half-life 2
00:10:35.170continues to be a great game to this day
00:10:37.360one that I still go back to every once
00:10:39.340in a while you know when you just get
00:10:41.470that hankering for some physics-based
00:10:43.480rich environmental storytelling in a
00:10:47.530single-player game from valve truly a
00:10:50.830product of a different era one that I
00:10:53.020think that not only have we learned a
00:10:54.940lot from as a culture of consumers and
00:10:57.940artists but there's still more to learn
00:11:00.040from it all so it'd be nice if there was
00:11:01.900a third one valve in the
00:11:03.860comments let's talk about the best level
00:11:06.050/ area in half-life 2 let's talk about
00:11:09.470the best characters the best enemies the
00:11:11.990best devices and weapons and if you
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00:11:25.880bell as always we thank you very much
00:11:27.410for watching this video I'm Falcon you
00:11:29.300can follow me on twitter at falcon the
00:11:30.680hero and we'll see you next time right
00:11:32.149here on game ranks