इस पल के रूप में कंपनी वाल्व बहुत मुखर है, और साथ आधा जीवन: एलैक्स अब उपलब्ध है, यह एक आश्चर्य के रूप में नहीं आना चाहिए कि कंपनी बाएं और दाएं साक्षात्कार ले रही है। उस के साथ, वाल्व के स्तर के डिजाइनर, Dario Casali, IGN के साथ एक साक्षात्कार में छूता है हाफ लाइफ एक आईपी होने के नाते जो "टेक-फॉरवर्ड" को आगे बढ़ाता है और क्यों कंपनी ने एपिसोडिक रिलीज को रोक दिया है।
यदि आप Casali और IGN के बीच निम्नलिखित साक्षात्कार का सारांश चाहते हैं, तो आप एक छोटी सूची पढ़ सकते हैं जिसे ट्विटर उपयोगकर्ता Nibel ने लिखा है:
वाल्व क्यों उन्होंने एपिसोड 3 कभी नहीं बनाया
– episodic model didn’t work well for them because they became too ambitious
– they wanted to avoid working on an engine (Source 2) and a game at the same time again
– HL games are meant to push tech forwardhttps://t.co/yK9NYaL4bY pic.twitter.com/mToXI2JSdQ
- निबेल (@ निबेलियन) मार्च 23, 2020
Firstly, website IGN asked Casali why did Valve turn to episodic releases (like Half-Life 2: Episode 1 and Half-Life 2: Episode 2) and why did the company stop. Here’s the dev’s response:
“After working on Half-Life 2 for six years we decided we didn’t want to go dark for so long. That’s why we started doing the episodes where we thought, ‘well, we have the stable technology now. We understand the characters, we understand the story, we have most of the mechanics. Let’s just bite off little chunks and then release more often. We think players are going to prefer that from waiting six years and going through however many delays we went through.’”
Later in the interview, Casali notes that the team at Valve kept trying to implement more and more into each episode, and then episodes started to turn into “sequels.” From here, the company wanted to stop doing these time-consuming “sequels” (and given that Valve can’t count to three) the idea was later abandoned:
“We found ourselves creeping ever forward towards, ‘Well, let’s just keeping putting more and more, and more, and more stuff in this game because we want to make it as good as we can, and then we realized these episodes are turning more into sequels.
I think at that point we realized, ‘Okay, maybe this episodes thing, it was a good concept, but we’re not executing terribly well as far as getting things out quickly enough.”
आईजीएन ने बाद में वाल्व के सह-संस्थापक गैबी न्यूवेल को उजागर किया और यह कहते हुए उनका हवाला दिया हाफ लाइफ games are supposed to “solve interesting problems,” and how Valve isn’t here to “crank Half-Life titles out because it helps make the quarterly numbers.”
Agreeing with Newell’s sentiment is Casali. He notes that Valve won’t release a game if it doesn’t playtest well — even if it will make mad money at launch:
“Our judge and jury is always the playtesting. It never comes from us. It always comes from somebody outside. And they always tell us how we’re doing. And no matter what it is that we’re doing, we get validated by that playtesting process, and we stick to that religiously.”
Lastly, Casali says that Valve did not want to make the same mistake it made in the past by making a new episode (or game) while working on the Source 2 engine since that combination “created a lot of pain the first time” the team tried to do that.
यदि आप पूरा साक्षात्कार पढ़ना चाहते हैं, तो आप IGN को मार सकते हैं (संग्रह लिंक).