Valve l'entreprise à partir de ce moment est très vocale, et avec Half-Life: Alyx maintenant disponible, il ne devrait pas être surprenant que la société prenne des interviews à gauche et à droite. Cela dit, le concepteur de niveau de Valve, Dario Casali, dans une interview avec IGN aborde Demi vie étant une adresse IP qui fait avancer la «technologie» et pourquoi la société a arrêté les versions épisodiques.
Si vous souhaitez un résumé de l'interview suivante entre Casali et IGN, vous pouvez lire une courte liste rédigée par l'utilisateur Twitter Nibel:
Expliquez pourquoi ils n'ont jamais fait l'épisode 3
– 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
- Nibel (@Nibellion) 23 mars 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.”
IGN souligne plus tard Gabe Newell, co-fondateur de Valve, et le cite en disant que Demi vie 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.
Si vous souhaitez lire l'interview complète, vous pouvez lancer IGN (lien archives).