How Valve made Half-Life 2 and set a new standard for future games

How Valve made Half-Life 2 and set a new standard for future games

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From physics to greyboxing, Half-Life 2 broke a great deal of brand-new ground.

This post belongs to our 20th anniversary of Half-Life 2 series.


Credit: Aurich Lawson

It’s Half-Life 2 week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release of Half-Life 2— a video game of historic value for the creative medium and innovation of video game. Every day up through the 16th, we’ll be running a brand-new post recalling at the video game and its effect.

There has actually been some dispute about which item was the very first contemporary “triple-A” computer game, however ask the majority of people and one response makes sure to a minimum of be a competitor: Valve’s Half-Life 2

For Western PC video games, Half-Life 2 set a requirement that held strong in designers’ aspirations and in gamers’ expectations for well over a years. Regardless of that, there’s just a lot brand-new ground it really broke in regards to how video games are made and created– it’s simply that most video games didn’t have the exact same dedication to scope, scale, and polish all at the exact same time.

To begin a week of posts recalling at the prominent classic, we’re going to discuss the method it was made, and simply as notably, the idea that entered into its style– both of which were extremely prominent.

A story of cabals and Electronics Boutique

Advancement, style, and production practices in the video games market have constantly diverse commonly by studio. Due to the fact that of the success of Half-Life 2a few of the techniques that Valve took were copied in other places in the market after they were shared in article and conference talks at occasions like the Game Developer’s Conference (GDC).

The cabals of Valve

Valve is well-known for affecting lots of things in video gaming, however it was most prominent in its reasonably flat and democratic group structure, which played out even throughout Half-Life 2‘s advancement in the early 2000s. While lots of studios are separated into clear departments huge and little for various disciplines (such as art, level style, fight style, narrative style, AI programs, and so on), numerous parts of Valve’s Half-Life 2 group included a half-dozen multi-disciplinary little groups the business internally called “cabals.”

Each significant chapter in Half-Life 2 had its own special four-to-five-person cabal comprised of level designers and developers. These groups developed their levels mostly separately while often revealing their work to other cabals for feedback and cross-pollination of excellent concepts. They all worked within restrictions embeded in a pre-production stage that set out components like the primary story beats, a few of the weapons, and so on.

Each significant chapter, like this battle-in-the-streets one towards completion of the video game, was developed by a mostly independent cabal.


Credit: Valve

In addition, likewise sized style cabals dealt with elements of the video game’s style that crossed numerous levels– frequently made with agents from the chapter cabals– for things like weapons.

There was even a”Cabal Cabal”comprised of agents from each of the 6 chapter groups to review the work originating from all the groups.

Callous playtesting

Numerous video game designers– particularly back in the ’80s or ’90s– worked mostly in seclusion, identifying independently what they believed would be enjoyable and after that delivering an ended up item to an audience to learn if it truly was.

By contrast, Valve put a good deal of focus on playtesting. To be clear: Valve did not create playtesting. It did make that an essential part of the style procedure in a method that is even rather typical today.

The Half-Life 2 group would send out agents to public locations where prospective fans may hang out, like Electronics Boutique shops, and would approach them and state something along the lines of, “Would you like to play Half-Life 2” (Most stated yes!)

A picture from a real early 2000s playtest of an in-development Half-Life 2thanks to a discussion slide from a Valve GDC talk.


Credit: Valve

The volunteer playtesters were given a space established like a genuine gamer’s living-room and informed to sit at the computer system desk and just play the video game. Behind them, the level’s cabal would sit and enjoy a feed of the gameplay on a TELEVISION. The designers weren’t enabled to speak to the testers; they merely kept in mind.

Through this procedure, they discovered which styles and concepts worked and which ones just puzzled the gamers. They then made iterative modifications, playtested the level once again, and duplicated that procedure till they mored than happy with the result.

Today’s designers often take a more advanced method to sourcing gamers for their playtests, ensuring they’re putting their video games in front of a broader variety of individuals to make the video games more available beyond a devoted lover core. Nevertheless, playtesting throughout the market today is at the level it is since of Valve’s improvement of the procedure.

The alpha wave

For a video game as enthusiastic as Half-Life 2 was, it’s unexpected simply how polished it was when it struck the marketplace. That iterative state of mind was a huge part of it, however it extended beyond those customer playtests.

Valve ensured to designate a considerable quantity of time for model and improvement on an alpha develop, which in this case implied a variation of the video game that might be played from starting to end. When talking to other designers about the procedure, agents of Valve stated that if you’re dealing with a video game for simply a year, you must attempt to get to the alpha point by the end of 8 months so you have 4 for improvement.

Obviously, this made a huge effect on Half-Life 2‘s total quality. It likewise assisted address natural disadvantages of the cabal structure, like the reality that chapters established by mostly independent groups used an irregular experience in regards to the problem curve.

With procedures like this, Valve designed numerous things that would be basic in triple-A video game advancement for years to come– though not all of them were done by Valve.

The technique to in-game cutscenes resounds today. Various cabals concentrated on developing the levels versus planning cutscenes in which characters would walk the space and engage with one another, all while the gamer might easily check out the environment.

Nova Prospekt was among the very first levels finished throughout Half-Life 2‘s advancement.


Credit: Valve

The group that concentrated on story efficiencies dealt with level designers to shut out the strolling courses for characters, and the level designers needed to utilize that as a restriction, constructing the levels around them. That suggested that modifications to level designs could not produce scenarios where brand-new character animations would need to be made. That technique is still utilized by lots of studios today.

As is what is now called greyboxing, the practice of developing levels without high-effort art work so that artists can be found in and quite the levels up after the design is settled, instead of needing to continuously go back and forth with designers as those designers “discover the enjoyable.” Valve didn’t develop this, however it was a huge part of the procedure, and its in-development levels were filled with the color orange, not simply gray.

Discovering the DNA of Half-Life 2 in 20 years of video games

When Half-Life 2 strike the marketplace through the freshly released Steam digital circulation platform (more on that later on today), it was extensively applauded. Critics and gamers at the time liked it, calling it an essential title and one that specified the PC video gaming experience. Numerous of the important things that came out of its advancement procedure that gamers keep in mind most from Half-Life 2 ended up being staples over the previous 20 years.

The video game set a brand-new requirement for character animations in completely interactive cutscenes, specifically with facial animations. Today, even more sophisticated movement capture is a typical practice in triple-A video games– to the point that video games that do not do it (like Bethesda Game Studios titles) are commonly slammed by gamers just for not taking that path, even if movement capture does not always make useful sense for those video games’ scope and style.

And Half-Life 2‘s Gravity Gun, which drastically developed on previous video games’ physics mechanics, remains in numerous methods a idea that designers are still having fun with and broadening on today. Ultrahand, the flagship gamer capability in 2023’s The Legend of Zelda: Tears of the Kingdommight be viewed as a considerable development from the Gravity Gun. In addition to using gamers the capability to select and put things worldwide, it provides the power to connect them to one another to develop innovative devices.

There’s likewise Half-Life 2‘s method to utilizing ecological lines and art hints to assist the gamer’s attention through realistic-looking environments. The video game was admired for that at the time, and it was a technique utilized by numerous popular video games in the years to come. Today, lots of studios have actually carried on to a lot more specific gamer hints like the yellow climbing up keeps in numerous current triple-A titles. As you’ll see in an approaching post today composed by somebody who played Half-Life 2 for the really very first time in 2024, Half-Life 2‘s technique might have set the phase, however modern-day gamers may anticipate something a little various.

Environments like this were thoroughly created to direct the gamer’s eye in subtle methods. Today, numerous triple-A video games take a less subtle technique due to the fact that playtesting with more comprehensive audiences reveals it’s in some cases required.


Credit: Valve

Something about the environment style that Half-Life 2 was applauded for hasn’t been changed nowadays, though: a dedication to subtle ecological storytelling. World-building and vibes are possibly Half-Life 2‘s biggest accomplishments. From BioShock to Dishonored to Cyberpunk 2077this may be the world where Half-Life 2‘s impact is still felt the most today.

A tradition kept in mind

Recalling 20 years later on, Half-Life 2 isn’t always kept in mind for extreme brand-new gameplay ideas. Rather, it’s understood for impressive execution– and designers all over are still using lessons discovered by that advancement group to attempt to chase its high requirement of quality.

Even at the time, critics kept in mind that it wasn’t precisely that there was anything in Half-Life 2 that gamers had actually never ever seen before. Rather, it was the combined force of quality, scope, discussion, and improvement that made an effect.

Naturally, Valve and Half-Life 2 are likewise understood for several remarkable cultural minutes, a few of the market’s most notorious debates, and playing a huge part in presenting digital circulation. We’ll check out a few of those things as we count down to the “Red Letter Day” this Saturday.

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software application advancement, video gaming, AI, home entertainment, and blended truth. He has actually been blogging about video gaming and innovation for almost 20 years at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He formerly ran a marketing and PR firm in the video gaming market, led editorial for the television network CBS, and dealt with social networks marketing technique for Samsung Mobile at the imaginative company SPCSHP. He likewise is an independent software application and video game designer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied multimedias and software application advancement.

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