- Mar 12, 2014
- Reaction score
squirrel_alert said:I've seen a lot of comments that everyone who worked on the previous Half-Life games have long since left Valve, and since I'm a loser with no life I thought I'd go through the People section on their site to see if that's true. Here were my findings:
Of people currently working at Valve, 33 worked on HL2 or its episodes (this includes the project lead of HL2 and Ep2), 10 worked on HL1 and HL2, and 3 people didn't work on either but are from the HL mod community. These span the entire gamedev spectrum from programming to art to animation to sound to level design to Gabe Newell. So 46 people in total left are seasoned at half-lifing.
Now, that number is a *minimum*, as nowhere near the entire company is listed on their site, and I had trouble tracking down some notable HL people like Adam Foster (who was doing VR stuff at Valve as of 2018, and would almost certainly be on the project if he still works there).
Doing some very rough back of the napkin math, you're looking at anywhere from a third to half the people working on HL:A having experience making HL games. That seems shockingly good for such an old franchise, especially one dormant for 12 years.
Valve's talk at Digipen somewhat cleared up those concerns for me. I forget the guy's name, but he mentioned that there are different ways to play the game that includes more in-depth simulations in VR for those who are comfortable tasking themselves with it, and also simpler functions for everyone else.I'm also not sure how to feel about it. If it's a VR game, it's almost certainly not a traditional FPS - dynamic games with lots of first-person movement simply don't work for many people in VR due to nausea. So the game's very likely to be very different from HL in gameplay terms. I'm also not sure how big of a market they expect to have - VR is niche product, and there's currently no chance of a PC VR title selling millions of copies.
Time to oil and grease this old account back into submission, isn't it?
Valve's talk at Digipen somewhat cleared up those concerns for me. I forget the guy's name, but he mentioned that there are different ways to play the game that includes more in-depth simulations in VR for those who are comfortable tasking themselves with it, and also simpler functions for everyone else.
What a time to be alive.