Author Topic: It's been 10 years since HL2;ep3 was announced  (Read 6239 times)

i guess you could say tony's brain is
barrely functional

You don't earn the gravity gun until about halfway through the game, at which point the object placements change. Half-Life 2 also has a tiny throw distance, so getting explosive barrels placed correctly is hard when you've got 10+ goons firing automatic rifles at you. The base throw distance is low to emphasise the effect of the gravity gun.

The whole concept of those barrels being there is to keep reinforcing to the player "Yes, these are a good thing when used correctly", making the player aware of how they function and where they're best used. Notice how they're never used the same way? When you get the Gravity Gun, the game stops placing the barrels for you and you're expected to do it yourself; it creates a change in logic that builds player confidence and endorphin levels when they figure it out. Later in the game you then stop throwing barrels and start throwing other items for similar effects. It's a very specifically crafted logic tree.

Congratulations, you've played games most of your life and you know everything there is. Put a big pat on your back and forget off. Valve isn't making games only for the most experienced gamers; they're building experiences everyone can enjoy, and they have a very specific experience tree they want to build. Bioshock isn't exactly designed for new players; the whole premise of the game is to deconstruct FPS games.

Stop thinking of HL2 as a story and start thinking of it as a sandbox. You have a bunch of toys to make a bunch of set-pieces. What do you want the player to learn? What's the best way to teach them that?

Running around picking up whatever you could find to lay traps is good level design.
that's not level design, that's gameplay design, the guy could have whacked the thing to death but that's not a design of the level

Bioshock isn't made up of set-pieces. It has open-ended levels attached by cinnematic sequences, but it tries to reduce the amount of cutscenes as that works towards the game's message (no matter what you do in these games, you're always forced on the same path). Hell, I'm not sure if you realise this, but HL2 was one of the main inspirations for Bioshock which came out about 3 years later. Of course it was going to be "better" when they had source material to learn from.

Duke Nukem Forever if released on it's original release date would have been as heavily praised as Hl2. Both games are incredibly similar in terms of level design.

You know that Duke Nukem game everyone hates for linear levels and boring vehicle missions.

The hovercraft levels and car levels of half life 2 were just as boring.

Maybe because Duke loving Nukem WAS highly inventive for the loving time it was announced, which is why people wanted it loving badly. The reason the level design stinks is because it was never updated for modern contexts; the new developers just kept layering on whatever was popular at the time they were working on it.

The difference is that Valve stuck to their guns and got the game out, while DNF was constantly pushed back so they could incorporate some new tech or because the developer at the time went belly up.

i like how the non-game dev is trying to pretend he has smarts. (lord tony)

Barrels are there because they give you a way to kill enemies while conserving ammo, you're going to run low/out of ammo if you spend all of it firing at every single thing in the game.

also it feels cooler to kill things in a way involving the environment such as explosive barrels, because it feels more tactical than "unload bullets into X enemy for 5 seconds"

i found half life 1 super boring, felt like a chore to get through

i found half life 1 super boring, felt like a chore to get through
HL1 didn't age as well as the other half life games, and depending on who you ask the other ones didnt age well either. the level design is definitely showing its age, but i feel like Black Mesa does it justice. maybe we'll even get Xen someday.

Barrels are there because they give you a way to kill enemies while conserving ammo, you're going to run low/out of ammo if you spend all of it firing at every single thing in the game.

also it feels cooler to kill things in a way involving the environment such as explosive barrels, because it feels more tactical than "unload bullets into X enemy for 5 seconds"

There is not much ammo to conserve considering how much ammo they throw at you with pickups and then again there is a stuff ton of unlimited ammo crates that seem to have every loving type of ammo imaginable.

Ammo is an issue in HL1 where you need to actually be careful enough to conserve it.

In HL2 ammo is incredibly common. Even your car has a loving unlimited ammo cache on it. I have never run out of ammo for any gun.

No One Lives Forever came out in 2000 and it's still more innovative than HL2. I'm surprised NOLF is not as popular.

i'd rather have portal 3 at this point

Portal 3 would be more innovative than Half Life 3.

Much more potential.