The website, Computer and Video Games, recently conducted an interview with Valve's Doug Lombardi and Marc Laidlaw about the steps that went into the creation of Half-Life 2. The article offers a great deal of insight into some of the decisions made that shaped the story, the characters, and even the atmospheric details.
Ever wonder what it takes to turn even the smallest of details into a "virtual reality?" Oh, I am so witty! All joking aside, here's what Marc Laidlow had to say about the creation of the crying couple near the beginning of the game.
Ever wonder what it takes to turn even the smallest of details into a "virtual reality?" Oh, I am so witty! All joking aside, here's what Marc Laidlow had to say about the creation of the crying couple near the beginning of the game.
Laidlaw: The germ of that idea came from a couple who appear both in Nintendo's Zelda: Ocarina Of Time and Zelda: Majora's Mask - oblivious to their surroundings and totally absorbed in each other. I wanted to do a darker, City 17 version. It was easy to summarise the idea, but difficult to convince people it was worth the production costs. While all I had to do was write a few lines of dialogue, someone else had to pose and animate them, set them up in the level, make sure they were invulnerable to playtesters... All that added up to quite a lot of work for quite a few people and is indicative of how much thought goes into even the smallest scenes in the game.There are plenty more interesting bits where that came from. I was quite impressed at the amount of thought that went into creating any number of the game's facets.
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