Valve Fully Expects Someone Will Mod VR Out of Half-Life: Alyx

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  • Valve Fully Expects Someone Will Mod VR Out of Half-Life: Alyx

    The question is: What will be lost in translation?
    Half-Life: Alyx

    Half-Life: Alyx was just released and with it has come a heap of praise from those with VR headsets along with a heap of complaints from those who are against the mere idea of virtual reality. If you are expecting Valve to release a official version of the game that strips out the VR aspect, you are most certainly barking up the wrong tree. Half-Life: Alyx was built around VR, not the other way around. To release a version of the game without VR would be akin to ordering a hamburger without the meat. You lose the very core idea, the pull of why it the game succeeds because of VR.

    But, Valve also knows its community. They know that people can and will make a mod for Half-Life: Alyx that attempts to strip out the VR component and make it playable on flat monitors. In speaking with Polygon, Valve's Robin Walker says that he "knows it's going to happen." Polygon asked Walker if he or anyone at Valve are worried about the idea that the game will have VR modded out.

    "The answer to this diverges significantly depending on which members of the team you talk to, so this answer is definitely just from me,” Walker explained. “There are a set of people on the team that are concerned about that. Personally, I’m not concerned about it at all.

    "It will clearly demonstrate to people why we did this in VR. It will be a very crisp way of seeing all the stuff we got for the move into VR. If people play [a modded version on a standard display] and say this is is just as good, that will teach me a lot. I will realize I’m wrong, and we didn’t get as much as we thought, and I love to know whenever I’m wrong."
    As Polygon has pointed out, even the opening areas of the game are tailored to VR. Instead of merely hitting a button on a keyboard to reload your weapon, you are physically reaching behind you and grabbing a fresh magazine from your virtual backpack. You then shove the magazine into the gun and chamber the first round by actually grabbing the slide and racking it. When you blind fire around a corner, you are literally blind firing around a corner. You get a renewed sense of appreciation for the absolutely massive and sometimes frightening scale of Striders as they walk by you, especially as one of their legs comes thundering down mere feet away from your face. When you are picking up a box to use as a shield against headcrabs, you are actually holding that out in front of you. You are taught fairly early in the game how to use the Russells, aka: Gravity Gloves, to pull things towards you and catch them with your hands in three-dimensional virtual space. Even puzzles are presented in 3D space in Half-Life: Alyx.

    The list can easily go on and on, but it's honestly getting very late here. The idea is that yeah, some of these things can be presented with a non-VR analog, but the experience would not even come close to being comparable. Of course, some people don't care about that. There will be a mod made that finds non-VR solutions for many of these core functions within Alyx. It would be incredibly, incredibly surprising if the two experiences were at all close to being the same.

    "Yes, it’s going to happen. I’m fine with it, for the sake of the other members of the team I don’t want to say I encourage you to do it, but it’s going to happen,” Walker said. “I think people will then hopefully have an even greater understanding of why we decided to build the product in VR than they do now."
    I'm working on playing through Half-Life: Alyx and hope to have a review for it in the upcoming days. I did not receive my review code until the day of release, so I'm essentially right there alongside everyone else playing right now. However, my remarks on here and Twitter should paint a clear picture that I am already finding this to be the best VR game I've ever played and possibly my favorite game released in 2020 thus far.

    • cikame
      #1
      cikame commented
      Editing a comment
      "for the sake of the other members of the team I don’t want to say I encourage you to do it...", but they're ok with me being unable to play it?
      Some day i might have what i need to play VR, but at the moment that's probably more than 10 years from now, and depends on a lot of factors, so i'm just going to watch someone else play through it on Youtube, which the devs are probably ok with right?
      The reason for a mod like this wouldn't be so that people could enjoy it, the story would be intact of course but the gameplay would suffer to the point of tedium, enemy encounters are slower paced to suit VR and simplified or self completing puzzles would likely strip most of the content of the game, the reason for making this mod would be as an experiment.
      Not that you can't make interesting 3D interactions without VR, but that's a lot of work.

    • Shawn Zipay
      #2
      Shawn Zipay commented
      Editing a comment
      cikame Valve does not care about sales figures for the game. It's not that they don't care about people without VR being unable to play it, it's just that they care more about releasing the game and the experience they wanted to make. They care more about the reception to the experience. Gabe Newell says as much in his recent IGN interview:



      It's part of a progression, right? Half-Life games are supposed to solve interesting problems. And Alyx represents a collection of interesting problems and solutions that we can use. You know, maybe we're stupid, but we don't just crank Half-Life titles out because it helps us make the quarterly numbers. We deliberately avoid imposing that constraint on how we approach stuff. We can be right and we can be wrong, we make mistakes. We did Steam Machines, we did Artifact which was a giant disappointment, we screw things up. So, for us, this is actually a really powerful moment for us cause this, Alyx, is as good as we get and we want to know, we want to find out like, are we on the right track? We want people to come back and say 'Oh my god, the magic still is there, these guys at Valve can take this kind of experience and build something that opens our eyes as designers, that thrills us as players, that reviewers look at and say, No, this is legit'. And if it's not, then that's also going to be super powerful and super useful for us. I think we've nailed it. But we've been on this thing for a long time, it is time for it to go out into the real world. It's like, you know, you're sending your kid off to college. Let's see what happens. For us, it is incredibly important and part of our development. How everybody reacts to Alyx is going to tell us what the next generation of changes and improvements we're going to make. Unfortunately, failures are more educational than successes. I'm going for a little not education this time around.

      How it does is incredibly important. I mean, the VR market obviously is constrained. So we're not like, expecting... It's constrained in terms of the number of devices that are out there in the world. So for us, it's much more about 'What are the fans saying? What did the reviewers say? What do other developers tell us about their reactions to it?' There's going to be a consensus that emerges and that matters a huge amount to us because this is how we figure out 'Are we on the right track? Are we moving in the in the direction that we need to?' So it matters incredibly. It's going to affect every conversation we have internally. For the next 18 months, it will be a reference to what worked and what didn't work on the release of Alyx.
      They know full well it isn't going to sell anywhere close to their other HL games. That's not why the game was made.

      So yeah, go ahead and watch a let's play of it. It obviously won't be the same as playing it in VR, but you will still get the story. I would say that watching a YouTube video of a playthrough would actually be better than waiting to play a mod that ends up being some absolute bastardized version of the VR gameplay experience.

      And for whatever it's worth, this was the biggest launch of a VR game ever. The concurrent player count surpassed the previous record holder of Boneworks by a factor of over four times (42K vs 8.7K), which is absolutely massive for a VR game. Even moreso when you take into account that Alyx is a full priced game ($60) and Boneworks is half of that at $30. Hell, Alyx almost hit half of the concurrent peak for the more traditional (read "non-VR") game DOOM Eternal, which was 105K concurrent players during the launch day peak.

    • cikame
      #3
      cikame commented
      Editing a comment
      I mainly take issue with the sentiment that developers would be a bit miffed with someone modifying their game when most people can't play it :P.
      I believe games are art not just products, so the fact that this game isn't aiming to be available, despite marketing and using the name of a franchise that millions of fans have been craving to see return for 13 years, is totally fine.

    • Shawn Zipay
      #4
      Shawn Zipay commented
      Editing a comment
      Oh yeah, totally. I'm glad they did what they wanted to and not just churned out a sequel they weren't happy with. I think there are few studios out there that would be totally fine with something like this. But it's Valve. They even promised to release the updated Source 2 Hammer tools near-ish to the launch of Alyx. So those are coming soon too.

      Plus, Valve built up most of their portfolio from games that began as mods. CS, TFC, Day of Defeat, DOTA, Alien Swarm (was UT2K4 mod), Dota Underlords (Auto Chess)
      It'd be suuuuuuuper hypocritical of them to go "NO, CAN'T MOD THIS!" after all of that. lol
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