{"id":1374,"date":"2006-06-09T00:46:28","date_gmt":"2006-06-09T07:46:28","guid":{"rendered":""},"modified":"2006-06-09T01:02:18","modified_gmt":"2006-06-09T08:02:18","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/1374\/","title":{"rendered":"Gabe Newell talks about Mmorpgs"},"content":{"rendered":"<p>Not really talking about mmorpgs, but rather pertinent with what I&#8217;m writing these days. <a href=\"http:\/\/www.eurogamer.net\/article.php?article_id=65391\">From an interesting interview<\/a> about the design of Ep1 (<a href=\"http:\/\/www.eurogamer.net\/article.php?article_id=65345\">part one here<\/a>):<\/p>\n<blockquote><p><i><b>Gabe Newell<\/b>: What we try to do is get people through as much entertainment as possible. This is an argument I have with Warren Spector; he builds a game that you can play through six different times. So that means that people pay for the game, but don&#8217;t get to play five sixths of the game, which I feel is a mistake. You spend all of this time to build stuff that most players will never ever ever see, and I feel we try to maximise&#8230; I mean, I understand the exploration impulse and we try to make people happy doing that because it&#8217;s an important part. Exposition, exploration, combat and so on are things that we need to make sure are present, but <u>if only one per cent of your customers see this cool thing that takes five per cent of your development budget<\/u>, <u>that&#8217;s not a good use of resources<\/u>.<\/i><\/p><\/blockquote>\n<p>This other part also fits quite well with the discussion about accessibility barriers and &#8220;noise&#8221;:<\/p>\n<blockquote><p><i><b>Gabe Newell<\/b>: It&#8217;s one of the critical things that playtesting shows. If there&#8217;s a capability and 80 per cent of people aren&#8217;t figuring it out then that&#8217;s probably a defect in the design. Not to be heavy handed, but the most ridiculous example is to have a hole with a Zombine hand sticking through with a grenade. You&#8217;d catch on pretty quick! &#8220;You know, I&#8217;ll do something to that thing!&#8221; I mean, you&#8217;d never do that, but that&#8217;s a kind of approach you use to get people to understand that there&#8217;s now a new choice available to them at that point in the game.<\/p>\n<p><b>Erik Johnson<\/b>: That&#8217;s why playing catch with Dog with the gravity gun was so important to the whole game.<\/p>\n<p><b>Robin Walker<\/b>: If you look back at Half-Life 2, many of our training things were doing multiple stuff where you might be learning a new gameplay element, but at the same time you&#8217;re learning about a character that you&#8217;re interacting with who might be telling you something about the world, and the relationship between you and the character you&#8217;re dealing with. For example, the cop who tells you to pick up the can, which we want you to press use, but at the same time you&#8217;re learning about the relationship between the Metro Cops and the players, and the way they use civilians. But at the same time you&#8217;re building this animosity between you and this character that eventually you&#8217;ll be able to deal with when you get a weapon, and so on. Our training is all there throughout the game, but it&#8217;s fairly well disguised with you doing multiple things at the same time.<\/i><\/p><\/blockquote>\n","protected":false},"excerpt":{"rendered":"<p>Not really talking about mmorpgs, but rather pertinent with what I&#8217;m writing these days. From an interesting interview about the design of Ep1 (part one here): Gabe Newell: What we try to do is get people through as much entertainment as possible. This is an argument I have with Warren Spector; he builds a game [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-1374","post","type-post","status-publish","format-standard","hentry"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1374","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=1374"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1374\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=1374"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=1374"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=1374"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}