One thing I have found extremely interesting was how Valve hit the jackpot with many early hires.<p>It was literally people that often didn't even have a CS or let alone gaming background and yet so many of them proved to be relentlessly resourceful, creative and hard working.<p>The guy who wrote most of the HL code wasn't even a developer and at the time was studying to become a lawyer or accountant iirc.<p>I can't but think that timing, founders but also straight up luck played an absolutely crucial factor.
I was heavily involved with the australian team fortress (quake 1 version) community in the late 90s and 'bro' (Robin Walker) and John Cook were gods to us, regularly involved in the RMIT/Melbourne Lan scene and online even when back then mostly it was 28.8/33.6k modems with a few LPBS on East coast uni isdns.<p>The struggle for them to move on from qwtf to 'tf2' was probably for the best as a lot of the lessons they learned in the wilderness there helped when they were taken on by value and worked on HL2.<p>Also find it somewhat amusing was that TF2 was originally going to be a much more 'realistic' modern miltary shooter before the scope creep killed it.
So, this begs a rather obvious question. What makes that team different? Is it the talent, the leadership, the focus on product?<p>As a long time JavaScript developer I honestly believe, and I really mean this, that maybe 4% of the people employed primarily doing JavaScript work actually know what they are doing. Just 4%.<p>It seems at the beginning many of the early Valve team had a lot of passion but almost no real experience in that kind of code or product. They got a massive springboard with the Quake code and then figured out the rest. They didn't stagnate on the Quake code, but wildly modified it to fit their needs. Most JavaScript people are not capable of this. They just stagnate at their favorite framework and then just spin around code style and process.<p>What differentiates that early Valve team from all these various JavaScript teams? It clearly isn't education or professional maturity.
Sad reminder of the crunch, even when the result turns out to be a success. Hours like that pushed me out of modding and into boring old business software.
See also Dario Casali's Half Life 25yr anniversary playthrough: <a href="https://www.youtube.com/playlist?list=PLk5gaNp4x_AVIJviyHueHizonrIhAAtdj" rel="nofollow noreferrer">https://www.youtube.com/playlist?list=PLk5gaNp4x_AVIJviyHueH...</a>
Watched it yesterday, game development is so wild. Especially this one, basically everybody were just amateur and passionate with little to no background in programming or even gaming.<p>Also demystify how it's done, almost none of the HL goodness where there at the beginning: the intro, gman, xen, crabs, music, etc. And were just made up along the way.
Loved the documentary. I played the hell out of that game back in the day. There’s a renaissance of Half-Life Deathmatch too (short-lived, no doubt) if anyone wants a hit of nostalgia. Valve even released a couple of the concept art character models, some gameplay tweaks, and some new maps. New content for a 25 year old game.<p>Also FYI, Half-Life and HL2 are currently both very playable in VR. Half-Life even runs natively on the Quest 2.
Excellent documentary. I suggest looking into the first part of Black Mesa [1] as well after the anniversary documentary, which is the remake of the original Half Life in source engine. The modders pick talk a lot about the stuff that the original developers talked about, and what challenges they faced in re-creating it.<p>[1] <a href="https://www.youtube.com/watch?v=G_TcAxAKCAI" rel="nofollow noreferrer">https://www.youtube.com/watch?v=G_TcAxAKCAI</a>
I hope we'll get a screen adaptation of HL/HL:OpFor/HL2, at least as good as HBO's "The Last Of Us" (I loved it, and haven't even played that game).
Recently tried to re-play HL2. Found it was highly motion sickness inducing, possibly due to unnaturally fast change in perspective when turning. Had to give up very soon. Newer games tend to fare better in that respect.