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Half-Life

547 点作者 dmazin3 个月前

35 条评论

mikehar3 个月前
Nice writeup. FWIW, I never saw Michael Abrash wear a tie. :)<p>We were very into 3D cards back then. We had a lot of ties to that part of the world. I had been doing video drivers for OS&#x2F;2 and NT. I got to know Abrash from his writing on the VGA, 8514, and, of course, asm. At Valve, we hired a couple of great guys from 3dfx. I still have a 3dfx hat somewhere that I bust out on special occasions. The killer setup back then was hooking up two 3dfx cards (SLI). But I usually played on a standard card because I wanted&#x2F;needed to see it run like most people would experience it.<p>We had a deal with one of the companies, maybe 3dfx, but I forget who, to include the first three levels of HL with their card. Even though the game wasn&#x27;t anywhere near finished, we sent off a disk to the company with our first three finished levels so we could get paid. Somehow, it leaked. We were pissed at first, but then it took off. People loved it. It really gave us the confidence that we were on the right track. It was our <i>first</i> game. The validation was just what we needed.<p>Fun times.
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TrackerFF3 个月前
Tried it when it was release, then bought it myself in 1999, after I finally had managed to purchase a new PC - can&#x27;t remember if it was a Nvidia TNT2 or 3dfx Voodoo 3 card I bought with it. But it was the first time I could play the game without it being sluggish and looking like crap. We had bought a family PC 4 years earlier, which had cost a fortune - but by 1998&#x2F;1999 it was woefully outdated. Also, a thought: Imagine purchasing a PC today for $5k, and it being unusable for games in 3-4 years.<p>One thing I (in general) miss from those days, was how easy it was to get into modding. Whether that be to make your own maps, or more involved game mods. The modding community really was something, and kept the game somewhat fresh for years. I also vividly remember downloading all the new iterations of counter-strike, which really took off - until settling on 1.6<p>On a side not, it&#x27;s a bit tough to think that all this was 25 years ago now, but I still remember all this quite well - having only been a teenager back then, and in 25 years I&#x27;ll be this old man. Wonder if all the memories from LAN-parties etc. will be as fresh in 25 years, as they are now.
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gyomu3 个月前
<i>&gt; It was far from flawless, but it was really trying to push the boundaries of a young medium.</i><p>Great read, it made me realize how far we&#x27;ve come. Video games as an art are really in an interesting spot right now - big budget projects all end up being bland, buggy, cookie cutter rehashes of the same couple templates.<p>Companies that once represented the pinnacle of creativity and what could be achieved with high budgets - Blizzard, Bethesda, Ubisoft, etc - are now the laughing stock of gamers. Not that it matters when the bulk of gamers are still putting dozens of hours and plenty of microtransaction dollars into decade old games like Fortnite&#x2F;Minecraft&#x2F;GTA every week.<p>What&#x27;s the last big budget release that actually left a strong artistic impression? What&#x27;s the next big budget release that will actually move the needle of the medium meaningfully?<p>Thankfully, there are a bunch of indie developers that still release fresh experiences - but they too kind of end up falling into the same tropes (if you like 2D roguelike&#x2F;platformer&#x2F;puzzler there&#x27;s plenty of choice, otherwise...).<p>Not too unlike the state of the film industry. It&#x27;s hard to imagine what a solid shakeup of these behemoth, mature industries could look like.
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lokimedes3 个月前
I literally got the t-shirt (came with the game), and later became a particle physicist, working at CERN, we received a crowbar for the initial startup of the LHC.<p>This game defined my life.
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i_c_b3 个月前
I was knee-deep working as a technical game designer + engine programmer on Soldier of Fortune when Half-Life came out. I can&#x27;t put into words the impression that the opening that game left on me; I still remember very distinctly experiencing the tram ride, just being utterly entranced, and then being deeply irritated when an artist walked over to my cubicle, saw the game, and jokily asked what was going on, pulling me out of the experience. For me, it was one of those singular experiences you only have a very, very rarely in gaming.<p>It&#x27;s funny, though - I would say in retrospect that Half-Life had the typical vexed impact of a truly revolutionary game made by a truly revolutionary team. In terms of design, the Half-Life team was asking and exploring a hundred different interesting questions about first person gaming and design, very close to the transition from 2d to 3d. And their influence, a few years later, often reduced down to a small handful of big ideas for later games influenced by them. After Half-Life, because of the impact of their scripted sequences, FPS games shifted to much more linear level designs to support that kind of roller coaster experience (despite many of Half-Life&#x27;s levels actually harkening back to older, less linear FPS design). The role of Barneys and other AI character also really marked the shift to AI buddies being a focus in shooters. And the aesthetic experience of the aggressive AI from the marines as enemies also cast a long shadow, too, highlighting the idea of enemy AI being a priority in single player FPS games.<p>Certainly, those were the biggest features of Half-Life that impacted our design in Soldier of Fortune, which did go on to shift to much more linear levels, much more focus on scripted events, and would have resulted in much more emphasis on AI buddies too if I hadn&#x27;t really put my foot down as a game programmer (and in my defense, if you go back to FPS games from that era, poorly implemented AI buddies are often, by a wide margin, the most frustrating aspect of that era of games, along with forced poorly done stealth missions or poorly implemented drivable vehicles - the fact that Barneys were non-essential is why they worked well in the original Half-Life). You can see this shadow pretty clearly if you compare Half-Life to, afterwards, the single player aspects of Call of Duty and Halo. Both are series that, in their single player form, are a lot more focused and a lot less varied than Half-Life was, but they clearly emphasize those aspects of Half-Life I just mentioned. And in practice, those were the single player FPS games that were in practice actually copied for quite a while.
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kleiba3 个月前
<i>&gt; Newell and Harrington had long enjoyed playing games. Now, it seemed, there were huge piles of money to be earned from making them.</i><p>The gaming market today is completely different, very competetive, very saturated, ranging from huge stakes at the top end, to an enormous number of indie studios and individuals toward the other end that are trying to make ends meet.<p>Yet, I&#x27;ve been seriously thinking for a while to start-up a game studio. The hope being that it would be one of these crazy ideas that everybody recommends against (&quot;it can&#x27;t be done&quot;) until you actually do it and prove them wrong.<p>Ideally, I would like to start the studio as a loose group of like-minded people that have time for developing a game solely a hobby, and if that pans out, transition it into a business. Not AAA, of course, but with the definite goal of making the best game that such a setup could realisitically produce.<p>The thing is, with today&#x27;s tech, you can get started with very little capital if you begin doing this as a hobby.
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simonw3 个月前
I got my start in the tech industry thanks to Half-Life - or more specifically thanks to the Half-Life mod Team Fortress Classic.<p>I built an early fan news site for that game (effectively a blog before I knew they were called blogs) which got me a job with an early online gaming company ~1999 where I got paid to learn how web development works.
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gxd3 个月前
One of the saddest things in my gamer resume is that I was never able to get into Half-Life. I can absolutely see what everybody likes in the game - both technically and in terms of gameplay. But I was never into its uneven pace when compared to Doom, not even back in the day. I always felt that the game couldn&#x27;t decide whether it was a shooter or a puzzle-adventure, what the article refers to as &quot;friction&quot;.<p>The Orange Box console versions also suffered from a non-adjustable field of view that made me feel sick after a few minutes of playing.
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6stringmerc3 个月前
Great article on the single player aspect of the game and absolutely accurate about how exceptional it was - and still is - in the canon of modern gaming.<p>What really gave Half-Life its legs was the multiplayer component. It came in just as broadband internet was appearing in households across the United States and Canada. The ability to host servers and coordinate through ICQ and message boards created a one-of-a-kind community.<p>I know because I lived it.<p>The [R]age Board for the Elites. The CLQ. Adrenaline Gamer and Counter Strike.<p>Half-Life was incredible and still has an online presence of note - mostly in developing countries. Their hardware matches the lift to run at decent FPS and join games. Now and then I still hop on a server through Steam.<p>The di clan video - digital immortality - can do more to highlight “why” HLDM and its physics and weapons were such a game changer, even compared to Q3 and UT at the time. There is nothing like using the long jump and tau cannon to literally fly around maps. Other games have tried, but I’ve never gotten the same high as with HL.<p>Mostly I miss the community, as juvenile and crass as it was. Like the NFL, it was a young man’s game. Most of us were under 25 with rare exceptions. I’ll never forget when Neo Maximus Babson went missing.<p>This article bring back a lot of memories and than you for sharing… -p$ychos!s- out (LMS, CML, syn, di)
simonjgreen3 个月前
Wonderfully written article, but especially delighted to see extensive mention of DF2: Jedi Knight. This game absolutely dominated mine and friends free time for multiple years, both single player and multiplayer. Up there as one of my favourite of all time, certainly most played.<p>Lucasarts absolutely ruled on the story based games genre merges. See of course all the point and clicks such as Monkey Island and Day of the Tentacle, but also of course XWing and Tie Fighter.
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scrlk3 个月前
Why do we all have to wear these ridiculous ties?
sylens3 个月前
The observation that Doom was on more PCs than Windows was very astute. Doom was everywhere at the time - it was not uncommon to find the shareware on computers inside many typical office jobs
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Nition3 个月前
It&#x27;s incredible how fast games evolved in the 90s. As the article mentions, Half-Life released less than five years after Doom.<p>These days, people will still cite games up to 10 years old (e.g. The Witcher 3) as looking graphically top notch.
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adityaathalye3 个月前
Oh those screenshots. Faded memories resurrect... It was the year 2000, our college dorm room. Friend&#x27;s PC which was completely naked, fan pointed at it, in the summer heat of western-central India. Half-Life running at less than half the recommended FPS. Yet we played. And yet the chills ran down the spine.
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moomin3 个月前
I feel like the “no cutscenes” thing is overplayed. I’m not saying it wasn’t huge, but there was a lot more to HL’s storytelling than just the “animatronics on a fairground ride” stuff. They could have done that without the constantly evolving gameplay that kept pace with the story. Who can forget playing the soldiers against the aliens, working your way through a ridiculous set of traps, calling down a satellite strike against something otherwise unlikeable, and my personal favourite: the moment you get an RPG and then hear the sound of that damn helicopter.
Aeroi3 个月前
Half-Life and subsequently Counter-Strike changed my life. I was addicted, and it captured me in a way hard to explain for about 3-4 years. The gameplay, competitive drive, the simplistic sprites and world building. It touched all sensory inputs in a way that games prior hadn&#x27;t. It&#x27;s the only video game, or digital media for that matter, that makes me feel nostalgic.
victorstanciu3 个月前
Obligatory mention that if you want to enjoy Half-Life today (in spirit if not exactly the same game), Black Mesa is the best option for doing so: <a href="https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;362890&#x2F;Black_Mesa&#x2F;" rel="nofollow">https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;362890&#x2F;Black_Mesa&#x2F;</a>
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reubenmorais3 个月前
&gt; And then there are an awful lot of jumping puzzles, shoehorned into a game engine that has way more slop in it than is ideal for such things.<p>I was taken aback by this comment. The original Half Life engine has super tight and responsive movement, to the point where the average &quot;tryhard&quot; in a server would be executing all kinds of movement tricks that require frame-perfect inputs or very close to it. Watch some speedruns or HL:DS games and you can easily find examples of gameplay involving super precise movement. In CS there was a huge scene of movement based maps like surf_, bh_, and deathrun_.<p>Makes me think of something in the reviewers setup while playing Half-Life was introducing extra input latency and creating this feel of sloppiness.
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rowanseymour3 个月前
Just finished playing through HL1 and HL2 again.. as I do every 3-5 years. Maybe it&#x27;s all nostalgia at this point but I just love being in that universe. The familiar sounds of a crowbar on metal, a sliding door etc. I was never very good at the relentless keyboard gymnastics required for other FPSs so I fell in love with this game that had puzzles and varied pacing and felt like a movie.
ReptileMan3 个月前
One of the unfortunate fallouts of Half-life was Quake 3 arena, which could be viewed as it&#x27;s exact opposite. I am convinced that after half life people just couldn&#x27;t appreciate the opposite - just shooting, without any story. And it didn&#x27;t create the deserved following.<p>Instead we had almost 15 years of Spunkgargleweewee-s as defined by Zero Punctuation.
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markus_zhang3 个月前
Two major contributions that I think Half-Life did to the gaming industry:<p>1. Shew that FPS games can be more than pure shooters and still succeeded;<p>2. First time that an official, easy to use level editor (Worldcraft) was included in the CD of a major hit FPS. Doom and Quake definitely started the modding scene but arguably Half-Life made it more popular.
vasco3 个月前
&gt; how many computers were currently running Microsoft Windows in the United States. The number of 20 million that he got back was impressive. Yet he was shocked to learn that Windows wasn’t the most popular single piece of software to be found on American personal computers; that was rather a game called DOOM. Newell and Harrington had long enjoyed playing games. Now, it seemed, there were huge piles of money to be earned from making them.<p>Later on they also found out that introducing gambling to kids is indeed a much better business than just selling games. Going on for many years without anyone cracking down, and doing workarounds when governments try to make it illegal.
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Tycho3 个月前
I only ever played Half-Life on a friend’s PC, but it still made a big impression. Especially the start, how you arrive at this massive research facility and get to just walk around before things really kick-off. Part of the appeal also in the <i>Hitman</i> games, I think.<p>I remember playing <i>Deus Ex</i> on our iMac which was barely powerful enough to run it. Severe slow down during intense moments, and some major lighting problems. And yet, it remains probably my fondest gaming experience. Something about the way game worlds can capture your imagination when you’re young.
Christian_A3 个月前
This was the game that brought me into counter-strike and in my opinion still one of the best stories there is. Well done, especially when you think about how limited their possibilities were in the days back then.
baruchthescribe3 个月前
I was completely blown away when I realized that the opening cinematic was the actual game engine. First time I&#x27;d ever seen it and the scenes cleverly foreshadowed what was coming.
physhster3 个月前
I remember buying a Riva TNT to play Half-Life better. Those were fun times! Then there was Counter Strike, many hundreds of hours were spent playing that too.
mediumsmart3 个月前
this balancing act between scripted story and open gameplay with &quot;conscious&quot; AI defense is so hard to pull off. In the scripted entertainment league Half-Life rules I think. Crysis had the tech to do the real thing and failed - too much cinema and a bad story. But the realism, the mechanics of movement and physics - it was all there in god tier quality.
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scotty793 个月前
&gt; John Carmack famously said: “Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.”<p>I feel like these days many games, especially expensive ones, went with completely opposite take. That gameplay is something that&#x27;s supposed to be there but not important. With terrible results.
HelloUsername3 个月前
Dupes:<p><a href="https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=42478326">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=42478326</a><p><a href="https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=42472847">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=42472847</a>
divs12103 个月前
Half Life is my favorite game franchise of all time.<p>Played all the canon games and SO MANY mods.<p>Still obsessed with it.
lupusreal3 个月前
This reviewer&#x27;s criticism of Half Life&#x27;s pacing, difficulty and gameplay is <i>painfully</i> plebian.
hadriendavid3 个月前
I remember playing on the computers at university. Someone had modded the campus map, was so fun to play.
usrusr3 个月前
&gt; <i>Mark Laidlaw, the sometime science-fiction novelist who wrote the script, makes no bones about the limits to his ambitions for it. “You don’t have to write the whole story,” he says. “Because it’s a conspiracy plot, everybody knows more about it than you do. So you don’t have to answer those questions. Just keep raising questions.”</i><p>That&#x27;s an amazingly humble insight. It&#x27;s so simple, so true, and so totally not common knowledge.<p>I wonder if he secretly enjoys sharing it as a &quot;say what&#x27;s wrong about The Matrix sequels without mentioning The Matrix at all&quot;
EdwardDiego3 个月前
What was really revolutionary, IMO, about Half-Life was how moddable it was, and how Valve supported the modding community and often acquihired good modders.<p>Oh, and when they purchased the Counter-Strike IP, and started selling it shrinkwrapped, if you owned Half-Life, you just kept using the mod as you already were<p>In these modern times, I suspect that would be monetised somehow now. Upgrade to a premium user to get golden lootboxes, likely.<p>But yeah, I knew people who bought Half-Life just to play CS when it was early beta.<p>Likewise, less famous, but still being played today, Day of Defeat - I was hooked as the experience of &quot;Yeah the rifles can kill you in one shot, and grenades will kill you, it&#x27;s not CS dude. Oh and press B if that icon comes up, it means you&#x27;re bleeding&quot;<p>(Still unsure how I feel about them taking bleeding out.)
ge963 个月前
I played this game on 512MB of ram and a 20GB HDD