GameWEEK
Interview: Gabe Newell, Valve
By Chris Hudak
Sierra On-Line's Half-Life is one of the most anticipated 3D
shooters for the PC in 1998. GameWEEK spoke with Gabe Newell of Valve, the game's
developer, to learn more about the game and the development team behind it.
GW: You've brought in people
who've worked on big-name game titles across the industry spectrum. How long has Valve
been in operation, and what is the state of the company now? And while we're at it, why
"Valve"?
GN: Mike Harrington and I started Valve in August of 1996,
and since then the company has grown to about 25 people. That's about the size we want to
stay for a while, as it lets us have two projects in development and yet still keep things
manageable. Overall the whole startup process has gone a lot smoother than Mike and I
expected, which is mainly due to the professionalism and experience of the people who've
joined on.
Why "Valve" for the company name? One of the main
things we were all thinking about as we put the company together and brainstormed the
products we wanted to build was that we wanted to have respect for gamers. Looking at the
advertisements for a lot of games, we saw stuff like "Giant Breasted Women from
Testosterone Induced Rage, Inc. - It's So INtEnSe, You'll Soil Yourself" for some
lame-o 16-bit sidescroller. As gamers, we always thought "what a bunch of crap."
So we wanted to go with something for our company, for our website, for our packaging, and
so on that said to people that we wanted to do something that was cool, that had
confidence in what we were building without a lot of silly posturing. The thing that sold
us on Valve as a name rather than a bunch of others we kicked around was the visual
treatment you can see on our website of the two heads with the valves.
GW: In the midst of all the hype
and preparation for the release of Half-Life, are there any other projects on the drawing
board? Is Valve open to game design documents/proposals from other parties, or is the idea
to keep everything firmly internal?
GN: We do have a second project in development, which we
aren't saying much about. Greg Coomer is running that effort. We're always happy to talk
to people about ideas, but we've got enough ideas of our own to keep ourselves busy for
the next decade. There are a couple of projects that could probably distract us from our
own agenda if people were interested - for example we've messed around building Mario 64
levels with the Half-Life engine or, given what fans Mike and I were of the originals, we
could get convinced to build a sequel to the Ultima Underworld games. But those kinds of
things almost never happen.
We get tons of e-mail from the game community with feature
ideas or game ideas. Almost all of the ideas we've already thought of, because we're all
rabid gamers thinking about the kinds of things we'd want in games. Every once in a while
we'll get something that is pretty clever, like a different take on how cooperative mode
should work. We usually don't get them at a time when we're actually designing that part
of the game, but I keep a file of submissions so that I have the names of the people
who've suggested something interesting.
The one area we're definitely interested in hearing proposals
on is for Half-Life add-ons. We're right in the middle of sorting through our plans for
those.
GW: There are daunting numbers
of people using and tweaking the Quake engine for their games---what is Valve doing that
will make Half-Life stand out from the rest?
GN: Many of the people who've seen Half-Life have said
something along the lines of "this sure doesn't look like Quake." We've done a
ton of work on the engine such as Ken Birdwell's skeletal animation system, the 16-bit
color, Wedge's AI, Kelly Bailey's digital signal processing of audio, Jay Stelly's beam
effects, train enhancements, and physics that people haven't seen before in an action
game. This is non-trivial technology and it grew out of what we wanted to achieve with the
gameplay. Our view was that way too many companies were building games that were basically
"monsters-in-boxes", where you'd run through brown-green architecture you didn't
look at, shot at monsters who always did the same thing, and found keys to open doors so
you could repeat the same experience. We wanted to make action games fun again and picked
the kinds of technology we thought would give us the greatest amount of fun for people who
are tired of doing the same old thing again.
GW: When the Valve designers
aren't busy cranking on Half-Life, what games are they playing?
GN: We had our big Ultima OnLine phase, which passed pretty
quickly as people got frustrated. Chuck and Ted are playing through a bunch of PlayStation
fighting games - their favorite right now is Street Fighter EX plus Alpha. Marc Laidlaw
just finished up Riven, which he thought was a big disappointment. Mike's been playing
Golden Eye and Jedi Knight. I've got a huge stack of games on my desk at home I keep
wishing I could play (the PC version of Oddworld, Gettysburg, Wing Commander Prophecy),
but I mainly end up playing Mario 64 and Diddy Kong racing while trudging along on a
Stairmaster.
Oh, and everybody just went off on Parappa the Rapper. Wedge
came back from E3 last year when it was first being shown and said "Hey, this is
either really cool or it totally sucks, I can't tell". Louise, our office manager, is
really into Parappa the Rapper.
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