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A Far cry from what we are used to, modability of HL2
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Default A Far cry from what we are used to, modability of HL2 - 09-18-2003, 01:38 PM

I was reading my Oct. edition of PC Gamer last night. Thought I would post a few of the comments made concerning multiplyer and the modability of HL2. This was an interview with Gabe Newell, the head man at Valve.

-Doors are being opened to mod teams a month before HL2 ships.
-" more than anything, we pay attention to what has the attention of the community.If thre's a lot of activity on the various Half-Life websites, then we try to give attention to the mod team creating the enthusiasm."

-"to simplify the migration from HL to HL2- we've converted a bunch of the content ourselves from the original."

concerning mod tools- "Face poser is the best we've seen for facial animation and creating VCD's." "Hammer's great at world geometry and entity logic" "XSI is where we build a lot of our static props, and we're working with softimage on better integrating work flow and on getting XSI into the hands of mod teams via Steam." " We will have a much better environment for people in XSI because of Softimage's commitment to mod teams." "People using SDK will be able to do a lot more in Source than was possible in the past."

concerning the mod community- "It's been a huge part of the success. many people at valve have come out of the modding community, and we feel the importance of being part of a larger effort to build and sustain gaming." " Valve wouldn't have existed if it weren't for the modability that id software put into it's designs."

These were just some of the notable statements in the article. I just thought how ironic it is for valve to be so pro-mod and supportive of the community and for EA to just leave their communities with a couple of scraps from the table.

Valve >>>>>> ea
  
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