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The Source 2 engine couldn’t handle that.ĭave Speyrer, another developer at Valve, headed the Half-Life 3 project from 2013 to 2014. Another team of nearly 30 developers worked on Left 4 Dead 3, with a story set in Morocco where hundreds of zombies would descend on the players. One team started a title dubbed RPG, a role-playing game inspired by titles like Monster Hunter, Dark Souls, and The Elder Scrolls. That presented the industry with a counter-force to Oculus, and it enabled players such as HTC to provide competition in VR hardware. To counter that effort, Newell charged ahead with Abrash’s effort to create SteamVR. That move came just in time, as Facebook acquired Oculus VR in 2014 and threatened to monopolize the new medium. Valve invested tens of millions of dollars in a hardware lab headed by Jeri Ellsworth, who eventually left and is now at Tilt Five.īy 2013, Newell changed his mind and laid off a bunch of the hardware team and pivoted to virtual reality. Valve also began its efforts to revive virtual reality, which had been dead for decades, with the hiring of programmers such as Michael Abrash.
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After Portal 2 shipped in 2011, Valve stalled, as it needed to focus on upgrading its Source game engine.Īnd upset by Microsoft’s moves to stifle innovation in PC hardware, Valve veered off into hardware in 2012 with its Steam Machines project, which attempted to use Linux to circumvent Microsoft’s software.
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It put itself in a bad position when it came to shipping games, as these days it sometimes takes the work of as many as 2,000 people (think Red Dead Redemption 2) to ship one blockbuster game. Why so few games?īy staying small, Valve was able to keep its culture. He got a chance to work on Half-Life: Alyx. He was rejected a couple of times, but finally made it there in 2018 when Valve acquired Campo Santo, maker of Firewatch. Keighley started the 25,000-word story with an anecdote about James “Jay” Benson, who played the original Half-Life when he was nine years old and then later decided to dedicate his life to making games and getting a job at Valve. It’s the biggest game development team Valve has ever had, Keighley wrote. Yet Valve ran this project for four years with up to 80 people - about 25% of the total company. Less than 1% of Steam customers own a VR headset. He said that Half-Life: Alyx is ambitious but is also “bordering on absurd” because the audience is so limited. It’s interesting that Keighley has some sharp observations. Some of this project was about trying to give the people who joined Valve in the second decade that experience we felt in the first.” “For those of us who were here in our first decade, we knew Valve could still be that. “A lot of people came to Valve because of what they thought it represented, and it hasn’t always been that place the past decade,” product lead Robin Walker told Keighley. Today, I get to live a little vicariously by peeking over Keighley’s shoulder. I get my share of interviews, but I do miss talking to industry leaders like Newell. I used to interview people like Valve CEO Gabe Newell but his inner circle closed, and I don’t get to do that anymore. It’s nice to see Keighley get the access to give us a peek at what it’s like inside the company. Valve is a hugely influential company in games, but it’s also way too secretive. It debuted yesterday as a slick app on Steam, and it chronicles the making of Valve’s triple-A virtual reality game. It’s good to see him return to the written word, as it was a treat to be able to read his Final Hours of Half-Life: Alyx, which is his first feature story in many years. I used to read Geoff Keighley’s Final Hours stories at GameSpot, before he went off to eventually run The Game Awards. Join gaming leaders, alongside GamesBeat and Facebook Gaming, for their 2nd Annual GamesBeat & Facebook Gaming Summit | GamesBeat: Into the Metaverse 2 this upcoming January 25-27, 2022.