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Half-Life 2 Q&A

There's a Half-Life 2 Q&A on Sharky Extreme chatting with Valve's Ken Birdwell and Josh Weier. They go into detail about various aspects of the project, like this bit on how they planned a target for their engine and graphics development:

Actually, technology-wise it hasn't [evolved much]. Right from the beginning, one of our major goals was scalability. We wanted to make sure that our engine would scale to hardware that wasn't going to ship for several years. We knew it was going to be a three to four year development process. So when we started we said "Okay, let's project what graphics hardware will look like in three to four years." Get a rough idea of the polygon counts. Talk to NVIDIA. Talk to ATI. Get an idea as to what direction they are going. And how fast they were going. We offer all of our content at extremely high resolution.

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18. Re: It's out... Jun 15, 2003, 19:42 cyxxon
You know, what I found to be the most important little piece-o-information in the recent HL2 interviews was in this one: the fact that in HL2 the player will be playing the role of Gordon Freeman continually, not changing position between two levels, and not being aboard another planet / spaceship / whatever in the next "mission". This was what really set HL apart from other games at that time. Moddability and a scalable engine (sure, it looks outdated today, but not that much... I mean, c'mon, you can do some good things with it, and playing HL now again is still much fun. Playing Doom or Quake again now is basically nostalgia) only made HL great in the long run, but it was also good back then already.
This continously evolving plot helped bring the game world to life, since you were really experiencing it all, and did not just get thrown some fancy tidbits here and there, and then this, and then here...

Edit: Left a statement hanging in mid-sentence. Caught it.
This comment was edited on Jun 15, 19:45.
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