Nice writeup. FWIW, I never saw Michael Abrash wear a tie. :)
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/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/needed to see it run like most people would experience it.
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'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 first game. The validation was just what we needed.
This is how I was introduced to Half-Life - I got it with my GPU and played Day One.
Unfortunately I also don't recall which it was. I do recall I had a Voodoo, then moved to a TNT2 and then later a GeForce 2. The TNT2 came out well after Half-Life, so it must have been 3dfx at least.
I bought a 3dfx just to play Half Life, 3dfx because of that association between your game and their tech, figured it was the obvious choice, likewise so did most of my gamer mates.
I remember playing that leaked first level on the tram with roommates in college over and over again. We were so psyched by it. All salivating for the final release.
Next to playing Quake for the first time with 3d acceleration (3dfx voodoo) it was an awe inspiring flashbulb moments that changed what I thought was possible.
Tried it when it was release, then bought it myself in 1999, after I finally had managed to purchase a new PC - can'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 We had bought a family PC 4 years earlier, which had cost a fortune - but by 1998/1999 it was woefully outdated. Also, a thought: Imagine purchasing a PC today for $5k, and it being unusable for games in 3-4 years.
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
On a side not, it'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'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.
> On a side note, it's a bit tough to think that all this was 25 years ago now, but I still remember all this quite well
I also remember it like it was yesterday when, after school on a hot summer's day, a friend showed me this "cool new mod" he recently downloaded for Half-Life. It was an early version of Counterstrike. It took him an entire night to download the mod, and it only ran on his machine with a 320x240 resolution. It looked like crap and was basically unplayable. 6 months and a hardware upgrade later, we all played it for hours each day, and often non-stop for 12 hours on LAN parties. I also remember that you could contact the internet provider (Telekom) by mail, and after a few weeks they would activate something called "Fast-Track" for your connection, which would drop the latency from around 110ms to only 35ms, a huge advantage for MP games... it really blows my mind that all of this was 25 years ago.
In the early 2000s, CS was arguably better known than the original HL. I had some friends who probably played CS for thousands of hours, but never even touched the original HL.
I was just reminiscing about this with a friend last night. We had tons of free time and games like Counter-Strike were the wild west of creativity. My fondest memory was a Spring afternoon in 2000 after school playing some janky fan made map whose name I don't remember and feeling so happy. Everyone was playing. We played every day. We went to a 300 person LAN party that summer. We formed a 5 man team and competed online.
It was so fun cobbling together a computer that could run it. Trying every trick to squeeze a few more FPS out of it. Trying to shave a few milliseconds off my dial up ping. Going to that one guy's house who had broadband internet.
It really felt like a golden age back then.
My friends and I planned our own mod and started working on it, but our ambition outstripped our ability. That's how we all got our start though. Now we all work as software engineers.
About six months ago, I felt nostalgic and started looking into what was up with CS. Amazingly, it is still going and is popular, but seems very focused on competitive play. I wanted to experience that public lobby on a janky fan made map feel. I found a server running custom 'zombie' maps which scratched that itch for a few days. Then I got busy again and haven't touched it since.
> 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.
Another game from that time that was also easy to mod was The Sims 1.
For a bit of context, EA/Maxis released modding tools BEFORE the game was released, to let players create custom content for the game (like walls and floors) before the game was even released!
And installing custom content was also easy, just drag and drop files in folders related to what you downloaded and that's it.
Imagine any game nowadays doing that? Most games nowadays don't supporting modding out of the box, but of course, there are exceptions, like Minecraft resource packs/data packs. I don't think Fortnite and Roblox fit the "modding a game" description because you aren't really modding a game, you are creating your own game inside of Fortnite/Roblox! Sometimes you don't want to play a new game inside of your game, you just want to add new mods to enhance your experience or to make it more fun. There isn't a "base game Roblox", and while there is a "base game Fortnite" (Battle Royale... or any of the other game modes like Fortnite Festival or LEGO Fortnite) Epic does not let you create mods for the Battle Royale game. You can create your own Battle Royale map, but you can't create a "the insert season here Battle Royale map & gameplay but with a twist!".
Of course, sadly EA/Maxis didn't release all of the modding tools they could (there isn't a official custom object making tool for example, or a official way of editing the behavior of custom objects) but they still released way more modding tools than what current games release.
I think that most modern games don't support that easiness of modding because the games themselves are complex, because as an example: The Sims 1 walls are like, just three sprites, so you can generate a wall easily with a bit of programming skill, the skin format is in plain text in a format similar to ".obj", so on and so forth.
Lately I've been trying to create my own modding tools for The Sims 1, and it is funny when you are reading a page talking about the technical aspects of the game file formats and the author writes "well this field is used for xyzabc because Don Hopkins said so".
The hype was so hot and fast around HL when it came out, that I remember playing it without a dedicated graphics card (I think I was running on a motherboard integrated gpu) in the lowest resolution possible because there was this feeling of "you have to try it".
I got by for years on a Pentium 75 and 8mb of RAM. The specs always said the game wouldn’t work, but it did. You could get away with this right up until PC gaming (finally) moved away from DOS. One big issue was the real mode DOS Plug n play drivers (dwcfgmgr.sys - burned into my brain) which occupied just enough of my 640k that most games would fail to start cause they couldn’t claim the whole lot.
Modding was amazing back then. I wasn’t a modder myself, but it felt like something new and crazy was happening every week. The excitement for every beta release of Counter-Strike. The buzz around newcomers like Action HL, The Specialists, and PVK. Experiments like Science & Industry that didn’t last long but were a fun romp nonetheless. Endless rounds of TFC and DoD. And there were always populated community servers for any mod you plucked fom Fileplanet.
Which in turn led to an exploding mod scene, clans, hosting and
communities. Truly a world-changing game at a golden moment in game
history (beside Unreal). And yes, like a good story book a generation
have memories of escaping the crumbling Black Mesa facility chased by
alien horrors. Mission accomplished Valve.
> 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.
Modding still exists. It’s just called “UGC” now. Fortnite, Roblox, Minecraft have thriving and accessible options. GTA has an unbelieveable number of players playing role playing mods of it too.
It's not the same though, most FPS' games lock down their code and require you to use their servers. More or less murdering any chance of modding. For example, the same time I played halflife and all the mods (including this mod named counter strike), I played the shit out of battlefield 1942. It's modding community was insane! With total conversion mode that game was like 10 different games. And for a poor teen, that and half life were god sends for getting me into gaming
> One thing I (in general) miss from those days, was how easy it was to get into modding.
I'm generally skeptical about the use cases for current-gen AI, but very hopeful that it can help us get back to this golden age of game Modding.
I think many people, like me, got lost in all the polygons and shaders soon after Half-Life 1. But if AI tools can make it easier to express Modern game outcomes, the way we could make a funky HL1 mod with the IDEs back then; it could be swing things back.
Maybe it’s because of where I sit on the spectrum but there are a handful of games I’ve not stopped playing since release, and yes despite this, I manage to hold down a career, friendships, family etc. (no kids though to be fair, I give that side of myself to my nieces/nephews)
Doom, Duke3d, half life (and mods) and blood. Half life and its expansions get at least a yearly play through in 2D or VR and I play a lot of custom maps.
Getting the opportunity to play them all in VR was a huge high for me. To “walk” through those same worlds from a new perspective, it was just something else.
I’m aware I’m wasting my limited time on earth etc but…I’m ok with it.
> It was far from flawless, but it was really trying to push the boundaries of a young medium.
Great read, it made me realize how far we'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.
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/Minecraft/GTA every week.
What's the last big budget release that actually left a strong artistic impression? What's the next big budget release that will actually move the needle of the medium meaningfully?
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/platformer/puzzler there's plenty of choice, otherwise...).
Not too unlike the state of the film industry. It's hard to imagine what a solid shakeup of these behemoth, mature industries could look like.
> What's the last big budget release that actually left a strong artistic impression?
Elden Ring and its DLC, probably. The Japanese games industry is doing far better than their western counterparts, there have been huge headlines that in 2024's Game Awards, 4 of 5 games nominated for Game of the Year came from Asia (3 Japan, 1 China). The last game (Balatro) was an indie game developed by one person.
Not a single nominee was from a major western company like Ubisoft, EA, etc. They may be financially successful now, but the games industry is imploding. This is what happens when you treat developers poorly and chase greedy trends while expecting consumers to put up with it. Like you said, most AAA games releasing these days are either dead on arrival or completely unnotable and miss expectations.
> What's the last big budget release that actually left a strong artistic impression?
Kingdom come deliverance, baldirs gate are two massive titles in the last 12 months. God of war, spiderman, Indiana jones are other titles that are just stand alone artistic experiences, again in the last little while.
> What's the next big budget release that will actually move the needle of the medium meaningfully?
I think it’s funny you mention that because the games you sniped at (Fortnite Minecraft GTa) were seismic shifts in gaming - in the last few years - Fortnite wrote the book on live service games IMO. But, when they’re “popular” suddenly they’re not cool anymore.
> It's hard to imagine what a solid shakeup of these behemoth, mature industries could look like.
What do you want? IMO the industry is in an ok place - aside from the mass layoffs over the last 24 months. But for consumers there’s so much choice - there’s massive hundred million dollar budget tiles with new content every year (Ubisoft/CoD/ Sony/microsoft doing these) there’s “smaller” budget games in the 50-80millon mark that are achieving critical success on PC and Console, there’s AA-budget games in the 15-30 million mark coming out every month that are hits and misses, there’s a thriving indie scene for every genre you could possibly imagine, and many you can’t (e.g. trombone champ).
There’s options at every level, dozens of games coming out every year - more than any single person could ever play.
disclaimer: I’ve worked on one of the titles you’re talking about here, but don’t anymore. Opinion is mine, not theirs.
I haven't played many different games over the last few years, but both Half-Life: Alyx and Zelda: Breath of the Wild left strong impressions. Both games have a rare sense of place that's hard to replicate in other mediums—the same thing that stood out for me after the first time I played Half-Life 2. These games feel less like a movie I've seen or a story I've read and more like somewhere I've been.
This isn't unique to video games—I've had the same feeling from, say, 2666 or Stalker—but video games seem especially well-suited to do this as a medium.
For one, id software is still making great big budget single player experience, see Doom 2016, Doom Eternal, and the soon-to-be-released Doom the dark ages.
I'm playing through that now. Just finished the main question, and doing Hearts of Stone. Probably the best single-player game I've played. Maybe it's the "next-gen-update", but the graphics are still great.
I don't think it counts as big budget, but I've recently gotten into Last Train Home and it's a fantastic and unique premise (with gameplay that's a mix of Company of Heros + XCOM + This War Of Mine).
Don't get me wrong, I love Talos Principle, but I did not feel a strong connection to the world of #2 vs #1. The sequel levels just seemed like, "Here is some sexy stuff the art team designed." No real connection or unifying theme. Super pretty, but that is true of any number of AAA games these days with big action set pieces.
At least in one, it felt a bit more cohesive in that you could imagine that canned video game assets had been corrupted and copy-pasted into new configurations.
GTA5 had a super big budget yet received very good feedback from gamers and critics alike, and is still played to this day. So not sure you can just discard big budgets as a whole.
And then Star Citizen is quite innovative in many regards and has virtually unlimited budget, and would not exist in the first place without a long runway
GTA5 was criticized for dumbing down the driving and other mechanics, and generally being way more goofy and casual than 4 and even San Andreas & Vice City
I recently got to play Like a Dragon: Infinite Wealth. Gameplay is virtually the same as the previous entry in the series, but the story is interesting and entertaining.
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.
I was knee-deep working as a technical game designer + engine programmer on Soldier of Fortune when Half-Life came out. I can'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.
It'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'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.
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'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.
Thank you for soldier of fortune. It was a pioneer in its own way with how brutal the enemy destruction was. I loved it. Incredible game that is up there with DOOM, Half Life and Halo for me.
Hey, thanks! I ran myself ragged on that project, so that's nice to hear. And yeah, I think we really did nail a particularly kind of visceral experience.
> Newell and Harrington had long enjoyed playing games. Now, it seemed, there were huge piles of money to be earned from making them.
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.
Yet, I'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 ("it can't be done") until you actually do it and prove them wrong.
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.
The thing is, with today's tech, you can get started with very little capital if you begin doing this as a hobby.
I sorta want to do this, but developing completely open source games.
Maybe even developing my own game engine.
Of course all this costs a lot of money with no clear way to make it back. If I had to come up with a monetization model, I would come up with an ad network similar to Unity.
If Unity needs 2 billion in revenue to barely keep going, I reckon a more focused engine could be funded for 20 million a year.
It's a moot point since I'll never have that much money or be able to raise a VC round.
But HN, let's dream. Imagine a .net or JavaScript engine that's web first. With mobile and PC support coming later( PC can just run a local server). The engine developers dog food their own engine, making very high quality examples for the community.
Keep the engine focused on small lightweight games.
Unity's ultimate problem is they keep trying to do literally everything.
I wouldn't do that. I'd say straight up this engine isn't going to do AAA gaming. It's not going to scale. I'm not supporting 800 design patterns.
Don't write your own engine, unless you want to do that just for fun. But if you actually want to make a game, use one of the exiting engines.
If you want to develop a game engine as a product to make money of, it's probably better to forget that idea. There are enough very sophisticated engines out there, so why would any third-party developer take the risk and use yours instead? I mean, even the big open source engines that already exist today have trouble gaining traction.
The indie market is a bloody red sea right now. But as long as you don't care about money or can expense your hardware and internet costs, I think it's good enough.
> Not AAA, of course, but with the definite goal of making the best game that such a setup could realisitically produce.
have a read up on Savage Game Design and the SOG Prairie Fire CDLC for Arma 3.
hands down, the best DLC ever created for Arma3. a good chunk of the original team were Unsung modders. they went down the road of CDLC, now they’re working on their own standalone game and a bunch of other stuff (look through Rob/Eggbeast’s posts on the SOG PF discord for more info).
Arma is actually a great way to hack something together for basically nothing. buy Arma, start scripting sqf to build a gamemode, create new assets in blender and stick ‘em in a mod, host a server. though the engine has lots of weird bugs/footguns, your costs are basically Arma+devtime+servers.
disclaimer: i’m a maintainer on the Mike Force multiplayer gamemode they released. do it in my spare time for kicks (although been slacking recently).
Yeah, similarly, there's quite a few established games/genres just waiting to be disrupted because of the incumbents losing their ways and their charm. The most obvious, blatant example is Minecraft - a game where you can survive, thrive, build anything and mod it to your hearts' desire. That's not true about it anymore - but any game which would fulfill this would probably go big.
It's one of those things where someone's going to eventually do it. As they say, "watch this space".
I got my start in the tech industry thanks to Half-Life - or more specifically thanks to the Half-Life mod Team Fortress Classic.
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.
Man, TFC was the greatest. I’m surprised there aren’t more threads mentioning it here. Got overshadowed by Counter-Strike of course (also great) but TFC was the “prototype mod” released by Valve themselves as an example of what could be done with the HL SDK and it was a great game in its own right. I spent many hours perfecting rocket jumps and timing those grenade throws to wipe out unsuspecting enemies. 2fort ftw.
Yeah Team Fortress Classic seemed to be a lot of the reason that Half-Life got the VGUI SDK 2.0 (basically exposing a bunch more interfaces and callbacks to mod authors) - Team Fortress Classic needed all of this flexibility (and without engine access to show off the SDK).
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't decide whether it was a shooter or a puzzle-adventure, what the article refers to as "friction".
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.
> I always felt that the game couldn't decide whether it was a shooter or a puzzle-adventure
I think I remember reading an interview with the dev team where they explained that playing action for too long was boring, as well as solving puzzles, so they consciously designed the game with interleaved phases of action/puzzle. Your recompense for solving a puzzle is action, and your recompense for killing all the bad guys is a relaxing puzzle.
It's funny you didn't liked that, because for me it was the complete opposite. I like pure action shooters, and I like pure puzzle adventure games, but I really loved Half-Life and I didn't know why until I read that explanation.
It’s a long time ago now so my recollection is likely very flawed, but with HL I didn’t like the feeling of a created path that must be followed, irrespective how of the interleaving of different aspects. There are lots of modern games like this too - which on the face of it are relatively open-world, but underneath the apparent freedom there’s a strict path to find and follow for success. (I’d definitely include one of the modern Doom games —I forget which it was I tried— in this category, - it was so linear that it felt but one step removed from the old-fashioned shooters where you’re literally on a conveyor belt and shoot whatever appears.)
In the original Doom, in contrast, the only requirement was to make it to the end of the level, figuring out the map and puzzles along the way. Anything else (did you chase 100% kill and 100% secrets?) was optional. I guess it just felt more… honest?
I played through the single player, but like you I think I preferred doom.
That said, half-life mods were imo the golden age of gaming. Vampire slayer let you scare the shit out of your friends at 3am in a LAN. Day of defeat and firearms were the cod and mw of the day. Natural Selection crushed it in terms of fps/RTS hybrid, teamplay and overall quality and polish. Science & industry? Pirates Vikings & knights? Tfc? Several attempts at matrix mods & the opera. So much amazing diversity - it's such a shame that CS (the most banal, vanilla, milquetoast game ever) got all the mindshare. Even when CS ventured into making things more interesting/diverse (hostage rescue, shield, etc.) those things seem to have died off back to the 'standard' game mode (80% of players dead and spectating while "the bomb has been planted" sound effect plays).
The variety sometimes meant you only played your favorite mod a few times at the LAN parties. Because people had so many other things to play as the 90s and early aughts progressed.
I disagree, the CS betas were great. I miss the as_ maps the most — sneaking away to victory as the VIP with all my teammates dead and seconds left on the clock.
I deeply miss Science and Industry. Half life is still being modded these days just isn't as popular. Jollywangcore features some of the single player mods
At that time in 1998 I mostly played Q1/Q2 online and contemporaries wise I preferred Unreal and SiN over HL's single player experience. Also Unreal's graphics were just truly next level on the Voodoo2 vs anything else. HL DM at LAN parties was surprisingly good and a bit overlooked though; the beginning of the game until the dimensional rift was definitely fun. What stood out the most to me was the soldier AI actually. I always felt the series was a bit hyped but I've come around as I returned to the games on my Steam Deck OLED last fall. In retrospect; clearly classics and the high praises were well earned after all. SDOLED apart from actual CRT setup is maybe the perfect way to experience it today IMO.
Of course DOOM is its own thing completely; a timeless distillation of the 80s - the arcade, Super Mario and D&D all astonishingly abstracted into an unreasonably blissful bleeding-edge hellscape; 93 till infinity.
SiN did have more character and tried some innovations of its own, but the gameplay needed a bit more polish. Bullets felt so slow you could run past them. JK/DF2 had this problem too.
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/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/needed to see it run like most people would experience it.
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'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 first game. The validation was just what we needed.
Fun times.
Unfortunately I also don't recall which it was. I do recall I had a Voodoo, then moved to a TNT2 and then later a GeForce 2. The TNT2 came out well after Half-Life, so it must have been 3dfx at least.
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So hope you had shares in them :D
Next to playing Quake for the first time with 3d acceleration (3dfx voodoo) it was an awe inspiring flashbulb moments that changed what I thought was possible.
Thanks - Half-Life is a great legacy.
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
On a side not, it'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'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.
I also remember it like it was yesterday when, after school on a hot summer's day, a friend showed me this "cool new mod" he recently downloaded for Half-Life. It was an early version of Counterstrike. It took him an entire night to download the mod, and it only ran on his machine with a 320x240 resolution. It looked like crap and was basically unplayable. 6 months and a hardware upgrade later, we all played it for hours each day, and often non-stop for 12 hours on LAN parties. I also remember that you could contact the internet provider (Telekom) by mail, and after a few weeks they would activate something called "Fast-Track" for your connection, which would drop the latency from around 110ms to only 35ms, a huge advantage for MP games... it really blows my mind that all of this was 25 years ago.
In the early 2000s, CS was arguably better known than the original HL. I had some friends who probably played CS for thousands of hours, but never even touched the original HL.
It was so fun cobbling together a computer that could run it. Trying every trick to squeeze a few more FPS out of it. Trying to shave a few milliseconds off my dial up ping. Going to that one guy's house who had broadband internet.
It really felt like a golden age back then.
My friends and I planned our own mod and started working on it, but our ambition outstripped our ability. That's how we all got our start though. Now we all work as software engineers.
About six months ago, I felt nostalgic and started looking into what was up with CS. Amazingly, it is still going and is popular, but seems very focused on competitive play. I wanted to experience that public lobby on a janky fan made map feel. I found a server running custom 'zombie' maps which scratched that itch for a few days. Then I got busy again and haven't touched it since.
Another game from that time that was also easy to mod was The Sims 1.
For a bit of context, EA/Maxis released modding tools BEFORE the game was released, to let players create custom content for the game (like walls and floors) before the game was even released!
And installing custom content was also easy, just drag and drop files in folders related to what you downloaded and that's it.
Imagine any game nowadays doing that? Most games nowadays don't supporting modding out of the box, but of course, there are exceptions, like Minecraft resource packs/data packs. I don't think Fortnite and Roblox fit the "modding a game" description because you aren't really modding a game, you are creating your own game inside of Fortnite/Roblox! Sometimes you don't want to play a new game inside of your game, you just want to add new mods to enhance your experience or to make it more fun. There isn't a "base game Roblox", and while there is a "base game Fortnite" (Battle Royale... or any of the other game modes like Fortnite Festival or LEGO Fortnite) Epic does not let you create mods for the Battle Royale game. You can create your own Battle Royale map, but you can't create a "the insert season here Battle Royale map & gameplay but with a twist!".
Of course, sadly EA/Maxis didn't release all of the modding tools they could (there isn't a official custom object making tool for example, or a official way of editing the behavior of custom objects) but they still released way more modding tools than what current games release.
I think that most modern games don't support that easiness of modding because the games themselves are complex, because as an example: The Sims 1 walls are like, just three sprites, so you can generate a wall easily with a bit of programming skill, the skin format is in plain text in a format similar to ".obj", so on and so forth.
Lately I've been trying to create my own modding tools for The Sims 1, and it is funny when you are reading a page talking about the technical aspects of the game file formats and the author writes "well this field is used for xyzabc because Don Hopkins said so".
We’ve lost something along the way.
At least until "LEAK LEAK LEAK" appeared
I don’t remember where or how, but it scared the heck out of me.
A time when technology changed that fast, too.
Modding still exists. It’s just called “UGC” now. Fortnite, Roblox, Minecraft have thriving and accessible options. GTA has an unbelieveable number of players playing role playing mods of it too.
I'm generally skeptical about the use cases for current-gen AI, but very hopeful that it can help us get back to this golden age of game Modding.
I think many people, like me, got lost in all the polygons and shaders soon after Half-Life 1. But if AI tools can make it easier to express Modern game outcomes, the way we could make a funky HL1 mod with the IDEs back then; it could be swing things back.
Doom, Duke3d, half life (and mods) and blood. Half life and its expansions get at least a yearly play through in 2D or VR and I play a lot of custom maps.
Getting the opportunity to play them all in VR was a huge high for me. To “walk” through those same worlds from a new perspective, it was just something else.
I’m aware I’m wasting my limited time on earth etc but…I’m ok with it.
Great read, it made me realize how far we'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.
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/Minecraft/GTA every week.
What's the last big budget release that actually left a strong artistic impression? What's the next big budget release that will actually move the needle of the medium meaningfully?
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/platformer/puzzler there's plenty of choice, otherwise...).
Not too unlike the state of the film industry. It's hard to imagine what a solid shakeup of these behemoth, mature industries could look like.
Elden Ring and its DLC, probably. The Japanese games industry is doing far better than their western counterparts, there have been huge headlines that in 2024's Game Awards, 4 of 5 games nominated for Game of the Year came from Asia (3 Japan, 1 China). The last game (Balatro) was an indie game developed by one person.
Not a single nominee was from a major western company like Ubisoft, EA, etc. They may be financially successful now, but the games industry is imploding. This is what happens when you treat developers poorly and chase greedy trends while expecting consumers to put up with it. Like you said, most AAA games releasing these days are either dead on arrival or completely unnotable and miss expectations.
Kingdom come deliverance, baldirs gate are two massive titles in the last 12 months. God of war, spiderman, Indiana jones are other titles that are just stand alone artistic experiences, again in the last little while.
> What's the next big budget release that will actually move the needle of the medium meaningfully?
I think it’s funny you mention that because the games you sniped at (Fortnite Minecraft GTa) were seismic shifts in gaming - in the last few years - Fortnite wrote the book on live service games IMO. But, when they’re “popular” suddenly they’re not cool anymore.
> It's hard to imagine what a solid shakeup of these behemoth, mature industries could look like.
What do you want? IMO the industry is in an ok place - aside from the mass layoffs over the last 24 months. But for consumers there’s so much choice - there’s massive hundred million dollar budget tiles with new content every year (Ubisoft/CoD/ Sony/microsoft doing these) there’s “smaller” budget games in the 50-80millon mark that are achieving critical success on PC and Console, there’s AA-budget games in the 15-30 million mark coming out every month that are hits and misses, there’s a thriving indie scene for every genre you could possibly imagine, and many you can’t (e.g. trombone champ).
There’s options at every level, dozens of games coming out every year - more than any single person could ever play.
disclaimer: I’ve worked on one of the titles you’re talking about here, but don’t anymore. Opinion is mine, not theirs.
This isn't unique to video games—I've had the same feeling from, say, 2666 or Stalker—but video games seem especially well-suited to do this as a medium.
Witcher 3 comes to mind. But I just realised it was released 10 years ago...
That’s the “new game” I’m still meaning to start.
God time gets weird as you pass through middle age.
To add to the other answers - Half-Life: Alyx ;)
I don't think it counts as big budget, but I've recently gotten into Last Train Home and it's a fantastic and unique premise (with gameplay that's a mix of Company of Heros + XCOM + This War Of Mine).
Talos Principle 2. Does that count as big budget?
At least in one, it felt a bit more cohesive in that you could imagine that canned video game assets had been corrupted and copy-pasted into new configurations.
Elden Ring. You’d need to go quite a bit further back for the last one before that though.
As evidence, even Harper's Magazine wrote about it:
https://harpers.org/archive/2024/11/dying-is-a-form-of-educa...
And then Star Citizen is quite innovative in many regards and has virtually unlimited budget, and would not exist in the first place without a long runway
Control was very good!
This game defined my life.
Also I am really sorry but I messed up your lunch in the microwave earlier.
It'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'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.
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'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.
It was a great game and one of those which stuck in my head despite being a kid back then.
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.
Yet, I'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 ("it can't be done") until you actually do it and prove them wrong.
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.
The thing is, with today's tech, you can get started with very little capital if you begin doing this as a hobby.
Maybe even developing my own game engine.
Of course all this costs a lot of money with no clear way to make it back. If I had to come up with a monetization model, I would come up with an ad network similar to Unity.
If Unity needs 2 billion in revenue to barely keep going, I reckon a more focused engine could be funded for 20 million a year.
It's a moot point since I'll never have that much money or be able to raise a VC round.
But HN, let's dream. Imagine a .net or JavaScript engine that's web first. With mobile and PC support coming later( PC can just run a local server). The engine developers dog food their own engine, making very high quality examples for the community.
Keep the engine focused on small lightweight games.
Unity's ultimate problem is they keep trying to do literally everything.
I wouldn't do that. I'd say straight up this engine isn't going to do AAA gaming. It's not going to scale. I'm not supporting 800 design patterns.
If you want to develop a game engine as a product to make money of, it's probably better to forget that idea. There are enough very sophisticated engines out there, so why would any third-party developer take the risk and use yours instead? I mean, even the big open source engines that already exist today have trouble gaining traction.
have a read up on Savage Game Design and the SOG Prairie Fire CDLC for Arma 3.
hands down, the best DLC ever created for Arma3. a good chunk of the original team were Unsung modders. they went down the road of CDLC, now they’re working on their own standalone game and a bunch of other stuff (look through Rob/Eggbeast’s posts on the SOG PF discord for more info).
Arma is actually a great way to hack something together for basically nothing. buy Arma, start scripting sqf to build a gamemode, create new assets in blender and stick ‘em in a mod, host a server. though the engine has lots of weird bugs/footguns, your costs are basically Arma+devtime+servers.
disclaimer: i’m a maintainer on the Mike Force multiplayer gamemode they released. do it in my spare time for kicks (although been slacking recently).
Often thought about making a lost in the woods sort of game using Arma 3 and Chernarus.
Find a niche and polish it to perfection and you can make headway.
Most big-budget games have more to do with interactive movies than with gameplay, anyway.
It's one of those things where someone's going to eventually do it. As they say, "watch this space".
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.
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.
I think I remember reading an interview with the dev team where they explained that playing action for too long was boring, as well as solving puzzles, so they consciously designed the game with interleaved phases of action/puzzle. Your recompense for solving a puzzle is action, and your recompense for killing all the bad guys is a relaxing puzzle.
It's funny you didn't liked that, because for me it was the complete opposite. I like pure action shooters, and I like pure puzzle adventure games, but I really loved Half-Life and I didn't know why until I read that explanation.
In the original Doom, in contrast, the only requirement was to make it to the end of the level, figuring out the map and puzzles along the way. Anything else (did you chase 100% kill and 100% secrets?) was optional. I guess it just felt more… honest?
That said, half-life mods were imo the golden age of gaming. Vampire slayer let you scare the shit out of your friends at 3am in a LAN. Day of defeat and firearms were the cod and mw of the day. Natural Selection crushed it in terms of fps/RTS hybrid, teamplay and overall quality and polish. Science & industry? Pirates Vikings & knights? Tfc? Several attempts at matrix mods & the opera. So much amazing diversity - it's such a shame that CS (the most banal, vanilla, milquetoast game ever) got all the mindshare. Even when CS ventured into making things more interesting/diverse (hostage rescue, shield, etc.) those things seem to have died off back to the 'standard' game mode (80% of players dead and spectating while "the bomb has been planted" sound effect plays).
The variety sometimes meant you only played your favorite mod a few times at the LAN parties. Because people had so many other things to play as the 90s and early aughts progressed.
Of course DOOM is its own thing completely; a timeless distillation of the 80s - the arcade, Super Mario and D&D all astonishingly abstracted into an unreasonably blissful bleeding-edge hellscape; 93 till infinity.