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Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by derefr on Tuesday November 19, 2019 @11:16AM (#21574564)
A thought: the Half-Life games have always essentially been explorations of the possibilities behind new technologies.

• HL1 was an exploration of the possibility-space of having objects interact through emitted “energy” (i.e. by broadcasting messages that get attenuated by distance.)

• HL2 was an exploration of the possibility-space of putting a dynamics simulation engine in a game (and also spawned Gary’s Mod to continue said exploration.)

• The major offshoots of the series, Portal and its sequel, were explorations of the possibility-space created by combining “beams” of matter or energy (lasers, hitscan gunfire, tractor beams, paint), gravity, and wormholes.

In other words, each major new entry in the Half-Life universe was essentially a narrative wrapped around the results of playing around with implementing some journal paper (or reimplementing some prototype) of a novel type of realtime physical simulation, that had obvious game-mechanical implications.

I’m not surprised that we never got an HL3, because for the past 10-odd years, there hasn’t really been a big new obvious realtime physical-simulation tech to turn into game mechanics.

I’m also not surprised that Valve would return to making games under the Half-Life brand in order to explore the implications of a new technology (even if it’s not a new realtime physical-simulation technology. Or maybe they’ve got one of those up their sleeves as well...)

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by ykl on Tuesday November 19, 2019 @11:22AM (#21574652)
In the cases of Brave and Moana at Pixar and Disney Animation respectively, the story definitely came before the tech was developed. I was an intern at Pixar during the production of Brave, and I worked on Moana, and I can say that in both cases, there was a mad scramble to develop the tech to catch up with the story. We didn't really have the water on Moana working completely correctly until like 6 months before the movie came out.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by ykl on Tuesday November 19, 2019 @01:30PM (#21576387)
Parent comment was edited after this post, so now this reply seems out-of-context. The parent comment originally made a comparison to Pixar and Disney Animation coming up with hair and water tech first and then coming up with stories for Brave and Moana respectively to wrap around the tech.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by chuckdries on Tuesday November 19, 2019 @11:49AM (#21575072)
That's so interesting! I think the fact that they nail the tech so well makes it intuitively surprising that it didn't come first. Not pixar but similarly, when I saw the siggraph talk where Disney Animation showed off how they do snow rendering in Frozen I wondered whether the tech came first
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by ykl on Tuesday November 19, 2019 @11:56AM (#21575166)
That's also a case where the tech came a while after the story. Our early snow tests on Frozen looked pretty terrible until the MPM simulator [1] came online later.

[1] https://www.disneyanimation.com/technology/innovations/matte...

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by electricslpnsld on Tuesday November 19, 2019 @01:21PM (#21576255)
Did the MPM simulator get used in practice for Frozen? I talked to a few sim TDs (or whatever the equivalent Disney title is) and they said it was too slow at the start for practical use!
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by earthboundkid on Tuesday November 19, 2019 @12:23PM (#21575512)
Hair in computer animation is still so bad, I'm surprised you don't see the animators lobbying hard for all stories to be set in Wakanda.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by arianvanp on Tuesday November 19, 2019 @01:26PM (#21576338)
Same for Nemo 2. One of the first scenes (Octopus in the Zoo) was only finalized after 2 years because the puppetry and shading of the Octopus took a lot of R&D to implement
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by sailfast on Tuesday November 19, 2019 @12:53PM (#21575887)
I have to imagine the Pixar shorts are, however, a way to do this kind of technical experimentation to better render mediums between stories? Some examples for me include the sand / features rendering in Piper, and the water rendering in Lava? I guess that's more of a question - are those used as tech platforms, or story platforms to test teams? (Either way, a good way to do it!)
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by jdormit on Tuesday November 19, 2019 @11:33AM (#21574841)
Whoa, cool! What sort of work did you do during your internship? Pixar is definitely in my top-5 list of companies I would love to work for.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by ykl on Tuesday November 19, 2019 @11:56AM (#21575169)
Rendering. :)

I worked on a GPU-based real-time path tracer prototype at Pixar, which became the RTP renderer used for their in-house lookdev tools [1].

[1] http://on-demand.gputechconf.com/siggraph/2017/video/sig1738...

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by jdormit on Wednesday November 20, 2019 @09:51PM (#21591023)
That's dope. Thanks for sharing!
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by shantly on Tuesday November 19, 2019 @11:20AM (#21574628)
> • HL1 was an exploration of the possibility-space of having objects interact through emitted “energy” (i.e. by broadcasting messages that get attenuated by distance.)

I played FPS games before HL, and I played all the original HL games including Blue Shift and Opposing Force, plus a bunch of single-player fan-produced games and even Gunman Chronicles, all using the engine, and I don't follow what you mean here.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by derefr on Tuesday November 19, 2019 @11:31AM (#21574810)
Half-Life 1’s “thing” is sort of like Breath of the Wild’s “thing”: every object in the game has physical attributes, and these physical attributes can cause the sim to emit signals from particular objects that interact with other sim objects through general interfaces (rather than only interacting with specific “compatible” objects), with the results differing depending on source attributes, target attributes, and the distance between the source and target; and with the same attribute of the target often taking on a weighted-average of the sum of the input signals it’s been receiving lately.

When an HL1 object is “on fire”, for example, it’s emitting “infrared-radiation particles” as hitscan shots off of a point-source at its center. If these hit something, the physics sim checks the “on fire” object’s “hotness” attribute, and its distance from the target it hit, and from these computes a “heat impulse” that should be given to the target, which may or may not be enough to set the target “on fire.” Different things burn with more or less “hotness”, and for more or less time before burning out, depending on the material they’re made of. Explosive barrels don’t have any special code—they’re just “on fire” for a very hot, very short time (but they’re also “concussive”, which is a separate instantiation of this same logic.) The Crossbow’s alternate fire just slides a physical object that’s intensely “on fire” through the scene at high speed. Etc.

This system continues into HL2 as well. Pheropod/bugbait objects are just a copy of this system, where “on fire” is instead “acts as ally”, and antlions can be temporarily or permanently caught “acts as ally” by getting hit by a strong enough dose of pheropod radiative signalling.

This system is basically why HL1 and HL2 play the way they do: rather than only being able to kill things with weapon-objects programmed to emit “kill” signals toward enemies, you can kill things with pretty much any object, in a variety of ways, as enemies are physical-sim objects that can die for physical-sim reasons. And it’s very easy to make a useful new object in these engines, as you can just model something, give it some interesting physical attributes, and plop it into a level. The sim will then take care of making it useful.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by dyeje on Tuesday November 19, 2019 @01:29PM (#21576382)
I get the narrative you're trying to paint here, but it's really just not true. None of what you mention is a focal point of the game. The focal points are its story telling, level design, enemy AI, etc. I think this is reflected well in reviews from when it was released [1] [2].

Whereas Half Life 2 was definitely a big ol tech demo of the source engine.

[1] https://www.ign.com/articles/1998/11/26/half-life-5

[2] https://www.gamespot.com/reviews/half-life-review/1900-25373...

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by rpedela on Tuesday November 19, 2019 @01:52PM (#21576715)
Valve originally was a game engine company just like Epic and Id, and they still are but have broaden into a platform and publisher. All three companies built games to show off the capabilities of their engines. Valve is unique for also caring about storytelling and rich game mechanics compared to Epic and Id, at least at the time. HL1 was as much about being a tech demo as it was about being a great game.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by pvg on Tuesday November 19, 2019 @02:31PM (#21577203)
Valve originally was a game engine company just like Epic and Id

Their first product was a game based on technology licensed from Id. It's a fairly different development path from Id and Epic.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by cameronbrown on Tuesday November 19, 2019 @03:03PM (#21577621)
Not true. GoldSrc wasn't ever really sold. They just acquired mods built on the engine (which was source available) to sell themselves (like counter strike or team fortress)
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by rpedela on Tuesday November 19, 2019 @03:45PM (#21578070)
There were also third party games such as a 007 game.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by wetpaws on Tuesday November 19, 2019 @01:12PM (#21576152)
There is nothing like this in hl1, most of the behavior is hardcoded in the game's SDK and pretty generic. I.e every breakable object has 'health', and the barrels explode when they hit 0, explosion is just an instant calculation of dmg property to distance falloff, and there is very basic "if then" scripting language that you have to configure manually. The engine is not very far from quake1 because technically it is one. Source: a former hl modder.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by jacobwilliamroy on Tuesday November 19, 2019 @04:24PM (#21578467)
I think derefr was talking about the underlying implementation, which the SDK sits on top of, acting as an interface for modders like yourself.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by wetpaws on Tuesday November 19, 2019 @04:27PM (#21578496)
Underlying implementation is a pure rendering engine, network and some low level core stuff (which is, as I mentioned a facelifted quake1 engine). All game logic including weapons, enemies, ai, bullet and explosion raytracing and game objects called 'entities' are contained in SDK and being compiled to client.dll and server.dll for server side and client side respectively. What derefr is talking about I have no idea because it has not a slightest relation to the game (no offense)
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by TulliusCicero on Tuesday November 19, 2019 @11:51AM (#21575093)
Yeah, I remember being surprised at the interactivity even HL1 had, like that crates were destructible, and not in a super simple, binary [completely intact] vs [completely obliterated] kind of way. You could break them down more gradually with the crowbar.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by wishinghand on Tuesday November 19, 2019 @11:23AM (#21574673)
The big idea that the first Half Life explored was never breaking from first person. No cutscenes. Sometimes they’d trap you to focus your attention on something but they never took away the player’s control to look at what they wanted to.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by nsxwolf on Tuesday November 19, 2019 @11:44AM (#21575004)
And it worked so well for immersion, and is the most natural and comfortable way to tell a story in VR.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by weaksauce on Tuesday November 19, 2019 @12:12PM (#21575383)
Well that and the fact that they had a writer and a story instead of a free for all killing spree like their contemporaries.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by laumars on Tuesday November 19, 2019 @12:27PM (#21575567)
There were already a lot of FPS around that era that had a proper story.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by skyyler on Tuesday November 19, 2019 @01:53PM (#21576733)
Can you provide some examples? I don't remember Turok or Unreal having gripping stories.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by mietek on Tuesday November 19, 2019 @02:20PM (#21577043)
Pathways into Darkness (1993), Marathon (1994), Marathon 2: Durandal (1995), and Marathon Infinity (1996) all precede Half-Life (1998).

https://en.wikipedia.org/wiki/Pathways_into_Darkness

https://en.wikipedia.org/wiki/Marathon_Trilogy

The stories of these games have been the subject of discussions for many years.

http://pid.bungie.org

http://marathon.bungie.org/story/

You may know Bungie as the studio behind Halo: Combat Evolved (2001) and subsequent games.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by trm42 on Tuesday November 19, 2019 @02:58PM (#21577539)
Marathons are awesome games still. It’s kinda sad that most of the PC players missed them. If my memory serves me right, only Marathon 2 was publishes on Windows quite late and it got bad reviews because of Quake and its 3d graphics. Marathons had bitmapped NPCs instead of 3d models.

Before Microsoft bought Bungie, They open sourced the Marathon code and gave the game data for free. Luckily people have been working on bunch ports for modern OSes:

https://alephone.lhowon.org/

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by pvg on Tuesday November 19, 2019 @03:30PM (#21577927)
Beside the Bungie games mentioned, there were tons of others. The first two Dark Forces, System Shock, Goldeneye just off the top of my head - all released before HL.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by laumars on Tuesday November 19, 2019 @12:20PM (#21575481)
This is what I remember being the most novel thing about Half Life too. It's surprising more games don't do this, even now cut scenes are more common than not.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by mrob on Tuesday November 19, 2019 @01:18PM (#21576211)
There's a brief scene where they take away control, when you get knocked unconscious and carried to the trash compactor, but it's arguably not a cut-scene in the original sense (cutting away from the player's POV) because it stays in first person view.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by moultano on Tuesday November 19, 2019 @12:54PM (#21575923)
No audio-logs either. No text. Just experiencing the whole thing first-hand, with set pieces that felt like plausible places and not just "cool geometry."
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by kipchak on Tuesday November 19, 2019 @12:19PM (#21575473)
I think a lot of the AI functions like smell, Grunt AI and houndeye group behavior rely on this. A lot of it is easy to miss, like Vortigaunts fleeing, hiding and not attacking below a certain health. Houndeyes for example will react differently to quiet/far away noises than loud startling ones.

https://youtu.be/1tvz0WVaQGg

https://youtu.be/9jO-P3kXlCI?t=105

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by kompakt on Tuesday November 19, 2019 @12:27PM (#21575571)
Yes, and this should be listed as HL1's main advance, its brilliant AI, which at that time of the release was unlike anything else.

https://youtu.be/cOSCBMHGE18

https://youtu.be/GjDY3m1SMpw

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by seminatl on Tuesday November 19, 2019 @11:22AM (#21574657)
Yeah I thought it was about smashing facecrabs with a crowbar.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by CivBase on Tuesday November 19, 2019 @12:08PM (#21575328)
> for the past 10-odd years, there hasn’t really been a big new obvious realtime physical-simulation tech to turn into game mechanics

Idk about that. I think Valve has simply changed their identity from "Game Developer" to "Gaming Platform Holder".

They have continued to experiment with new tech like they always have. They've made significant contributions to VR, streaming, and (for better or worse) monitization - technologies that are in service to their platform.

Valve as a game developer isn't dead. It just takes the back seat to Valve as a platform holder.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by derefr on Tuesday November 19, 2019 @12:15PM (#21575430)
You might be right on their priorities, but I think my reasoning also holds, even if it’s maybe not the primary reason they didn’t make an HL3.

I’ve given some thought to this, and I invite you to do the same: if there was an HL3 that continued in the tradition of serving as a tech-demo for a new kind of realtime physics-sim tech, what are the possibilities for the tech it could be showcasing?

I’m not too deep into physical-simulation research, so I can’t say whether there’s something just sitting around as a journal paper. What I can say is that I haven’t seen anything in a modern title (even an artsy indie title) that would have made for a good basis for an HL game. Have you?

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by simonsarris on Tuesday November 19, 2019 @11:46AM (#21575032)
HL1 had a good story and narrative arc. You, the first person scientist are pressed into shooting things, confused as hell about what's going on. You had a direct line of sympathy into the situation, as player. It was very easy to feel the dreamlike-yet-horror narrative, from start to finish. It was quite compelling just how well they did it.

HL2 had some interesting mostly-environmental exposition intermixed with an extremely lame narrative arc. You are basically just a guy with a gun who spends most of your time in transit. If you swapped places with Barney or a random citizen in an early scene, nothing would have changed. Your character is sterile. The main character was the environments, some of which were very good, but it felt more like a very long "demo" than a game. Everyone expressing surprise at how you are in fact Gordon Freeman and it just doesn't matter at all. You're a lunatic with bullets to spend, plus a couple science fair level physics ramps to complete. Tomb raider, every single one of them, did physics puzzles better, and they didn't have a physics engine!

I think everyone was wowed at the tech at the time and didn't realize just how bad the rest of the experience was. Replaying it, its very easy to feel (compared to replaying Deus Ex or Thief or HL1)

There was no emotive force in HL2. The story become uncompelling. I think they realzied HL3 would fall super flat without some new technology to showcase, because they made the Gordon story so damn boring. (You'll notice in a lot of fanfics, people actually talk, or they aren't about Gordon at all.)

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by PascLeRasc on Tuesday November 19, 2019 @11:55AM (#21575152)
I don't think it's a mistake that we don't hear Gordon Freeman talk, and barely ever see his face. I think the burden is on the player to feel connected to HL2. It's more an exploration of a dystopian landscape, which wasn't as played out 15 years ago as it is now. You get NPCs with excellent-for-the-time voice acting and huge landscapes to explore. You get to insert yourself into the character of Gordon, it's kind of "2004's VR" in that way.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by dsfyu404ed on Tuesday November 19, 2019 @12:12PM (#21575385)
Exactly.

Now combine that with what the GP said about HL1, some A-tier object manipulation and the impressiveness of VR and you have a game that's a lot of fun to play even if you're just along for the ride (in terms of plot). Throw in a decent story arc, hook people with letting them actually make some tough decisions (earth is descending into a dystopia in the time it's set so plenty of opportunities to force the player to choose between a bunch of bad options and feel guilty about whatever they choose) and you have a highly immersive experience.

I don't mean to make it sound trivial, each one of those things is hard to do right and they all have to be done right but it should not be rocket science. Valve just needs a Decent(TM) game using their existing principals. The hard part is going to coping with the constraints of VR without neutering player freedom within the story or botching the VR part.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by moultano on Tuesday November 19, 2019 @01:06PM (#21576068)
This was exactly my experience. The story they were telling in HL2 was extremely poorly suited to the technology they were trying to use to tell it. You can't tell a story about being an insurgency in a huge city or running from your life from a totalitarian state while never letting the character deviate more than 10 feet to either side along a fixed path. It just doesn't work, and it never felt like more than a game. I often felt like I was playing a rail shooter like the old light-gun games at an arcade that moved the character for you.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by simonsarris on Tuesday November 19, 2019 @02:45PM (#21577394)
It's weird, isn't it? It's not like I think the game was total trash, its got high points, but its always baffled me that Metacritic has had it for more than a decade as the highest rated PC game of all time. Was everyone drunk? Paid off?

https://www.metacritic.com/browse/games/score/metascore/all/...

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by filoleg on Tuesday November 19, 2019 @03:26PM (#21577890)
I doubt that was the case. Looking at HL2 now, with all those other FPS games that built up upon what HL2 introduced, of course it doesn't look that impressive. But at the time, it felt like it came from the future. The whole physics gameplay aspect was pretty much unprecedented at that time, especially with how seamless and integral it felt. It didn't feel forced or bolted-on at all.

A good analogy in other media would be Citizen Kane (movies), NWA (music), or Akira (japanese animation). Neither of those would garner mass praise if they were released today, but they were first of a kind and paved the way for moving their respective medium forward.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by greggman2 on Tuesday November 19, 2019 @01:50PM (#21576689)
The story in HL2 is a mess. You go from city controlled by invaders to zombie town to "They" town to nonsense alien citadel. They all have absolutely nothing to do with each other, they're just glued together because some designers/artists thought it would be cool to have them. Players fill in the rest with their own imagination, not by any smart writing or design by Valve.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by derefr on Tuesday November 19, 2019 @11:57AM (#21575175)
I would argue that HL2 was just “Gary’s Mod the Single-Player Campaign”—probably with Valve first thinking more along the lines of something that would look like Gary’s Mod itself if they had delivered it in that state; and then losing confidence, thinking that a pure sandbox title couldn’t possibly be something people would pay for (those really weren’t a thing back then, until GMod itself showed the demand!) So they backed off and built a single-player campaign instead.

But I think their goal with HL2 wasn’t really to deliver a compelling narrative, any more than the point of a modern Mario title is to give a compelling narrative. It’s a sandbox with a goal condition. (Sort of like Scribblenauts, now that I think of it.)

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by mikewhy on Tuesday November 19, 2019 @12:54PM (#21575918)
Gabe said as much himself[0]:

> Products are usually the result of an intersection of technology that we think has traction, a group of people who want to work on that, and one of the game properties that feels like a natural playground for that set of technology and design challenges.

> When we decided we needed to work on markets, free to play, and user generated content, Team Fortress seemed like the right place to do that. That work ended up informing everything we did in the multiplayer space.

> Left 4 Dead is a good place for creating shared narratives.

[0]: https://www.reddit.com/r/The_Gaben/comments/5olhj4/hi_im_gab...

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by ehsankia on Tuesday November 19, 2019 @01:07PM (#21576079)
Going a step aside from the technology itself, here's another way of looking at those games:

Half-life basically helped kick start story-driven FPS games (Bioshock, etc)

Half-Life 2 helped kick off physics based FPS games.

Portal basically kicked off the FPS puzzle genre (Talos Principle, QUBE, Quantum Conundrum, etc).

L4D basically kicked off FPS co-op games (Borderlands, Killing Floor, PayDay), as well as asymmetric co-op.

For better or worse, TF2 with hats and later CSGO basically started the microtransaction/crate system.

Lastly, Dota 2 did a lot to push e-sports forward too.

This is the kind of advances Valve is interested in. It's hard to tell now, but this game could easily have a huge impact on how VR games are made in the future.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by seavanas on Tuesday November 19, 2019 @01:38PM (#21576527)
what about artifact?
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by baq on Tuesday November 19, 2019 @02:39PM (#21577319)
It showed how to fail spectacularly.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by soulofmischief on Tuesday November 19, 2019 @11:41AM (#21574950)
> The major offshoots of the series, Portal and its sequel, were explorations of the possibility-space created by combining “beams” of matter or energy (lasers, hitscan gunfire, tractor beams, paint), gravity, and wormholes.

This isn't a technology, rather it's a set of game mechanics.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by derefr on Tuesday November 19, 2019 @11:48AM (#21575049)
It’s a technology for simulating the interactions of these things. Point the paint gun in Portal 2 through a portal into an area with different gravity and you’ll see something that required the invention of novel tech. That system “worked” since Portal 1; they just didn’t fully explore it in Portal 1.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by soulofmischief on Tuesday November 19, 2019 @12:49PM (#21575849)
Every game mechanic requires a technology behind it. However, the mechanics you described did not require new technology. It was simply a novel application of existing technology. It doesn't fit in with the rest of your tenuous examples.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by meheleventyone on Tuesday November 19, 2019 @12:33PM (#21575636)
That technology has worked since at least Quake FWIW! Shooting rockets through teleporters into zones with different gravity.

Both Portal games are cool though.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by ArtWomb on Tuesday November 19, 2019 @11:35AM (#21574866)
To continue your line of reasoning. And I think it's what makes XR so immersive, with immersion being a hallmark of the HL franchise. Is the opening of a possibility-space in VR of having any human player "thought" made manifest as "material" in the virtual world.

HL:A possibly represents a watershed. The 40-hour, single-player narrative action VR experience (not to mention a Counterstrike VR mod). What recently released Asgard's Wrath referred to as "God-scale" gaming

https://uploadvr.com/asgards-wrath-review/

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by inerte on Tuesday November 19, 2019 @11:45AM (#21575018)
Nintendo is well known for making some games like this too. It's a bunch of cool tech and physical controllers generating new interaction models, and game designers stretching that as far as they can, sometimes cohesively as a full game sometimes a collage of mini-games.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by derefr on Tuesday November 19, 2019 @11:54AM (#21575129)
Some Nintendo games are definitely explorations of their own novel input methods; and also, earlier on, explorations of the possibilities of the console’s fancy custom hardware features. (Whether you got one or the other often depended on whether the software/product department, or the hardware/R&D department, was responsible for the game’s design—the product folks [Nintendo EAD] tended to push for the inclusions of novel input methods on new hardware designs, so they built games around those; while the R&D folks were more intimately familiar with the more “gimmicky” hardware features they had included into new console designs, and so only they really understood what could be done with them, until they demonstrated it to the world and to the other departments with a tech-demo game.)

But I would say that, most of the time, Nintendo (and similar allied shops like HAL and Intelligent Systems) just invent novel game mechanics out of thin air, then ask how the player should interact with those mechanics; they make the interaction with the mechanic as a prototype, and playtest it on its own; and then, if that turns out to be fun, they wrap a game around that.

This is why, for example, the Paper Mario series looks the way it does. Nintendo + Intelligent Systems both agree that you can’t just take the same mechanics and make a new game, even if the mechanics you came up with the first time were really good. They already explored the possibility-space of those mechanics as well as they could manage in the first game!

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by hyperpallium on Tuesday November 19, 2019 @11:50AM (#21575083)
The Portal team was acquired by Valve, based on their demo.

VR could play a part in a physics simulation.

Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by willis936 on Tuesday November 19, 2019 @11:28AM (#21574745)
One could argue that real time ray tracing is a jump forward in this area.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by aerovistae on Tuesday November 19, 2019 @11:26AM (#21574725)
Moana wasn't Pixar btw.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by mattl on Tuesday November 19, 2019 @12:22PM (#21575500)
> Brave and Moana at Pixar and Disney Animation respectively
[dead]
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o... by mattl on Tuesday November 19, 2019 @05:50PM (#21579196)
I think the mistake of which part of Disney you're working is is nothing to be concerned about.