5 ms·
> • HL1 was an exploration of the possibility-space of having objects interact through emitted “energy” (i.e. by broadcasting messages that get attenuated by di
by shantly 7y ago
> • 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.
- seminatl 7y agoYeah I thought it was about smashing facecrabs with a crowbar.
- wishinghand 7y agoThe 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.
- nsxwolf 7y agoAnd it worked so well for immersion, and is the most natural and comfortable way to tell a story in VR.
- weaksauce 7y agoWell that and the fact that they had a writer and a story instead of a free for all killing spree like their contemporaries.
- laumars 7y agoThere were already a lot of FPS around that era that had a proper story.
- skyyler 7y agoCan you provide some examples? I don't remember Turok or Unreal having gripping stories.
- mietek 7y agoPathways 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/Pathways_into_Darkness https://en.wikipedia.org/wiki/Marathon_Trilogy 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://pid.bungie.org http://marathon.bungie.org/story/ http://marathon.bungie.org/story/ You may know Bungie as the studio behind Halo: Combat Evolved (2001) and subsequent games.
- trm42 7y agoMarathons 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/ https://alephone.lhowon.org/
- pvg 7y agoBeside 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.
- laumars 7y agoThis 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.
- moultano 7y agoNo 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."
- mrob 7y agoThere'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.
- derefr 7y agoHalf-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.
- TulliusCicero 7y agoYeah, 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.
- 7y ago
- kipchak 7y agoI 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/1tvz0WVaQGg https://youtu.be/9jO-P3kXlCI?t=105 https://youtu.be/9jO-P3kXlCI?t=105
- kompakt 7y agoYes, 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/cOSCBMHGE18 https://youtu.be/GjDY3m1SMpw https://youtu.be/GjDY3m1SMpw