Valve finished with episodic gaming

Valve logo

Any Train2Game students still expecting there to be a Half Life 2: Episode 3 may about to be disappointed, as Valve CEO Gabe Newell has said the developer is done with its episodic gaming experiment.

“We went through the episodes phase, and now we’re going towards shorter and even shorter cycles,” Newll told games industry magazine Develop. “For me, ‘entertainment as a service’ is a clear distillation of the episodic content model.”

The Valve CEO cited Team Fortress 2 as a successful example of a new model for game development. The multiplayer shooter released in 2007 has received over 200 free updates, some of which have introduced new items developed by fans. (Train2Game students take note!)

“If you look at Team Fortress 2, that’s what we now think is the best model for what we’ve been doing,” Newell said.

“Our updates and release model on [Team Fortress 2] keeps on getting shorter and shorter

Newell suggests that the development cycle for Portal 2 could evolve into a similar sustem.

“Portal 2? We’ll have to see how much our customers want us to push in that direction,” said the Valve CEO.  “In general, our approach is to come into work and ask ‘what can we do for our customers today’?”

As reported by the Train2Game blog, Valve has hailed Portal 2 as its best single player game.

Train2Game blog readers can find out much, much more about Valve and their approach to game development in an extensive feature on Develop Online.

So Train2Game, what are your thoughts on Valve giving up on episodic games? Does episodic content have a future? Or is a constantly rolling method of game development a la Team Fortress 2 the way forward?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Develop Online]

Interesting interview for Train2Game students: Splash Damage on Brink, game development, and humour

Brink Train2Game blog image

Brink is released this Friday – with many Train2Game students looking forward to it – so a lot of publicity for the Splash Damage game is doing the rounds online.

Last week the Train2Game blog brought you an in depth look behind the Art & Animation of the upcoming shooter.

Another article that Train2Game students may find interesting is an interview with Brink writer Ed Stern in The New Statesman.  He begins by discussing why Splash Damage decided to make Brink in the first place.

“We started off by saying; “We want to make this sort of a game, for this sort of a budget, that will allow the player to do this sort of thing – so where is it set and what is it about?” I can only answer the last two of those.

One of the struggles of game writing in general is coming up with ideas that are the right size and shape. Quite often the bits that don’t work are perfectly good solutions to the problems, but they don’t work in the context of the game. That often means cutting all your favourite bits.”

Stern also gives an insight into how game development can be be a fluid, ever changing role for everyone involved in producing a game.

“People talk about development as if we know what we’re doing, and of course we don’t: if we did, we could stamp these things out in weeks. And remember that while the roles on a film haven’t changed for decades, with games, there are job titles which didn’t exist two, five, let alone ten years ago.” He said

“The old joke that a month after the game ships, you find out what it’s about, is one I no longer find funny. It’s a bit like bad acting. You think: “Don’t they know how stupid that looks?” And of course they don’t, because they’re stood in a room with a camera pointed at them, possibly a long way away.”

“And that’s exactly how every element of games work: you don’t know how the whole package will be. When it goes wrong, it’s often because one element seems to be in a completely different game. When it goes right, everything is mutually reinforcing.” He added.

Stern also speaks about the use of humour in games – or lack of it – and that he’s waiting to see who will make the first “Monty Python-ish game”

“In one of the films there’s a Gilliam still image of someone reading a story to a child, and he describes this incredible scene of a thousand knights in sparkling armour — and says “it’s far too expensive to be animated in a film like this”. Which is brilliant as a joke about the limitations of film-making.

“But games don’t get to do that. They don’t make jokes about their narrators, or the weird plight of their non-player characters generally — OK, a few do; Valve are fantastic at it.” He added.

Yesterday the Train2Game blog reported on why Valve made protagonist Chell a silent character and that helped the humour.

Splash Damage have high expectations of Brink, and as reported by the Train2Game blog, they’ve previously claimed it’ll ‘end the FPS genre as we know it.’ The game is released on Friday for Xbox 360, PlayStation 3, and PC.

So Train2Game, what are your thoughts on Stern’s comments about game development? And what about what he has to say about humour in games? Would you attempt to develop a funny game? And are you looking forward to Brink?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: The New Statesman]

Valve on why Portal 2 protagonist Chell is silent

As many Train2Game students will be aware, dialogue can be a very important factor in the success of a game, but a game doesn’t need a character that says anything at all in order to be successful.

Just look at Portal 2 for example, which as the Train2Game blog reported, held No.1 in the UK charts for two weeks.  Valve writer Robert Wolpaw spoke about why protagonist Chell  is silent during a talk at NYU’s Game Centre, and revealed that it’s because she “could be anyone”

“It could be you. There’s the silent protagonist, which I don’t know is specifically a Valve thing, but it’s a thing” he said “It’s probably a little bit tougher in Half-Life, because it’s slightly more realistic and there’s conversations that are happening and you kind of have to write around why Gordon isn’t saying anything.

“I don’t think people are super invested in the character of Chell…obviously because we haven’t given her much character. But they’re invested in the relationship they have as the player. We always assumed she could talk, she just chooses not to, what with robots all being dicks, why give them the satisfaction?”

Wolpaw also discussed how Chell is used to emphasise the comedy in Portal 2.

“There’s this thing with comedy…there’s sort of two different patterns,” he said “One is, you’re the straight man in a world gone mad, and the other one is you’re a crazy person in a straight world. Portal is definitely the world gone mad straight man, and the straight man is you. Because you have to write in the margins in a game, time is at a premium, so the fact that there’s already this established thing where you have a silent protagonist, that saves us a lot of time.

“You may want to know Chell’s backstory, you may want to hear her say things, but I guarantee, if she had to say her straight man lines at the expense of half of the other dialog, it would suck.” he concluded.

As reported by the Train2Game blog, Valve claim that Portal 2 is their best single player game.

Of course, many Train2Game students will also be familiar with Valve’s other prominent silent protagonist – Gordon Freeman of the Half-Life series.

So Train2Game, why do you think Valve have had so much success with silent protagonists? Would you consider putting one in your games? Or do you believe the industry is moving towards more dialogue in games?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: MTV via VG247]

Team Fortress 2 gets another Halloween Update

Valve has once again released a Halloween update for Team Fortress 2. Last year the Pumpkin Patch gave Team Fortress 2 players a new map, new hats and new achievements, and now Valve have released a second Halloween update – ‘The Second Annu-Hell Scream Fortress Hauntdead Halloween Special’

The Scream Fortress update introduces a new map Team Fortress 2 in the form of Mann Manor. It’s an Attack and Defend map designed by the winners of the Art Pass contest and features loads of spooky surprises including the first ever Team Fortress 2 NPC Boss Monster!  The Horseless Headless Horseman is randomly generated and can kill a player with one hit. Team Fortress 2 teams may have to work together to take him down!

The Scream Fortress update also introduces the Haunted Halloween Gift, a gift drop that drops randomly, and there are plenty of new hats and weapons – though some can only be purchased through the Mann-Co store and only for the duration of the Halloween Event.

The Scream Fortress update also comes with new “Ghostchievements” including one for killing the Horseless Headless Horseman.  You can also try to grab any of the Scarechievements you may have missed last year.

The Team Fortress 2 Scream Fortress event runs from October 27th through to November 8th and you can read more on the official Team Fortress 2 Scream Fortress page

So Train2 Game, do we have any Team Fortress 2 players in the house? If so, will you be involved in the Halloween event? And what do you think about the introduction of the Horsless Headless Horseman?

You can leave your thoughts on the Team Fortress 2 Scream Fortress update here on the Train2Game blog or on the Train2Game forum.

Portal recreated in LittleBigPlanet 2 beta

More evidence has emerged of just how creative it’ll be possible to be with LittleBigPlanet 2. A video from the beta has appeared online, and it shows how one user has recreated Portal using the tools in LittleBigPlanet 2!

It reconfirms the fact that LittleBigPlanet 2 could be the Train2Game students dream with the Portal level just being the latest in a line of unique levels created during LittleBigPlanet 2’s beta test. Other games recreated using LittleBigPlanet 2 include indie game Flower, and Street Fighter.

You can watch Portal – complete with working Portal gun – recreated in LittleBigPlanet 2 in the video below.


LittleBigPlanet 2 is set for release in January 2011, after the original November launch date was moved back.

Meanwhile, Portal 2 is also scheduled for release near the start of next year, on February 9thYou can watch a Portal 2 trailer starring Stephen Merchant here. Alternatively, you can watch these trailers showing how the new inclusions of Faith Plates and Repulsion Gel work.

So Train2Game, what are your thoughts on the LittleBigPlanet 2 Portal level? And if you had to choose one of the two, would you go for Portal 2 or LittleBigPlanet 2?

You can leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

(Source: Edge Online Twitter)

More Portal 2 video goodness introducing Faith Plates and Repulsion Gel

Keeping up with the recent Portal 2 theme, here are a couple of Portal 2 gameplay videos that introduce two new features in the game – The Faith Plate and Repulsion Gel. Both look like they’ll make Portal 2 even more fiendish and even more fun. Or perhaps only one of these depending on what you believe…

The first Portal 2video from Aperture Science (not from Valve, honest) shows the Aerial Faith Plate’s of Portal 2 in action. What is an Aerial Faith Plate, will text in the first of the two Portal 2 videos explains:

“Aerial Faith Plates are part of a larger trust experiment designed to help the Enrichment Centre discover whether the capacity for trust is effected by being catapulted into space”

Sounds pretty standard there doesn’t it? The Portal 2 Faith Plate Gameplay video shows the player using them to get behind a turret before using the Portal gun to fling that nasty gun to its doom. Meanwhile, the second Portal 2 gameplay video demonstrates the Repulsion Gel, with the text explaining:

“Aperture’s second attempt at a dietetic pudding substitute resulted in Repulsion Gel, a much sweeter, slightly less non-toxic form of fibreglass insulation that caused subsequently ingested food items to bounce off the lining of the dieters stomach and out of his or her mouth”

For various reasons this was also pulled from the shelves”

The Portal 2 Repulsion Gel gameplay video looks very fun indeed, with the player using the Portal gun to manipulate the gel in order to crush some turrets. Of course, they also use it to bounce around to solve one of Portal 2’s many puzzles.

Both the Portal 2 Faith Plate and Repulsion Gel videos – originally shown at GamesCom – are below


So Train2Game, what do you think of these new addictions to Portal 2? Will they overcomplicate the game?

Leave your thoughts on Portal 2 here on the Train2Game blog or on the Train2Game forum.

Updated Portal 2 trailer starring Stephen Merchant as Wheatley

Portal 2Valve have released an updated trailer for their upcoming first person puzzler sequel Portal 2, and this time it stars Stephen Merchant as your robot pal Wheatley. Just in case you’ve been living under a rock, Stephen Merchant co-wrote and starred in The Office and Extras with Ricky Gervais. (Ricky Gervais isn’t in Portal 2, but has played himself at the comedy club in Grand Theft Auto IV)

The updated Portal 2 trailer demonstrates Stephen Merchant’s new Wheatley with it’s previous wit and dry humour, except this time with a slight West Country accent. Valve, being their usual cunning selves, previously said that Portal 2’s Wheatley was being voiced by ‘some guy from the office’ Can you see what they did there? Valve you clever wordsmiths.

The updated Portal 2 trailer also displays some of the new rendering effects in the game takes a closer look at Aperture Science. Portal 2 definitely looks a lot prettier than its predecessor! You can watch the updated Portal 2 trailer with Stephen Merchant below, but be aware it does contain spoilers for those who’ve not yet played the original Portal.


Portal 2 is scheduled for release on February 9th 2011.

The updated Portal 2 trailer could also make interesting viewing for Train2Game students (So long as you don’t want spoilers from Portal revealed!) who want to add voice work into their games in future. How important do you think choosing the right actor is? Do you think Stephen Merchant fits Portal 2’s character of Wheatley?

And of course, how much are you looking forward to Portal 2? Have any Train2Game students not played the original?

You can leave your thoughts on Portal 2 and in-game voice work here or on the Train2Game forum.

Valve offer free game after ban blunder

Nothing says "I'm sorry" like zombies.

Well that’s certainly one way to apologise. Valve has offered not one, but two, copies of Left 4 Dead 2 to the 12,000 players that were accidently banned from playing Call of Duty: Modern Warfare 2 via Steam.

Poor, innocent gamers found themselves banned from online servers and the internet was flooded with forum posts pleading for help. Alas, Valve support staff could only tell these poor gamers that they were unable to help. It looked like many wouldn’t be able to play Modern Warfare 2 on PC anymore.

However, each of these players can now get back to shooting each other again, and have the option to pick up two free copies of Left 4 Dead 2. So, now they can shoot zombies too.   Players affected by the ban received an e-mail from Valve CEO Gabe Newell which said:

“Recently, your Steam account was erroneously banned from Call of Duty: Modern Warfare 2.

This was our mistake, and I apologize for any frustration or angst it may have caused you.

The problem was that Steam would fail a signature check between the disk version of a DLL and a latent memory version. This was caused by a combination of conditions occurring while Steam was updating the disk image of a game. This wasn’t a game-specific mistake. Steam allows us to manage and reverse these erroneous bans (about 12,000 erroneous bans over two weeks).

We have reversed the ban, restoring your access to the game. In addition, we have given you a free copy of Left 4 Dead 2 to give as a gift on Steam, plus a free copy for yourself if you didn’t already own the game.”

Well isn’t that nice?  It’s not often you see a Games Developer Apologise for their mistakes? Do Train2Game students think that other developers – we won’t name specific examples of course – could learn a thing or two from Valve? And have you ever thought about what you’d do if there was a mistake in one of your games?

As usual, leave your thoughts here or on the Train2Game forums.

Polycount contest winners work to become part of Team Fortress 2

Get with it indeed.

The Engineer Update is still very much a new thing, but even more new items for Team Fortress 2 are already in the works. This time however, it isn’t Valve who’ve been the creative force behind new weapons and hats, but members of Polycount – a video game art and resource community.  (Perhaps our Train2Game Artist & Animator students should join the site if they’re not already members)

Valve and Polycount teamed up to members of the art community the chance to create items that will actually be used in Team Fortress 2. The brief went:

“Pick a single Team Fortress 2 class and create a minimum of three custom items for them. These items can be made up of any combination of weapons (melee, primary, secondary), Engineer buildings and/or hats. These items must be cohesively themed and fit within the Team Fortress 2 universe and time period. Make sure your replacement item set maintains the existing functionality of the original items they’re replacing, specifically any Primary, Secondary or Melee weapons you replace in your set.”

The content received an overwhelming response with over 70 sets – that’s at least 210 items – submitted by artists and designers. Now, Valve have managed to judge the entries and have selected five item sets that will eventually be released into Team Fortress 2. That’s after Valve work out how they’ll “attach gameplay attributes (probably of a game destroying nature) to these items.”  – Yeah, that quotes taken directly from the Team Fortress 2 blog!

which Polycount item sets will soon be available to all Team Fortress 2 players then?  Well, they are a heavy duty Tank Buster pack for The Soldier, a Milk Man themed item set for The Scout, 1950’s Gas station attendant gear for The Pyro, a nifty Saharan get up for The Spy, and finally ‘The Croco-Style Kit’ for The Sniper.  All of the items look very impressive and you can feast your eyes on them by visiting the Team Fortress 2 Polycount Pack Winners page.

Of course this isn’t the first time Valve have encouraged other Game Designers, Game Developers and Game Artist and Animators to contribute to their projects. After all, Counter Strike started as a community run fan project, while Portal was originally developed by students. Aspiring designers have already seen their maps and items become official in previous Team Fortress 2 updates thanks the Contribute! initiative.

Regular readers will know that this isn’t the first time I’ve praised Valve’s scheme and encouraged Train2Game students to get involved. It really does seem like it would be a good idea for Train2Game Designers to produce something. After all, you could strike it lucky and end up seeing your hard work on display in a game played by millions of people worldwide. Even if your items don’t get into the game, time practicing designing items can only be useful to your future career in the games industry.

So, what do you think of Valve’s enthusiasm for community developed items? Do you think you’ll be getting involved? How many of you play Team Fortress 2?

As usual, leave your comments here or on the Train2Game forum.

The PC – The ideal platform for Train2Game students?

Dragon Age: proof of a popular PC game

My spiffing Train2Game colleague Gabe recently published a blog about PC gaming, and as what could be described as a ‘hardcore’ PC gamer myself, it got me thinking.

Gabe’s blog came following remarks from Bioware that the PC “is made for gaming” which seemed rather obvious to me. It should of course be obvious to anyone who’s played a Bioware Role Playing Game, be it Mass Effect or Dragon Age: Origins.

When it comes to these RPG’s, it’s the PC that’s king, and in an interview with CVG, Bioware designer and writing director Daniel Erickson says the numbers speak for themselves.

“Every two or three years we hear the announcement of fantasy being dead, PC gaming being dead and RPGs being dead, and yet, all of the biggest games that ever come out – that set the records – are nearly always PC games, and a lot of them are fantasy games.”

The biggest game in the world is a fantasy, PC, RPG MMO. We all know the drawbacks of PC. We all scream at our boxes and try to make stuff work. But at the same time, the interface is made for games. The mouse/keyboard interface allows so much less restriction [Than consoles]”

Personally, I’ve not experienced Dragon Age: Origins on a console  – I play it on PC – but it’s certainly obvious to me how much easier it must be to play on a PC as you can easily access spells and talents using hot keys 1-9 and the space bar easily pauses the action. I’d imagine the whole process is a bit fiddler using a control pad, but if you can do so, feel free to prove me wrong!

The PC certainly gives Train2Game students, be they Games Designer, Games Developer or Games Artist & Animator, an opportunity to test their skills thanks to the number of games with large modding communities.  Half Life 2 and Fallout 3 are just two games that a loyal fanbase who are giving others the opportunity to try new weapons, new skins or even whole games.  Counter-Strike, one of the most popular online shooters of all time, started as a fan produced Half Life mod and shows that with the right ideas, modding a current game could provide a small studio with a big break.

Some developers even encourage the addition of community content to their games, with Valve perhaps providing the best example of this with Team Fortress 2. Valve have run numerous community competitions calling on fans to create items in the form of weapons and hats with the winners being able to see their creations in game. There seem to be a lot of talented Games Designers out there, and Valve are going to have a tough time deciding on a winner of the most recent contest!

The PC is the most popular gaming platform, partially due to the rise in the popularity of flash games which in itself provides even more opportunities for Train2Game students to create games.

So what do you think? Would you consider creating PC games? Have you already made mods? As usual, let us know here on the Train2Gameforum.