[HN Gopher] Half-Life
       ___________________________________________________________________
        
       Half-Life
        
       Author : dmazin
       Score  : 406 points
       Date   : 2025-02-23 08:18 UTC (14 hours ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | victorstanciu wrote:
       | Obligatory mention that if you want to enjoy Half-Life today (in
       | spirit if not exactly the same game), Black Mesa is the best
       | option for doing so:
       | https://store.steampowered.com/app/362890/Black_Mesa/
        
         | graynk wrote:
         | Yes and no. The original is still very much playable, one does
         | not replace the other, both are very good
        
           | bl0rg wrote:
           | As someone who has played both, why not just play Black Mesa?
        
             | Tsiklon wrote:
             | The game mechanics and how the story is told is worth
             | experiencing by itself in it's original form before seeing
             | the modern interpretation in Black Mesa
        
             | worble wrote:
             | Just a quick bullet point list of differences from the top
             | of my head:
             | 
             | - Half Life has much faster run and gun gameplay (stemming
             | from it's quake roots no doubt), while in Black Mesa it's
             | much slower paced
             | 
             | - The AI in the game is completely different, Black Mesa's
             | soldiers feel way more aggressive, again encouraging a
             | slower pace of play compared to the original
             | 
             | - Lots of levels have small changes - some are cool, others
             | kinda feel like they're just different for the sake of
             | being different
             | 
             | - Xen itself is completely different; Unpopular opinion, I
             | liked the original! It feels otherwordly and alien and
             | oppressive, the new one is certainly pretty but lacks that
             | atmosphere, imo
             | 
             | Black Mesa is a great game, one thing I have nothing but
             | praise for is it's presentation - it's really nice to look
             | at and they did a bang up job with the graphics and
             | animations. But which is better is a matter of opinion, and
             | personally I much prefer how HL1 actually feels to play.
        
               | dijksterhuis wrote:
               | A couple to add, with my own biases included because I
               | love Black Mesa
               | 
               | - Joel Nielsen's great sound track / sound design work in
               | Black Mesa ... I believe he admitted in an interview that
               | some of the "squelching" sounds are recorded by slapping
               | _someone_ 's arse O_o
               | 
               | - The reworked Gonarch fight is, hands down, one of the
               | most entertaining and intense boss fights for me in
               | recent memory. It's way better than the original for
               | sure, which I remember just being frustrating (lack of
               | ammo).
               | 
               | > Xen itself is completely different; Unpopular opinion,
               | I liked the original! It feels otherwordly and alien and
               | oppressive, the new one is certainly pretty but lacks
               | that atmosphere, imo
               | 
               | I see both takes. Like, in the original game I actually
               | liked Xen (except Gonarch). It felt otherwordly and
               | empty, as if one of the reasons for earth being invaded
               | was because there was nothing left. But BM Xen is
               | literally another world. I prefer BM Xen, but I did enjoy
               | the original at the time.
               | 
               | For a deeper look into Black Mesa / Half-Life and some of
               | the changes, Soup Emporium did a great video here, where
               | he only stole _some_ of the points he raises
               | https://www.youtube.com/watch?v=-d8KAq78gco
        
               | nobankai wrote:
               | > some of the "squelching" sounds are recorded by
               | slapping someone's arse O_o
               | 
               | Quite reminiscent of deadmau5' famous trick:
               | https://youtu.be/4mx_P_gPyiE
        
         | cs02rm0 wrote:
         | Does it run on MacOS? (That page suggests not?)
        
           | haunter wrote:
           | ymmv but runs under CrossOver https://old.reddit.com/r/macgam
           | ing/comments/1e4pomu/black_me...
        
           | karlgkk wrote:
           | While the original version did not get a port to Mac OS,
           | later on the updated version did for Mac OS X
        
         | TazeTSchnitzel wrote:
         | Black Mesa is not the same game!
        
         | ekianjo wrote:
         | Black Mesa is a recreation but it's not identical to the
         | original either. So... Yes if you want modern graphics, no if
         | you want the real thing
        
         | davikr wrote:
         | Skip Xen if you're playing this.
        
           | loehnsberg wrote:
           | Why skip Xen? Xen in Black Mesa is really good. I found it to
           | be much better than the original.
        
             | 3eb7988a1663 wrote:
             | It is so long, and I did not enjoy my time there. "Alright,
             | here is the third or fourth energy door unlocking puzzle to
             | slog through". It was so much slower paced you lose the
             | thread from the human world of what you are even doing
             | anymore.
        
           | deergomoo wrote:
           | Overall I think Xen was much better in Black Mesa than HL1,
           | but why they felt the need to make it _so_ long is a mystery
           | to me. Half to two-thirds of the play time could have been
           | cut and it would have only improved things.
        
         | on_the_train wrote:
         | I really didn't like black Mesa at all. It's different for the
         | sake of being different
        
         | deergomoo wrote:
         | There's still a lot of value in playing the original, but what
         | the Black Mesa team achieved with what is effectively a fan
         | project is incredible. And in a world where Take Two goes after
         | people doing cool stuff with 20 year old GTA games, it's great
         | that it got the official blessing from Valve.
        
       | scrlk wrote:
       | Why do we all have to wear these ridiculous ties?
        
       | reubenmorais wrote:
       | > And then there are an awful lot of jumping puzzles, shoehorned
       | into a game engine that has way more slop in it than is ideal for
       | such things.
       | 
       | I was taken aback by this comment. The original Half Life engine
       | has super tight and responsive movement, to the point where the
       | average "tryhard" in a server would be executing all kinds of
       | movement tricks that require frame-perfect inputs or very close
       | to it. Watch some speedruns or HL:DS games and you can easily
       | find examples of gameplay involving super precise movement. In CS
       | there was a huge scene of movement based maps like surf_, bh_,
       | and deathrun_.
       | 
       | Makes me think of something in the reviewers setup while playing
       | Half-Life was introducing extra input latency and creating this
       | feel of sloppiness.
        
         | iforgotpassword wrote:
         | I also found it very weird back then.
        
         | wingerlang wrote:
         | My favorite pasttime in HL/CS back in the day was bhopping and
         | kz_. To some degree I think it has too responsive movement. I
         | recently went back to play HL and I fell down so many crates
         | due to the instant movement, having been used to some inertia
         | in games since.
        
           | reubenmorais wrote:
           | I remember never quite getting into Counter-Strike: Source
           | because of the difference in inertia. I had friends who were
           | masters of movement there so I know it wasn't a sloppy game,
           | but my muscle memory from 1.6 just made it feel... uncanny :)
        
         | JansjoFromIkea wrote:
         | Super tight and responsive movement wouldn't necessarily mean
         | jumping puzzles make sense in a 90s single player FPS. Would
         | also say what a tryhard is attempting on a server playing every
         | day is going to be a fair bit off from the bulk of people who
         | played through the main game.
         | 
         | My memory is that it wasn't the controls but the sizes of the
         | spaces you had to jump to and the clarity of where they were so
         | you could adequately position yourself that were the issue. The
         | latter of which is probably more down to texture usage than the
         | engine itself.
        
           | reubenmorais wrote:
           | > Would also say what a tryhard is attempting on a server
           | playing every day is going to be a fair bit off from the bulk
           | of people who played through the main game.
           | 
           | Fair, my point is more that in order for it to be possible
           | for mere 12 year old mortals to learn to casually execute
           | these tricks, the game has to have predictable, responsive
           | and reproducible movement. In other words, the opposite of
           | slop.
        
             | JansjoFromIkea wrote:
             | Slop is an unfair word to use, agreed.
             | 
             | I suppose it's possible that they're viewing those factors
             | as being inherent in the original Quake engine rather than
             | something Valve should be credited for and relying on them
             | in their fork so heavily when it didn't suit the overall
             | game was a bad mishmash.
             | 
             | It's more likely they're just conflating how ugly a lot of
             | those later levels are with the engine.
        
           | amlib wrote:
           | Turok on the n64 had way more instances of jumping puzzles
           | while controlling like a boat and having a nauseating FOV by
           | even today's console standards. Yet the game was praised and
           | well liked back in the day. Half-Life on a 90s PC in
           | comparison is a much better playing game.
           | 
           | All that said, I still enjoy both. Maybe I've got enough
           | muscle memory to plow trough the BS and enjoy the level
           | design and challenge, specially regarding Turok on original
           | hardware lol. Meanwhile people who didn't grow up with those
           | games are off put whenever a hard jumping puzzle appears or
           | the lack of direction gets them stuck.
        
         | da_chicken wrote:
         | I assumed it was a general complaint about Xen.
         | 
         | I liked Xen when I played it. I thought the boss fights were
         | terrible, but I think most FPS boss fights are terrible. The
         | other complaint is that the healing pools were too slow. The
         | navigation and obscure puzzles were great, though. They
         | scratched an exploration itch I didn't know I had.
        
         | CannonSlugs wrote:
         | Well it was responsive but it wasn't physically accurate at
         | all, which makes it non-intuitive. The whole reason side-games
         | like KZ and surf could exist was due to the bad physics. I
         | competed in local IRC KZ tourneys and also surfed a lot in 1.6.
         | The fact that you gained speed by moving left and right
         | repeatedly doesn't make any intuitive sense. The surf scene was
         | also heavily infected with frame-rate tricks (hotkeys to
         | increase fps-limit in the air, and then lowering it on the
         | ramps) since you floated more in the air the higher your FPS
         | was. In the beginning you needed to have a PC that could
         | support 250+ FPS to be a high-end surfer. This was fixed later
         | with server-set fps limits etc. though.
         | 
         | It created an entire universe of movement based mini-games that
         | I treasured more than the base-game, but it was mostly based on
         | unintuitive physics and engine bugs.
         | 
         | I do agree that the modern game's "inertia" and slow heavy
         | movement feels bad though. Last modern game that I remember had
         | really fast and rapid movement was The Talos Principle.
        
         | mrkeen wrote:
         | > Makes me think of something in the reviewers setup while
         | playing Half-Life was introducing extra input latency and
         | creating this feel of sloppiness.
         | 
         | I distinctly remember a noticeable delay between moving the
         | mouse and the view turning, even when the frame rate was high.
         | I think the fix was switching from DirectX to OpenGL.
        
       | HelloUsername wrote:
       | Dupes:
       | 
       | https://news.ycombinator.com/item?id=42478326
       | 
       | https://news.ycombinator.com/item?id=42472847
        
       | gxd wrote:
       | 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.
        
         | mrkeen wrote:
         | 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).
        
           | hypercube33 wrote:
           | 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
        
             | dijksterhuis wrote:
             | Jolly's Hardcore Mod is still one of my favourite youtube
             | videos -- https://www.youtube.com/watch?v=fL8rxqodeRI
        
           | paulryanrogers wrote:
           | Let's not forget Action Half Life.
           | 
           | 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.
        
             | archagon wrote:
             | AHL was great, but The Specialists was GOAT. Never felt
             | more like a badass after disarming an opponent, hitting
             | slow motion, and chucking a katana at their head while
             | diving.
        
           | archagon wrote:
           | 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.
        
         | musha68k wrote:
         | 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.
        
           | paulryanrogers wrote:
           | 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.
        
         | uniq7 wrote:
         | > 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.
        
           | mft_ wrote:
           | 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?
        
       | TrackerFF wrote:
       | 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.
        
         | gonzo41 wrote:
         | I loved world building with the valve map tools. It was
         | fantastic. Almost as much fun as the game itself.
        
           | nonrandomstring wrote:
           | 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.
        
           | joquarky wrote:
           | Worldcraft was so much fun!
           | 
           | At least until "LEAK LEAK LEAK" appeared
        
         | lqet wrote:
         | > 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.
        
           | time0ut wrote:
           | 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.
        
             | hypercube33 wrote:
             | Rats maps or the ones with a ton of vehicles were the most
             | fun before the game got way too serious (before 1.5)
        
               | fuzzzerd wrote:
               | I ran a server that was primarily rat surf maps with a
               | Warcraft/RPG server mod for years back then. It was super
               | fun and something that modern games just can't touch in
               | terms of that kind of niche.
        
               | lqet wrote:
               | I still remember the name "gimli", a creator of high-
               | quality maps around 1.3.
        
               | jamiek88 wrote:
               | He still publishes maps!
        
             | RGamma wrote:
             | CS2 community servers are nothing like the 1.6 or Source
             | golden era. Those games are still going, but the playerbase
             | has shrunk considerably.
             | 
             | I'm glad I got to experience it all (primarily in Source):
             | gun game, deathmatch, RPG, surf, jailbreak, zombie mod and
             | escape, iceskate, sliderace, hide'n'seek, trickz, xtreme
             | climbing, multigames, deathrun, knifeball, HE wars, vehicle
             | maps, bob, nipper maps, even hack vs hack, and the many
             | many communities, each uniquely flavored and with their own
             | story.
             | 
             | Back then I took it for granted...
        
               | Stagnant wrote:
               | I totally feel that. The most fun I ever had gaming was
               | back in my teens playing various different game modes in
               | source. And yeah the communities really made it so
               | special, to this day I'm good friends with some people
               | that I initially met in CSS.
               | 
               | I can't help but feel Valve dropped the ball with cs:go
               | and cs2. I mean, they did become incredibly popular but
               | IMO there was potential for so much more if they would've
               | supported custom game modes even just a little bit.
        
               | aradox66 wrote:
               | I spent long hours playing CS Surf. What a wacky mod.
               | Good times, odd memories.
        
               | RGamma wrote:
               | You may be interested in KSF. They host skill surf
               | servers and publish chill WR runs:
               | https://youtube.com/@ksfrecords
               | 
               | The more modern surf maps are aesthetically quite
               | pleasing and smooth to play.
        
             | jamal-kumar wrote:
             | It's still tons of fun but definitely different now, and
             | since they came out with counter-strike 2 a while ago, it's
             | me being specced out on my old gaming computer all over
             | again - as with you I'm way too busy as a working adult to
             | get too deep into it, was fun to play a lot during the
             | pandemic though.
             | 
             | The craziest innovation I seen is counter strike 1.6 in the
             | browser, fully playable multiplayer. Not sure how safe
             | letting that much execution happen in wasm environment
             | truly is but was still pretty funny to see how far the game
             | has come in terms of graphics. Basically a bunch of the
             | same maps still even though a couple have always been way
             | skewed to one side or the other.
        
             | lqet wrote:
             | > About six months ago, I felt nostalgic and started
             | looking into what was up with CS. Amazingly, it is still
             | going and is popular
             | 
             | I played the "original" CS (at least a version that looked
             | like 1.6) around 3 years ago, and was surprised how
             | painless it was to install it on Linux using Steam. I was
             | also surprised that it was still no problem to find a
             | de_dust server with > 20 players.
             | 
             | > That's how we all got our start though. Now we all work
             | as software engineers.
             | 
             | Yes. It was so easy back then to play around with game
             | development, web development, or desktop development.
             | Around 2002, I hosted a web site for months on my local
             | desktop server, reachable via a DynDNS solution.
             | 
             | Sorry for getting nostalgic, but it was even _easier_ in
             | the mid-90ies. As a 9 year old, I created a Dyna Blaster
             | clone using a Demo-Version of  "Klik&Play" on Windows 3.11
             | [0]. You could develop quite advanced games by just
             | dragging around sprites, animating them, listening to mouse
             | and keyboard events and object collisions. You could even
             | "compile" the game into a single portable .exe! It was dead
             | simple, but it introduced me to the basic concepts of
             | programming and animation, and I didn't even realize it. A
             | little later, I was able to teach myself BASIC by just
             | reading the DOS man pages. We didn't even have internet
             | back then. I very clearly remember realizing that "if ...
             | then ... else" statements and variables were exactly what
             | was missing in my "Klik&Play" demo-version. In the demo,
             | you had to simulate these concepts by triggering the spawn
             | of a hidden moving object and listening for the collision
             | with another object. The hidden objects encoded the game
             | state. Basically, the developers tried to remove Turing-
             | completeness from the demo version, but failed and forced
             | kids like myself to restore it via wild tricks (I remember
             | feeling very clever when I had the idea for this trick). I
             | only realized 2 decades later how useful these experiences
             | were for a career in computer science.
             | 
             | [0] https://old.reddit.com/r/nostalgia/comments/e2e98t/maki
             | ng_ga...
        
               | time0ut wrote:
               | Very cool.
               | 
               | The first web site I ever made was for my CS clan. I
               | hosted it on the Linux server in my university dorm room
               | that also hosted our CS server. I don't remember what I
               | did for DNS back then. I learned so much that I still use
               | to this day.
               | 
               | I also think its neat, guessing based on your ISP, that
               | you had such similar experiences at the same time half a
               | world away from me (in the US).
        
           | t4h4 wrote:
           | I think you meant "FastPath"? - an alternative error
           | correction scheme for DSL connections.
        
             | lqet wrote:
             | I did!
        
         | agumonkey wrote:
         | 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".
        
           | rusk wrote:
           | 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.
        
             | agumonkey wrote:
             | Specs similar to mine. Not far after that I got a diamond
             | nv3 ..
        
               | rusk wrote:
               | 1MB ATI Radeon all the way baby :)
        
               | pcdoodle wrote:
               | ATI 3D Rage (1996), 500 nm, 50mhz or so.
               | 
               | Had to look it up, didn't know they had 1MB 3D
               | accelerators.
               | 
               | I think my first was 8MB and it blew my hair back for
               | sure.
        
               | rusk wrote:
               | It wasn't a Rage it was a Radeon :) not even a 3D
               | accelerator :) this was the first generation of graphics
               | cards that had hardware acceleration for 2D
               | 
               | Was just about time for MDK, Quake, Tomb Raider etc even
               | though it was way outside the official specs for these.
        
               | pcdoodle wrote:
               | Oh wow, I stand corrected. Didn't know they brought back
               | the moniker.
        
         | maccard wrote:
         | > 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.
        
           | doctorwho42 wrote:
           | 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
        
             | teamonkey wrote:
             | Traditional modding still exists, especially for PC RPGs,
             | where the community is huge. Also UEFN is an extremely
             | powerful tool that sits closer to modding Fortnite than UGC
             | for Roblox, say.
             | 
             | The problem is that multiplayer games and any game with a
             | server component - and the engines that make them - are
             | specifically designed to have security against cheating and
             | hacks. No-one wants to play against a modded game. That
             | makes supporting mods, even solo mods, all the more
             | difficult, and it's harder to make the business case for
             | doing so.
        
               | Sophira wrote:
               | > No-one wants to play against a modded game.
               | 
               | Au contraire. There are plenty of people who would like
               | to play against a modded game. They just might not want
               | to play against a game that's modded differently from
               | their own.
        
               | jhbadger wrote:
               | >Traditional modding still exists, especially for PC RPGs
               | 
               | Yes, I've recently been playing Fallout: London, which is
               | a total conversion mod for Fallout 4. It obviously
               | changes the setting to post-apocalyptic London, but also
               | adds new quests, monsters and things. And it's pretty
               | good quality -- in fact the mod kept getting delayed
               | because Bethesda saw the mod in progress and kept hiring
               | the people working on it because they were so impressed.
        
             | maccard wrote:
             | It's not the same but the environment isnt the same
             | anymore.
             | 
             | There are lots of games that will let you mod the ever
             | loving crap out of them. UEFN and Roblox are modding with
             | distribution platforms. Cyberpunk has Bethesda level
             | modding. Games like lethal company are existing in an indie
             | space that was just unfathomable when I was playing those
             | games.
        
         | throwaway519 wrote:
         | > purchasing a PC today for $5k, and it being unusable for
         | games in 3-4 years.
         | 
         | A time when technology changed that fast, too.
        
           | BlaDeKke wrote:
           | Should be changing faster today, it's just not always
           | visible.
        
             | crackez wrote:
             | I just replaced my HP z800 from 2008 because it was holding
             | it's own with the addition of a few ssd's and an RX580 GPU
             | over the years. Went from 6c12t Xeon to 16c32t (R9950x) and
             | 7900xt.
             | 
             | Performance just hasn't out paced people's needs in the
             | last 15 years the way it used to...
        
               | BSDobelix wrote:
               | Wait are you me? i shut down my z800 about a year ago
               | (was my mainmachine for about 13 years) i buyd a second
               | cpu for like 10$ after 5 years and upraded the ram to
               | max, i think it was 46gb, also ssd's....and a rx580 which
               | is still in use.
        
               | crackez wrote:
               | So, what's your replacement machine consist of?
               | 
               | I used to use the hardware raid to stripe 2x ssd's to get
               | over 1GB/s from my sata drives.
               | 
               | New machine has a pcie5 gen5 m.2 nvme. Stupid fast at
               | 12GB/s.
               | 
               | I gotta figure out what to do with the old machine now...
        
         | Spooky23 wrote:
         | The crazy thing is there are still a few people playing Half
         | Life!
        
         | rpicard wrote:
         | Nightmare House was a super fun mod that I found at some point.
         | 
         | I don't remember where or how, but it scared the heck out of
         | me.
        
         | MrPowerGamerBR wrote:
         | > 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".
        
           | no_wizard wrote:
           | The official toolkit for modding Baldur's Gate 3 is extremely
           | extensive. You can make an entirely different game on top of
           | the game if you wanted
        
             | paavohtl wrote:
             | Really? Officially they don't even support modifying or
             | creating new levels:
             | https://baldursgate3.game/news/community-
             | update-27-official-.... You are mostly limited to visual
             | changes, UI mods and balance / tuning changes.
        
           | richardwhiuk wrote:
           | Factorio has an extensive modding community - one of the
           | community mods was adopted and became an official expansion.
        
         | archagon wrote:
         | 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.
         | 
         | We've lost something along the way.
        
       | mediumsmart wrote:
       | this balancing act between scripted story and open gameplay with
       | "conscious" AI defense is so hard to pull off. In the scripted
       | entertainment league Half-Life rules I think. Crysis had the tech
       | to do the real thing and failed - too much cinema and a bad
       | story. But the realism, the mechanics of movement and physics -
       | it was all there in god tier quality.
        
         | agumonkey wrote:
         | there were other brilliant ideas bridging nascent technology
         | for the sake of gameplay, like surround sound to locate some
         | fast (nearly impossible to see coming) enemies. It really was
         | perfectly executed.
        
           | nonrandomstring wrote:
           | Great early examples of simulated acoustic spaces matching
           | geometry, like delay networks for metallic ducting in the
           | crawl spaces. And notable firsts in sound management - before
           | there were really "sound engines".
        
       | Christian_A wrote:
       | This was the game that brought me into counter-strike and in my
       | opinion still one of the best stories there is. Well done,
       | especially when you think about how limited their possibilities
       | were in the days back then.
        
       | hadriendavid wrote:
       | I remember playing on the computers at university. Someone had
       | modded the campus map, was so fun to play.
        
       | sylens wrote:
       | The observation that Doom was on more PCs than Windows was very
       | astute. Doom was everywhere at the time - it was not uncommon to
       | find the shareware on computers inside many typical office jobs
        
         | bombcar wrote:
         | The shareware version of DooM was more of a complete game than
         | many boxed games at the time. It's no wonder it spread so far -
         | especially because it was also an amazing hardware demo.
        
       | simonjgreen wrote:
       | Wonderfully written article, but especially delighted to see
       | extensive mention of DF2: Jedi Knight. This game absolutely
       | dominated mine and friends free time for multiple years, both
       | single player and multiplayer. Up there as one of my favourite of
       | all time, certainly most played.
       | 
       | Lucasarts absolutely ruled on the story based games genre merges.
       | See of course all the point and clicks such as Monkey Island and
       | Day of the Tentacle, but also of course XWing and Tie Fighter.
        
         | DylanSp wrote:
         | The same author has full articles on Jedi Knight [1] and
         | X-Wing/TIE Fighter. [2]. If you go through his archives [3],
         | he's also written a lot about LucasArts' adventure games; I
         | think the first posts that talk about them are the three "A New
         | Force in Games" posts.
         | 
         | [1] https://www.filfre.net/2024/04/jedi-knight-plus-notes-on-
         | an-... [2] https://www.filfre.net/2021/02/the-second-coming-of-
         | star-war... [3] https://www.filfre.net/sitemap/
        
       | gyomu wrote:
       | _> 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.
        
         | ekianjo wrote:
         | 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
        
           | dijit wrote:
           | GTA5 released more than 10 years ago fwiw, the zeitgeist has
           | changed significantly in the last 5-7years.
        
             | paulryanrogers wrote:
             | In what way(s)?
        
               | dijit wrote:
               | The way the parent suggests.
               | 
               | > 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.
               | 
               | https://www.rollingstone.com/culture/rs-gaming/indies-
               | games-...
        
               | ekianjo wrote:
               | hardly. I bet GTA6 will be a major success just like GTA5
               | was at the time, which will again counter the argument
               | that big budget is killing the creativity in games. And I
               | see no counter against Star Citizen yet
        
               | throwup238 wrote:
               | I haven't played V or online but after III/Vice/San
               | Andreas, GTA is the last game I'd use to argue for
               | creativity in the gaming industry. It's just the only
               | game series in the "run over streetwalkers in a stolen
               | car" genre, which is still a profitable niche apparently.
               | 
               | (But I don't play many video games these days so what do
               | I know)
        
               | iknowstuff wrote:
               | Why are you opining on things you're wholly unfamiliar
               | with
        
           | throaway1989 wrote:
           | 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
        
         | msm_ wrote:
         | >What's the last big budget release that actually left a strong
         | artistic impression?
         | 
         | Witcher 3 comes to mind. But I just realised it was released 10
         | years ago...
        
           | the__alchemist wrote:
           | 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.
        
           | cr125rider wrote:
           | Cyberpunk 2077 I hear is great now after its many bug fixes
           | and DLC
        
             | hackernewds wrote:
             | not from a large American gaming production company. Black
             | myth wukong comes to mind but also in the same bucket
        
               | leoc wrote:
               | CP2077's not American but it largely came out of the
               | usual mould of big-budget, big-studio game software,
               | especially after CD Projekt Red ended up abandoning
               | promises to do certain things differently.
        
             | dijksterhuis wrote:
             | I hope Stalker 2 gets to this point as well, with more
             | A-Life brought back in after whatever performance
             | optimisations they can squeeze out.
        
             | nobankai wrote:
             | Spoilers: nothing short of a complete story rewrite could
             | salvage what _Cyberpunk 2077_ ended up being. It 's less of
             | a _No Mans Sky_ redemption story and more of a _Duke Nukem
             | Forever_ one.
        
           | coffeecantcode wrote:
           | Black Myth Wukong had a fairly hot entrance onto the market
           | but fizzled out a bit, keep an eye out for the upcoming DLC
           | though.
        
             | vanderZwan wrote:
             | I haven't played it, but I got the impression it didn't
             | fizzle out so much as that it simply had one single player
             | campaign and no reason to keep playing once it's finished,
             | and that many people seem to have forgotten games with a
             | finite nr of playing hours like that exist because of the
             | roguelikes, hero shooters, MMORPGs, Minecraft-likes, etc
             | that keep you hooked for as long as possible.
        
               | coffeecantcode wrote:
               | Very true, there is still a loyal following of new game
               | plus players, including myself, holding down the fort but
               | having a linear single player campaign was refreshing.
               | 
               | I have my opinions on the execution quality (or range of
               | execution quality) of the game itself but it still served
               | as my favorite "AAA/AA" major release of 2024.
        
           | alabastervlog wrote:
           | Uh.
           | 
           | That's the "new game" I'm still meaning to start.
           | 
           | God time gets weird as you pass through middle age.
        
           | Tade0 wrote:
           | Developers really put their hearts into it. I loved the
           | _Dziady_ reference.
        
         | drodgers wrote:
         | BG3 was 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).
        
           | mock-possum wrote:
           | Last train home is coming up soon on my todo list and I'm
           | pretty psyched to get around to playing it, the demo 100%
           | sold me on it
        
         | huckyaus wrote:
         | > What's the last big budget release that actually left a
         | strong artistic impression?
         | 
         | Elden Ring. You'd need to go quite a bit further back for the
         | last one before that though.
        
           | azakai wrote:
           | Definitely Elden Ring.
           | 
           | As evidence, even Harper's Magazine wrote about it:
           | 
           | https://harpers.org/archive/2024/11/dying-is-a-form-of-
           | educa...
        
         | popcar2 wrote:
         | > 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.
        
           | hackernewds wrote:
           | the nominees did, but the winner ultimately was still
           | indicative of the circus that is US gaming awards
        
         | frontfor wrote:
         | 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.
        
         | the__alchemist wrote:
         | > What's the last big budget release that actually left a
         | strong artistic impression?
         | 
         | Talos Principle 2. Does that count as big budget?
        
           | TingPing wrote:
           | Croteam is quite small, 40 employees total.
        
             | the__alchemist wrote:
             | That checks out; I think I should not have included it as
             | an example, given that context. Maybe it instead reinforces
             | the point that we rely on smaller companies for the gems.
        
           | 3eb7988a1663 wrote:
           | 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.
        
         | anal_reactor wrote:
         | 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.
        
         | like_any_other wrote:
         | > What's the last big budget release that actually left a
         | strong artistic impression?
         | 
         | To add to the other answers - Half-Life: Alyx ;)
        
         | maccard wrote:
         | > 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.
        
           | TingPing wrote:
           | My concern is that consolidation has hit the industry pretty
           | hard in the last decade and is only a bad thing for its
           | future IMO.
        
             | maccard wrote:
             | In my experience working there - it comes and goes in
             | waves. Layoffs happen, people leave and start their own
             | studios. We saw consolidation under publishers in the 90's
             | and people laud it as one of the best periods of games.
             | 
             | I do think we lost our way a little from around about
             | 2018-2022 where we had these absolutely gargantuan flops
             | like Concord that were a symptom of many things, but I
             | really really believe we're in another golden age right
             | now.
        
           | throaway1989 wrote:
           | Kingdom Come was from 2018?
        
             | maccard wrote:
             | https://store.steampowered.com/app/1771300/Kingdom_Come_Del
             | i...
        
         | tikhonj wrote:
         | 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.
        
       | lokimedes wrote:
       | 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.
       | 
       | This game defined my life.
        
         | nonrandomstring wrote:
         | Well, please be bloody careful and don't create any resonance
         | cascade scenarios.
        
           | baruchthescribe wrote:
           | Lokimedes doesn't need to hear all this. He's a highly
           | trained professional.
        
             | _benj wrote:
             | Lokimedes, we have complete confidence in you.
        
               | dijksterhuis wrote:
               | they're waiting for you Lokimedes, in the the chamberrr
        
         | markus_zhang wrote:
         | Wow that's inspiring. Let us know when you are asked to send a
         | crystal into the testing chamber. I'll go to the mountains.
        
         | tomaytotomato wrote:
         | Let us know if we need to prepare for "unforseen consequences".
         | 
         | Also I am really sorry but I messed up your lunch in the
         | microwave earlier.
        
       | vasco wrote:
       | > how many computers were currently running Microsoft Windows in
       | the United States. The number of 20 million that he got back was
       | impressive. Yet he was shocked to learn that Windows wasn't the
       | most popular single piece of software to be found on American
       | personal computers; that was rather a game called DOOM. Newell
       | and Harrington had long enjoyed playing games. Now, it seemed,
       | there were huge piles of money to be earned from making them.
       | 
       | Later on they also found out that introducing gambling to kids is
       | indeed a much better business than just selling games. Going on
       | for many years without anyone cracking down, and doing
       | workarounds when governments try to make it illegal.
        
         | paulryanrogers wrote:
         | I'm reminded of my art professor whose friend worked designing
         | lottery scratch offs, and found it unfulfilling yet well paid.
         | While my professor struggled teaching at a B-tier state
         | university and contracting for prestigious brands.
         | 
         | Around the same time I gave up my dream of making videogames
         | because pay and hours were terrible, and I had no prospects in
         | the Midwest.
        
       | ReptileMan wrote:
       | One of the unfortunate fallouts of Half-life was Quake 3 arena,
       | which could be viewed as it's exact opposite. I am convinced that
       | after half life people just couldn't appreciate the opposite -
       | just shooting, without any story. And it didn't create the
       | deserved following.
       | 
       | Instead we had almost 15 years of Spunkgargleweewee-s as defined
       | by Zero Punctuation.
        
         | k__ wrote:
         | I loved Q1 and Q2, but Q3A just felt like half a game to me.
        
       | 6stringmerc wrote:
       | Great article on the single player aspect of the game and
       | absolutely accurate about how exceptional it was - and still is -
       | in the canon of modern gaming.
       | 
       | What really gave Half-Life its legs was the multiplayer
       | component. It came in just as broadband internet was appearing in
       | households across the United States and Canada. The ability to
       | host servers and coordinate through ICQ and message boards
       | created a one-of-a-kind community.
       | 
       | I know because I lived it.
       | 
       | The [R]age Board for the Elites. The CLQ. Adrenaline Gamer and
       | Counter Strike.
       | 
       | Half-Life was incredible and still has an online presence of note
       | - mostly in developing countries. Their hardware matches the lift
       | to run at decent FPS and join games. Now and then I still hop on
       | a server through Steam.
       | 
       | The di clan video - digital immortality - can do more to
       | highlight "why" HLDM and its physics and weapons were such a game
       | changer, even compared to Q3 and UT at the time. There is nothing
       | like using the long jump and tau cannon to literally fly around
       | maps. Other games have tried, but I've never gotten the same high
       | as with HL.
       | 
       | Mostly I miss the community, as juvenile and crass as it was.
       | Like the NFL, it was a young man's game. Most of us were under 25
       | with rare exceptions. I'll never forget when Neo Maximus Babson
       | went missing.
       | 
       | This article bring back a lot of memories and than you for
       | sharing... -p$ychos!s- out (LMS, CML, syn, di)
        
       | divs1210 wrote:
       | Half Life is my favorite game franchise of all time.
       | 
       | Played all the canon games and SO MANY mods.
       | 
       | Still obsessed with it.
        
       | baruchthescribe wrote:
       | I was completely blown away when I realized that the opening
       | cinematic was the actual game engine. First time I'd ever seen it
       | and the scenes cleverly foreshadowed what was coming.
        
       | ge96 wrote:
       | I played this game on 512MB of ram and a 20GB HDD
        
       | simonw wrote:
       | 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.
        
       | kleiba wrote:
       | _> 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.
        
         | markus_zhang wrote:
         | 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.
        
         | 999900000999 wrote:
         | 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.
        
           | kleiba wrote:
           | 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.
        
         | dijksterhuis wrote:
         | > 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).
        
         | bombcar wrote:
         | There's a ton left that can be done by small companies -
         | factorio is just one example out of the hundreds waiting to be
         | discovered.
         | 
         | 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.
        
           | cryzinger wrote:
           | Balatro also comes to mind. And that one's the work of a solo
           | dev!
        
             | kleiba wrote:
             | The problem is - there are literally thousands of indie
             | devs that don't make the cut. The days of Mojang or Fez are
             | long over, the novelty of the indie dev has worn off,
             | unfortunately.
        
       | Tycho wrote:
       | I only ever played Half-Life on a friend's PC, but it still made
       | a big impression. Especially the start, how you arrive at this
       | massive research facility and get to just walk around before
       | things really kick-off. Part of the appeal also in the _Hitman_
       | games, I think.
       | 
       | I remember playing _Deus Ex_ on our iMac which was barely
       | powerful enough to run it. Severe slow down during intense
       | moments, and some major lighting problems. And yet, it remains
       | probably my fondest gaming experience. Something about the way
       | game worlds can capture your imagination when you're young.
        
       | mikehar wrote:
       | 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.
       | 
       | Fun times.
        
         | dleeftink wrote:
         | What was the other fish?
        
           | JadoJodo wrote:
           | Perhaps https://en.m.wikipedia.org/wiki/Picnik
        
         | mmustapic wrote:
         | It was called Half Life Day One, and I remember seeing it as a
         | bundle with some hardware, not sure which one.
        
           | sho_hn wrote:
           | 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_c_b wrote:
       | 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.
        
         | sunnybeetroot wrote:
         | 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.
        
       ___________________________________________________________________
       (page generated 2025-02-23 23:00 UTC)