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Half Life 2's Developer Commentary

Posted September 5, 2006 by Andy Baio

Over Labor Day weekend, I got around to finishing Half Life 2: Episode One, the deeply satisfying expansion pack that picks up the storyline of Gordon Freeman as he tries to escape from City 17.

As great as the game was, I was blown away by the in-game Developer Commentary system. Each bit of audio is a “commentary node,” a little floating speech icon that can be activated by aiming at it and hitting the “use” button. The dialogue then plays, with additional information about who’s speaking and the length of the clip. (See videos below.)

Most of the game’s 115 nodes are audio only, pointing out interesting tidbits about the scene you’re currently in, such as the visual design, character dialogue, or gameplay. Some of the best examples discuss the iterations a stage or puzzle went through, why original versions didn’t live up to expectations, and how they reached their final design. It’s a fascinating glimpse into the minds of the developers, very much like sitting next to them as you play through at your own pace.

But a few commentary nodes do much more, taking over the player’s view to show them something hidden or entirely new. I’ve captured video from some of my favorites.

Here, in the Citadel’s Core control room, you can see three separate commentary nodes. The first two were from earlier in the game, referring to the first time I was in this room. The third node — my favorite of the game — whisks you away to an entirely hidden part of the map to explain how real-time TV displays are made. Note how the color of the third icon changes after it’s activated, marking itself like unread-to-read mail.

In this turret scene, the first commentary node explains Alyx’s behavior and how the turret design was modified after playtesters complained. The second turns on a hidden “node graph” layer and discusses how designers can use it to improve NPC’s movement and combat. Note that the player is invulnerable to damage for the duration of each clip, so as not to distract from gameplay.

This final video explains Alyx’s dynamic fighting animations by taking over the player’s perspective and cloning multiple copies of Alyx and a zombie, which creates a Mortal Kombat-style walkthrough of several variations. Fun!

There have been a couple earlier attempts at in-game commentary, most notably the “Developer’s Cut” of The Chronicles of Riddick: Escape from Butcher Bay (2004), a game that sounds awful but is widely considered one of the best modern first-person shooters. Valve was clearly inspired by Riddick, but has refined and improved the idea, making it so vital and interesting that it easily added four hours of replay value to my $20 purchase.

Sadly, according to Valve’s game statistics, only 15% of players have ever turned it on. So, try it out and help raise that number (it’s buried in the audio options). I really hope this feature becomes more popular in new games, or even as special edition reissues for older games. Hearing the original developers discuss, in context, games like Ico, Deus Ex, or (gasp!) Day of the Tentacle would be a dream.

Also, if you’ve finished HL2:EP1, this 47-minute fan-made commentary is thoughtful and funny. Highly recommended.

21 Comments

Metafilter Sources 2006

Posted July 24, 2006 by Andy Baio

Nearly two years ago, as part of my ongoing Metafilter Statistics project, I decided to see which websites the Metafilter community was linking to most frequently. With Matt Haughey’s help, I analyzed a complete dump of every post and came up with this list.

Now, two years later, I ran it again. Some of the results are surprising, as you can see below.

In the space of two years, YouTube launched and became the 15th most popular site, Flickr jumped 2,400 places to #14, and Wikipedia went from #66 to #2. Other big winners included Ask Metafilter, Times Online, Archive.org, and MSNBC. Huge losers that fell off the Top 50 entirely were Nandotimes.com (stopped publishing), News.cnet.com (changed domains), Observer.co.uk, and ZDnet.com.

Update: Some people in the Metatalk thread had questions about my methodology. The number next to each link is the jump in rank from the 2002 list. I’m only counting links in the front-page post itself, not the comments. And in the complete list, I’m excluding the 26,123 sources with only one link to conserve space.

Continue reading “Metafilter Sources 2006” →

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Waxy at Webvisions 2006

Posted July 19, 2006 by Andy Baio

If you happen to be at the Webvisions conference in Portland this week, you should come by my session Thursday afternoon.

I’ve been to several tech conferences in the last six months, and I can’t count the times I’ve been disappointed to find that a presentation that sounds interesting is either deadly boring or a poorly-disguised product pitch. Even when I was on the advisory board for the last Emerging Technology conference, I was surprised at how often the exciting pitches we approved ended up in lackluster talks.

So, when I was asked to speak, I tried to make a presentation that I would personally want to watch. I picked a topic I cared about and researched it to death — library research, original interviews, and plenty of web dumpster diving. It was a blast, and reminded me of what I missed most about college.

The topic: I’ll be speaking about how and why virtual communities meet in real life, from ham radio to modern online communities. It’s a topic that’s interested me since the BBS era, which I’ll also be touching on. I’m very deliberately not talking about Upcoming.org or anything else Yahoo-related.

Whether it’ll actually be interesting to anyone else but me is up in the air. This is my first solo conference talk and I’m terribly nervous. Hopefully, I’ll be able to hide it well enough so that the material doesn’t suffer. Anyway, I’ll link to responses as they come in after my session, so wish me luck!

July 21: This is my first Webvisions, and it strikes me as both very intimate and very well-run. My talk went very well. So many people have asked to see my slides that I’m going to write up some of my research and do a screencast of my talk.

Some reviews: Brian Oberkirch, Adam Darowski, Paul Bausch, Jeremiah Owyang.

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California Extreme 2006

Posted July 7, 2006 by Andy Baio

California Extreme, the awkwardly-named yearly arcade/pinball show, comes to San Jose’s Parkside Hall again this weekend. I’ve been going for nearly a decade, and let me say (again) that this is the best thing ever. The world’s biggest 1980s-era arcade, filled with old favorites and many you’ve never heard of, all set on free play. (If the Flickr photos don’t get you drooling, then move along.)

Plus, the speakers they’ve lined up this year are great. Eugene Jarvis (creator of Defender, NARC, and Cruis’n USA) will be talking about the making of Robotron, Kevin Tiell will be showing his pinball’s-eye-view photography, and director Greg Maletic will be screening parts of his Future of Pinball documentary.

If you’re going, feel free to join the Upcoming event or leave a comment to let me know. I’ll be there all day tomorrow, so if you see me, say hi.

Update: The show gets better every year. My highlights, before I forget them:

  • Panic Park. One of the funnest arcade games I’ve ever played. The goal of this Japanese two-player import is to shove your opponent around in a number of great minigames. The controls are like two big cushioned levers, which you throw your entire weight against to move your character around onscreen. Tilt your head sideways and watch this video to get the idea.
  • Multi-Pac. This 24-in-1 Pac-Man hack created by Clay Cowgill is no longer available because of legal issues. With its crazy boot menu and hacked graphics, you feel naughty playing it. The one I tried appeared to be a different romset, as it had one Pac-Man variation called “Pacman Berzerk,” which used characters and animations from Berzerk Retro arcade mashup!
  • Metal Slug X. I completed this remixed and upgraded version of Metal Slug 2, which took around 30 minutes. Exaggerated cartoon violence with a sense of humor and a ridiculous amount of on-screen action, it was very clearly a huge influence on Paul Robertson for Pirate Baby’s Cabana Battle Street Fight 2006.
  • Bumper. Released in 1936, Bally’s “Bumper” was the first pinball game to use bumpers on the playfield. Funny enough, early pinball machines wouldn’t get flippers for another 11 years, until Gottlieb’s Humpty Dumpty in 1947. Until then, gameplay was limited to shooting the balls and watching them fall. If you want to see it for yourself, Bumper can be found at the Lucky Ju Ju pinball gallery in Alameda
  • Warlords. I forgot how fun Warlords could be with four players at a cocktail (tabletop) cabinet.
  • The Irritating Maze. Use a trackball to maneuver through a playing field with electrified walls. Touch the walls and a buzzer sounds, blasting a jet of air in your face. Irritating, but in a good way.
  • Prop Cycle. By the time I beat the Story mode, I was sweating from pedaling the stationary bicycle, but the built-in fans kept me cool and added a little immersion. Despite some severe clipping problems and awkward controls, it still felt like I was flying a bike through the air.
  • Older, underrated favorites: Quantum, Wacko, Puzz Loop
6 Comments

Eliot Turns Two

Posted June 9, 2006 by Andy Baio

Two years old already! Not just walking and talking, but singing, conversing, drawing, counting (to two), playing drums, laughing at my jokes, and running to hug me when I walk in the door. I thought having a two-year-old would make me feel old, but it’s like being a kid again. Happy birthday, Eliot!

Two years old!

Continue reading “Eliot Turns Two” →

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