Nothing's worse than thinking you're going to get something cool at a certain time and finding out that there's going to be some sort of delay. Damn you, delays!
While other companies wouldn't own up to the amount of time they keep folks waiting, Valve is better than that. The developer of the Team Fortress, Half-Life and Portal games have cooked up a handy chart that compares the promised and actual delivery dates for various sorts of content. There's also a component that tracks when they've actually gotten stuff in ahead of their announced
To me, a grid like this shows that Valve has a sense of awareness and humor about the way that they're perceived. And for those keeping score at home, there's no mention of a certain sequel.
Jamie Russel's "Generation Xbox: How Video Games Invaded Hollywood" revealed why the Halo movie failed. But Microsoft isn't the only company interested in crossmedia platforms for one of their most beloved franchises.
Valve seems like an easy choice for a Hollywood spotlight. The fictional universe and its characters are intriguing, and the fanbase is already established. We love soaking up new information, pictures, comics, rumors, animated shorts, cosplay...basically anything related to the Half-Life franchise.
So why hasn't Valve taken the opportunity yet? It's not as easy as picking up the phone and saying, "Hey, Hollywood person. Make my movie. *click*" Obviously Valve doesn't want someone to trample over their property. Speaking with Russel, Valve's mastermind Gabe Newell explains what the company's history with Hollywood has been so far:
Mostly people were just trying to vampire off of the success and popularity of the property, without any real understanding of what made it an interesting or successful property in the first place. The sense that we had was that if we went down the traditional route of licensing a property to a Hollywood studio, we would be losing control at that point. The fans were going to be ill-served 90% of the time. (Russel, 288)
And then sometimes the software developers get pitched with ideas so far off the map of actual Half-Life lore that it baffles them:
"This writer was trying to convince us that it'd be cool to have this new modern cavalry with these Kevlar-armoured horses charging across this field. It had absolutely nothing to do with what made Half-Life and interesting entertainment experience for our customers. It was just bizarre." (Russel, 288-289)
So why not just avoid the realm of film altogether? It seems Valve has their hands already full with development on future iterations (hopefully with 3s in their titles). Newell says they don't have that choice anymore.
"It's pretty clear that our customers are cross-media consumers. If they like a game, they want to see a movie; if they like a movie they want to be able to run around and shoot rockets off in those spaces. They are telling us we don't have the luxury of just being a games company anymore." (Russel, 289)
Then what's the solution? Newell thinks it's to reach out to the fans. Fans who understand their games, and appreciate the context enough to not take creative liberties by adding wacky things like Kevlar-clad horses. Valve has always been open to their community playing with mods and inventing new features for their games. So why not for a movie?
Valve's dedication is to their gamers, says Newell. Building these pieces of entertainment isn't about creating huge blockbuster openings (like Hollywood's method seems to be), but rather to service their customers. He even brings up the infamous Star Wars films helmed by George Lucas as an example:
If Lucasfilm had taken all the assets they had created for Star Wars: Episodes 1, 2 and 3 and released them to the fan community and said ‘you guys go and make three 90-minute movies', in aggregate the community would have built better movies than George Lucas did. I'm not being hyperbolic at all. I mean literally they would have made better, higher quality entertainment than he did. The key is to connect the dots for the community in terms of giving them the tools that they need. If you can mod a game like Half-Life 2, there's no reason why you can't mod a movie like The Phantom Menace. (Russel, 290)
Eventually, enlisting in fans is going to be the norm in the future. Eventually Hollywood will come around to it. Wishful thinking? Maybe. But Newell is firm in his belief that it's at least the right way.
"What's going to happen is that the Hollywood guys will start to realise that the creation of entertainment isn't a one-way experience where they have all the professional tools and giant budgets and everything flows downhill from there to the consumers. If they're collaborating and co-operating with their fanbases to create these entertainment experiences, you will see the same kinds of things occurring - most of it will be terrible but some of it will be brilliant." (Russel, 290-291)
The appearance of Valve’s Gabe Newell on the inaugral Seven Day Cooldown podcast seems to have generated all the headlines in the world. Apple’s new boss didn’t really visit Valve, DOTA2 will use a brand new kind of free-to-play and, now, why ‘Ricochet 2′ has been so long coming. There is, I’m afraid, absolutely no way that ‘Ricochet 2′ is a veiled term for another game rather than a sequel to weirdo Tron-like jumpy multiplayer mod Ricochet. And doubly-definitely not a game that might have a ‘Half’ in the title. No sirree. (more…)
so I went to BestBuy to see the Diablo III's POP today, but found this [Reddit]
Gabe Newell at E3 2012 [Reddit]
So far, toy company NECA seems to be doing a pretty good job with a license for Valve's catalogue of first-person shooters. But at the end of the day, NECA makes toys for the mass market, so what you'll be getting will be fairly standard stuff.
Over the weekend a potentially more exciting announcement was made: Valve will also be having toys made by threeA, a Hong Kong company who in this writer's opinion are simply the best manufacturers of action figures on the planet.
While threeA made a name for itself initially making original toys and figures based on its own properties, like World War Robot (whose artist Ashley Wood also helps run threeA), it's recently moved into licensed territory, making figures based on things like Real Steel.
They're also the guys behind the enormous, $500 Metal Gear Rex figure due out later this year.
It'll be very interesting to see what they can come up with.
I love old movies—especially films from the 1940s. Graphic designer Bao Nguyen did a take on classic games, like Half-Life and Street Fighter, and reimagined them as classic films—namely, creating film title cards for them.
Ever wondered what Metal Gear would've looked like as an old Warner Bros. crime film? Something like this! Too bad Humphrey Bogart isn't around to play Old Snake. Too bad Humphrey Bogart isn't around. Period.
Bao Office [Flickr via Cargo Collective via Albotas]
San Francisco's 4th Street is covered in Gabe Newell. The Game Developer's Conference is in full swing, and the iconic Valve boss's mug is splashed on poles, garbage bins, and newspaper stands.
It's like gaming's own version of the Obey sticker campaign, but Gabe's either saying Half-Life 3 or Steam console. I can't tell which.
These photos were taken by website Destructoid. More in the link below.
Someone put up pictures of Gabe Newell EVERYWHERE [Dtoid]