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Valve's Writers And The Creative Process
Valve's Writers And The Creative Process
[In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.] Valve has developed a particularly strong reputation for story in its games, recently, ...
orders "four times" that of the original
orders "four times" that of the original
computerandvideogames.com — Left 4 Dead 2 pre-orders "four times" that of the original Thursday 5-Nov-2009 2:17 PM People are... finally "excited" after initial backlash, says Valve The number of Left 4 Dead 2 pre-orders are "four times" that of the original game, Valve has ... (more) orders "four times" that of the original
Gearbox President Randy Pitchford Has Harsh Words For Valve
gameinformer.com — Valve s dislike of the PS3 isn t exactly a secret; time and time again employees from... the much-lauded development company have expressed criticism of Sony s home console to the point where Randy Pitchford, the President of Gearbox (the developers of ... (more) Gearbox President Randy Pitchford Has Harsh Words For Valve
Episodes From Episodic Gaming
Episodes From Episodic Gaming
g4tv.com — When you think about it, episodic gaming -- that is, releasing chunks of content more frequently as... opposed to taking far longer to create full-on sequels or entirely new games -- hasn’t really come as far as many in the industry perhaps thought it would when the concept was introduced ... (more) Episodes From Episodic Gaming
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Valve's Creative Process
Blue's NewsValve's Writers And The Creative Process on Gamasutra is a conversation with Valve writers Marc Laidlaw and Erik Wolpaw about their work. There are anecdotes about the creation of various moments in their games, as well as a meta conversation about the process: "That's the classic writer's room thing. You just sit around and try and crack each other up, and 80 percent of it is stuff that's so foul that it could never make it in the game. [laughs] But then you're left with that 20 percent that's decent. We all did that when we were sitting in the same room. We'd be like, 'We've ...

Valve explains why Portal's Companion Cube had to die
Joystiq — ... When we cursed the heavens and asked tearfully why our beloved labradoodle, Cagney, had to die in a horrific snow plow accident, leaving behind her best friend (our maltipoo Lacey), the only answer we received was the stony ambivalence of a silent autumnal sky. ...

The Daily GameDev.Net
GameDev.Net — ... . No real information on how reliable this is, but it sounds like a real opportunity to construct hellish deathtraps that no one would dare drive in real life. Also known as the Nurburgring in the 60s. Also on GamaSutra is an interview with Valve's writers . I have mixed feelings about the writing approach in Half Life 2, but I am a big fan of their games overall. As usual, it's a solid interview, and I'm forced to repeat myself -- read it! Hm, I believe that we just went through an entire Daily without any sarcastic jabs at all. I must be tired today. In any case, I thought ...

GameSetNetwork: Best Of The Week
GameSetWatch — ... like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits." Small Developers: Minimizing Risks in Large Productions - Part I "Experienced game developer and manager Troy Dunniway, a veteran of studios like Microsoft, EA, Insomniac, and Ubisoft, discusses some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them." Valve's Writers And The Creative Process "In a rare interview, Valve writing linchpins Marc Laidlaw ...

The Week In Game Criticism: Duty Calls, Google Waves, Dragon Ages
GameSetWatch — ... ”. Finally, Kris Graft interviews Valve’s writers about their creative process for Gamasutra. The last one is quite lengthy and crammed full of interesting tidbits. ...

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GDC Austin: Half-Life, Portal Scribes Talk Writing Process
gamasutra.com 9/17/2009 — "Creative process" is kind of a misnomer, because so often, creation of anything involves a good amount chaos. But nevertheless, at GDC Austin on Wednesday, Valve Software writers Marc Laidlaw and Erik Wolpaw attempted to describe what is what like ...
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Valve Studying Sign Language For Deaf Half-Life Character [Half-Life 2]
kotaku.com 8/8/2009 — While Valve has been largely silent on what's happening with Half-Life 2 : Episode 3 , a recent focus test at the developer may point to the inclusion of a deaf character that ties into supporting character Alyx's past. Valve founder Gabe Newell ...
Left 4 Dead 2 DLC Rumours AddressedVoodoo Extreme 26 days ago
Valve's Chet Faliszek hit up Eurogamer Expo to show off Left 4 Dead 2, during which he played...
Left for Dead 2 content unveiling a mistakeplay.tm 26 days ago
Rumors denounced by Valve
News: Faliszek details L4D2 Avatar AwardsEurogamer 26 days ago
T-shirts, health kits, "cool stuff". Valve's Chet Faliszek has told Eurogamer that Left 4 Dead 2 will reward Xbox 360 players with Avatar clothing for accomplishing certain things. "Yeah, so, in Left 4 Dead 2 on the 360 you can actually ...
News: Revealed L4D2 DLC titles just test dataVideoGamer.com - All Updates 26 days ago
Valve hasn't revealed DLC plans.
Laidlaw: Half-Life 2's Alyx Works Because 'She Gives You Back Emotion'Gamasutra News 26 days ago
Valve writer Marc Laidlaw has told Gamasutra that Half-Life 2's Alyx was constructed so that she "gives back to you emotion, which is the only way we can tell the internal story of Gordon Freeman." Laidlaw's comments come as part of a larger ...