SMT
Newbie
- Joined
- Apr 16, 2004
- Messages
- 991
- Reaction score
- 0
I was going to post this as a reply under the "HL1 port not all it's cracked up to be?" thread, but I actually feel like it will generate enough discussion that it deserves its own topic.
I sort of think it would be a fun project for a mod team to add detail to HL1 levels and resources via the Source engine while leaving the core gameplay relatively untouched, and it's good that Doug Lombardi is implying in the Boomtown interview that this is something Valve would encourage.
It would present an excellent set of design challenges: how do you improve on a game that's so damn good already? What "unforeseen consequences" will Source physics introduce into the gameplay experience? Can you think of any scenarios in HL1 that could play out very differently using the new engine? Are there any specific memorable scenes that you really anticipate "playing again for the very first time?" And, perhaps most importantly, is a Source engine port of Half-Life necessary for the original game to realize its full potential?
I sort of think it would be a fun project for a mod team to add detail to HL1 levels and resources via the Source engine while leaving the core gameplay relatively untouched, and it's good that Doug Lombardi is implying in the Boomtown interview that this is something Valve would encourage.
It would present an excellent set of design challenges: how do you improve on a game that's so damn good already? What "unforeseen consequences" will Source physics introduce into the gameplay experience? Can you think of any scenarios in HL1 that could play out very differently using the new engine? Are there any specific memorable scenes that you really anticipate "playing again for the very first time?" And, perhaps most importantly, is a Source engine port of Half-Life necessary for the original game to realize its full potential?